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Everything posted by Xeno
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If stats were modifiable through events, this would be possible through a common event set to auto-run. But since it's not a source edit is the only viable option.
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On the map editor create an event. The 1st page is created automatically. Additional pages are added by clicking "New Page". Animations can be set both in the page itself (as a constant), or to be run as a command.
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I like the graphics and the vision you have. Looking forward to seeing more!
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If the door doesn't work, push it.. no but for real what Dashplant said. Make three pages.. 1st page normal door, 2nd page autorun an event that contains the animation, 3rd page door open state. At least that's one way of doing it.
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this goes here seriously i didnt know there was another music thread
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Here's a preview of the upcoming vampire transformation (without clothes). Players will be able to choose between two factions: Brave Blood (werewolves) or The Moon Cult (vampires). Ultimately a war ensues between the two and this will be incorporated into Nightmare's PvP aspects.
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As Khaikaa has pointed out there is no limit (that we know of). However, I'm sure there is a bottleneck. Having said that, Intersect is written in a language that can certainly handle large numbers, without incredible lag. Again, this is based heavily on your hosting machine. As you couldn't handle that with a low-spec computer.
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I'm going to share a simple method for creating fade-in and fade-out effect. We will be using images at different opacity for this effect. The images can be downloaded here: https://www.ascensiongamedev.com/resources/filehost/27848cc2d688cff08a6a5a175cbe7ead.zip First create 4 switches: FadeToBlack, FadeFromBlack, FadeToWhite, FadeFromWhite Then create 4 Common Events: FadeToBlack, FadeFromBlack, FadeToWhite, FadeFromWhite The Common Event for FadeToBlack will look something like this: (Using pictures: black25.png etc & "Stretch To Fit") The FadeFromBlack common event will look like this: Instead of going from 25% opacity to 100%, we will be going from 100% to 25%. For FadeToWhite & FadeFromWhite simply repeat the process using the images marked "white25.png" and so on. Lastly, you can use this system in an event as such. Be sure to have a wait time that is equal to or greater than the fade-out time.
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*Added chance percentages. Will update the main post.* In order to create chance percentages for catching fish, first create two player variables called "Chance Percentage" & "Chance Counter" and a player switch called "Reward True?". Then create a Common Event called "Chance". I highly recommend creating this as a common event, so that you can use it in the future. Here the event is simply determining what the Chance Percentage variable is set at, and then going to the appropriate label. Then under the label math is done to get a percentage, and the switch Reward True? is set to True IF the percentage was met. In the Fishing Spot common event you'll want to determine how much the fish chance is (in this case I selected 0.001%), then run the event Chance. If the chance percentage is met, and Reward True? = True, then the fish is rewarded. If not, the message is displayed "No luck. Try again."
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Thanks. I'm going to add chance percentages to the tutorial as well.
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**Note: This will only work properly with Kibbelz "Has item equipped" condition, which is coming for B6. I'd like to share a fishing system, that is not so basic. This system does not rely on the resource editor. First create a player switch called Fishing Spot, and two player variables: Fishing Rewards, and Fishing Counter. Then simply place an event down where you want your fishing spot to be, and create two pages. One the first page check to see if the player has the fishing rod (If so set Fishing Spot to True), and on the second set the condition to Fishing Spot = True, with an animation of your choice. I selected a bobber animation to indicate that the player is fishing: Next create a Common Event called Fishing Spot, with condition Fishing Spot = True. It will look something like this: To give a break down: First we are holding the player. Then we are saying Fishing Rewards is anything from 0 to 10. If it is 0, then the chatbox message displays: "No luck. Try again." It's then re-directed to NoCatch label. If the variable is anything but 0, then a fishing reward is given, and the message displays "You caught #x of (insert fish name)" and is then directed to the label FishCounter. Lastly, near the end you place your labels NoCatch & FishCounter like so: If you caught a fish (Fishing Rewards variable is anything but 0) then the Fishing Counter would add 1. Otherwise, the Fishing Spot is simply set to False and the player can initiate the fishing spot again. Lastly, put the id "fc" in the player variable "Fishing Counter" and display a message for players to know how many fish they caught so far. Fish Counter Common Event: You can also use images to display a timer, or put an animation above the player. Good luck! CHANCE PERCENTAGES ADD-ON In order to create chance percentages for catching fish, first create two player variables called "Chance Percentage" & "Chance Counter" and a player switch called "Reward True?". Then create a Common Event called "Chance". I highly recommend creating this as a common event, so that you can use it in the future. Here the event is simply determining what the Chance Percentage variable is set at, and then going to the appropriate label. Then under the label math is done to get a percentage, and the switch Reward True? is set to True IF the percentage was met. In the Fishing Spot common event you'll want to determine how much the fish chance is (in this case I selected 0.001%), then run the event Chance. If the chance percentage is met, and Reward True? = True, then the fish is rewarded. If not, the message is displayed "No luck. Try again."
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I agree. Might as well keep it consistent. Also, I like the palette.
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Edited the main post to include commands for taking items (in the case of retrieval quests), and slightly altered the Execution Conditions - using Quest in Progress instead of Quest Complete.
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The rocks with the purple shadow stand out the most. It's obvious that they are not part of the same tileset, and should be edited to fit.My other critique is that this terrain is really flat.. I mean even 1 tile height cliffs would bring it to life. The detailing is good. I would avoid completely square edges, but thats me. To edit the rocks, simply erase the purple shadow and give it the same shadow as the rest of the tiles. I would also give them more contrast.
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Nice. These will work good together.
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I'd like to share my method for creating multiple quest rewards. This method checks each time to see if there is available space in your inventory, so that you can have as many rewards as you want without having to worry about the player not getting the items. To do this simply create a variable for your event (the one that has the quest). This will be used to determine which page you are on. Next create a variable called "(Something) Rewards". This variable will determine which item is being rewarded in the sequence. Here are the conditions for the 3rd page. Here, the player is tasked to return to the Disciple with 20 Poisoner Flower. The condition is that Disciple Worship is 1 & the player is on the task to return to the Disciple (Event Driven): And here are the event commands. This part is as simple as using conditional branches to determine whether or not you already received the reward. If the quest was to retrieve items, be sure to take the items first. Afterwards, increment the variable to begin giving the rewards. If the item is not given, it is assumed the player doesn't have space. The dialogue then says "You need more room in your inventory". In this case I have a repeatable quest so at the end of the page I am setting the "Disciple Worship" variable back to 0 (1st page), and "Disciple Rewards" to 0. In the case of non-repeatable quests, simply make a 4th page with a condition "Some Quest = 2" and set the page variable to 2 instead of 0. Be sure to run End Task or End Quest as well. (May differ depending on your setup)
