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Trixer

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Trixer last won the day on July 8 2018

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  1. Love me some lineage 2!!!

    1. italo

      italo

      yes i love lineage ii

  2. Dude! I am a big fan of your music! I didn't even know you were on these forums! Keep up the great work you are omega talented! I wish I had talent like yours working on my projects
  3. This is looking really nice! Keep up the good work man! Are you using orion?
  4. To do this correctly you will need the source.
  5. No this is not easy. Because if a class advances from the novice class to an advanced class it doesn't get any new stats. There for with out gear factored in then they appear to be the same strength as the class before them. So no, it is not nearly as easy as it appears to be. The only good the stat condition is for when you are checking to see if a player might have the stats to equip an item. Other then that it is completely useless (and one could argue that the condition check system for equipping items is just as useless)
  6. A knight becoming a paladin still might want a stat increase that isn't based on leveling. Lineage 2 and RO are two games that have class advancement systems that directly increase stats when you class up. (All I am trying to do is make a check for a dungeon to see if a player has high enough stats to enter it. A very standard feature in absolutely all mmorpgs.)
  7. Does the player stat condition check only take into account base stats? It seems that equipment that raises stats does not count for this check.
  8. https://www.piskelapp.com/ To split the sprites up into various frames or tiles or whatever. https://www.codeandweb.com/texturepacker to put them back together into sprite sheets.
  9. After testing this even though it lets you define multiple slots as weapon slots in the config it will still only allow you to have one weapon equipped at a given time and it uses the weapon slot that you defined first as the slot for weapons. So no it seems you can not do a dynamic duel wielding system. I highly recommend cation when doing a system like this, as in the past they have been known to be highly abused. As most players will just seek two very good weapons an dual wield them, over all other weapons because generally its hard to balance dynamic duel wielding so that they are equally appealing to single hand equips. Why take a smiting sword of doom, and a shield of the heavens when you could just take two smiting swords of doom. You can make it so that a player could take two items and take them to a crafting station and "balance them for duel wielding" which is a fancy way of saying they took two weapons and crafted them into one to meet the engines limitations. If you wanted to put work into it, you could make this system pretty dynamic. You should check out lineage 2 for a prime example of a "craftable duel wield weapon system". It allows the devs to tweak the two items when they become one.
  10. When the "set player class" is used via an event is there a way to get the player character to take on the base stats of the new class? I can't find a way but I feel like there should be a way, and I am just missing it.
  11. Everytime I try something new Intersect really impresses me with what it can handle, but then at times I think "well why cant we compare equipped items or something else super simple" I can agree with CnP, however I think variable/switch logic is sitting pretty good. I would like to see the inclusion of player variables/switches being able to be used in the combat algorithms though.
  12. No problem! Also I haven't tested this yet, but my hunch is soul bound items also wont drop on death. So I think if you want a specific item to also not drop then you could set it to "soulbound"
  13. Set the chance of dropping an item on death to 0. I just tested this on my server and it worked. Allowing a dead player to keep all their items.
  14. Almost everything made with rpgmaker is compatible with intersect there is a application in the downloads section that converts sprite sheets over.
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