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Yuri

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Everything posted by Yuri

  1. I seem to be starting to understand a little. When the character puts on a new item, all percentages are recalculated and added to all available statistics.
  2. What do you think about the "Stat Bonus Range"? How does this parameter fit with statistics percentages?
  3. That is, if the "Helmet" has a defence +20, then the percentages are counted from 20? Or do you mean basic character stats?
  4. Gentlemen experts, I wanted to understand some of the logic associated with equipment. Equipment is capable of changing the player's statistics, it can be a static value or in percentage terms. I understand it this way: if both options are indicated, then a static value is added first, then a percentage of the total available statistics amount. It means what kind of equipment the player will wear first. For example, there is "Helmet" (defense 20) (defense + 5%) and there is "Armor" (defense 40) (defense + 5%). If the player first puts on "Armor", and then "Helmet", then the final defence will be greater than if first "Helmet" and then "Armor". Tell me, do I understand everything correctly? And I still don't understand how "Stat Bonus Range" works in terms of percentage change in statistics. P.S. So far, I cannot verify this myself, so I am asking about it here.
  5. As for the variables, I did the check in different ways, but nothing came of it. But I'll try again. Thanks for the clarification!
  6. I faced the following problem: If you Hold and Hide a player on one map and use the "Wrap" command, then on another map you cannot "Release" the player and make him visible again. I tried doing this through a common event and through various checks, but I couldn't get the desired result. The player remains either completely hidden and immobilized, or only hidden. Can't figure this out a bug, or am I doing something wrong? There is another situation that also disappoints me. When I move a player to a square with an event that has a "Collide with a player" trigger, this event is not triggered. Can you tell me if there is an opportunity to come up with something in this case?
  7. Embedded Video Link Everything worked out! Thank.
  8. Thanks a lot for the detailed explanation!
  9. Thanks for the tip! I was supposed to do something similar, but I was not sure how.
  10. Yes that's right. It would be easier if there was a check, such as: "Is the player on an event", but there is no such check in the editor. This is necessary for toxic swamps or lava.
  11. Hi people! Tile damage: Made an event that deals damage to the player. However, the damage only goes through once per collision. Could you tell me if there is a way to make the event do damage constantly while the player is on over the event? Warp: The standard warp command immediately moves the player to the specified point without any (or minimal) delay. It doesn't work for my game. I need the player to be hidden and immobilized for a while, then he moves, then takes a few steps forward, after all this he becomes visible and controlled. I tried to achieve this in various ways, but to no avail. The player is either invisible, immobilized, or both. Maybe I am doing something wrong or using commands in the wrong order. Tell me how to achieve the result I need?
  12. Hi everyone! I'm sorry for the hasty question. The problem seems to be already resolved.
  13. Hello everybody! When working on a project, I came across some features that I would like to change. 1. In the server settings, the maximum value for the stats is 255. These restrictions affect all stats, however I want to set my own maximum limit for each of them. Suppose the maximum for Health is 500, but to Protect this a lot, and 50 just right, for Speed you can put 1000. 2. For 1 point, you can increase the statistics by 1 unit of value. This is not entirely convenient. Suppose a player receives 50 points and wants to increase the Health value by 50 points. It is extremely tiring to click the mouse 50 times and does not add interest to the game. It will be much more convenient to indicate your own value for each statistic. Suppose for 1 point Defense increases by 1, and Health for the same point by 10, etc. 3. I would like the "Show Image" command to have the same settings as the "Play Animation" command. Is it possible that all of the above developers will add in future improvements? Or can anyone write a special patch?
  14. Indeed, I did not think. Need to try. Thanks!
  15. Hello everyone! Is it possible to skip the character creation window using a patch or script? This means that the player will start the game with a ready-made character, and already on the map, through events, you can organize the choice of class, race, fraction, etc.
  16. Hello everyone! Is it possible to slightly modify the commands "Give an item" and "Learn a skill" by adding the additional option "Place in a quick access slot"? Directly linked to a specific slot and so that the player could not remove it. And also through the commands one could clear the indicated slot. This would be very useful in conjunction with what I asked in this matter.
  17. It would be great! I also want to clarify that depending on the number of selection options, different images should be used. That is, if the number of options is increased to eight, then an additional 4 images should be added to the gui folder, to those already existing there. What about what am I planning? A text box with one option will be used to warn the player about certain actions; with two options, for example, for game notes or books (accordingly, the background image will be large); with 3 and 4 options for dialogs with NPC; 5 options for the guild; and so on.
  18. Hello everyone! At the moment, the editor provides only 4 selection options during the dialogue. I would like to have 6 or even 8 options. In the event editor, for example, two additional separate functions could be added: for a Text Box with 6 options, for a Text Box with 8 options. And of course, additional json files are needed so that all buttons can be edited. With all this, you can implement various game mechanics with a visual component. There is another option, but more difficult, or maybe not real. This is to make a predefined list (json) with all text boxes, which can be many, for different purposes. In the process of editing the event, you could select the desired Text Box. Thanks for attention!
  19. Thanks!
  20. Thanks a lot! Apparently this is what you have to do.
  21. Please tell me where you can see information on setting up the json file located in the gui folder. The properties of some lines indicate null, or completely empty, which means that they are not active, which means they can be set to a value and this will be displayed in the game. The purpose of many lines is not entirely clear. Ru: Подскажите пожалуйста, где можно посмотреть информацию по настройке json файлов, расположенных в папке gui. В свойствах некоторых строк указано null, или вовсе пусто, это значит что они не активные, а значит им можно задать значение и это отобразится в игре. Назначение многих строк не совсем понятно.
  22. No, unfortunately, you can not. In the Gui folder for dialogs there are 4 images, different in size. It turned out everything is very simple. Different images, depending on the number of options for selection, from 1 to 4. It is for all the buttons to fit. I think that for the dialogs with the characters, you can use 2 images, with the choice of three, four options. And the other two can be adapted for other purposes. For example, something is rushing of a book or note, or a magazine. Accordingly, for each option, you need to select the optimal image size.
  23. Thank you, I already figured out this question.
  24. There are 4 images in the gui folder for displaying dialogs with events. Does the game use only one specific image or can different images be used in different situations? If you can still use all four images, then how to do it, and is it possible to add more such images?
  25. Dear developers! Thank you for your work done, the editor is really good and has good prospects for development. However, I'm interested in one question: in future updates of the editor (if they certainly be) You can count on what you add new functionality? There are several points that slightly upset. 1. There is no way to quantify the statistics of the character through events. 2. When opening a table for manufacturing, all recipes are available at once, which were added through the editor. I would like recipes to be studied before they become available to the player. 3. All the states that are in the game are rather simple and they can not be for example add across the ordinary objects (for example, when the player eats an apple). 4. The objects from the category "Consumed" can only change HP, MP and EXP. Why do not add the ability to execute a common event?
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