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Senpai402

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Everything posted by Senpai402

  1. I'll try to edit that, thanks !
  2. Plop tout le monde ! Je rencontre un petit soucis avec le type de spell "On hit", si j'ai bien compris le système, lorsque le joueur cast le spell, sa prochaine attaque (e / clic souris) sera + forte (selon les stats choisies évidemment). Il se trouve que cela ne fonctionne pas du tout avec mon client (version 145 actuellement), j'ai tenté de rajouter un stun pour voir si ça changeait quelque chose, jouer avec les ticks, etc, mais rien n'y fait. Cependant, l'animation du cast se lance sans soucis, celle du "hit" par contre, non. Quelqu'un a aussi ce soucis ? Merci!
  3. Vous pouvez surement changer la taille de la fenêtre de description via la première ligne, bounds. Les 2 premiers nombres de "bounds" sont relatifs à la position de la fenêtre selon ses "parents" (les propriété de la fenêtre qui englobe la description) donc à moins de vouloir la déplacer, n'y touchez pas, cependant tentez d'augmenter les 3ème et 4ème valeurs, cela devrait changer la taille de votre description (longueur, largeur dans cet ordre) ! (En sachant que cela se trouve dans les fichiers : ItemDescWindow.json et ItemDescWindowExpanded.json (quand la description est plus longue en gros)
  4. Maybe a please, or an Hi would be recommended to have got many responses. You can't atm auto upgrade item, but when the sources will be available, you will ! (if you know how to code ) Ability power is for ... the stat ability power ? :x If you add some spells, you can set on which stat it will do damage (attack, def, ABILITY POWER, etc)
  5. Okay thanks for the reply!
  6. Hello ! I tried to make a spell which spawning 2 npc by an event. To despawn them, i used Despawn NPCS, but when they despawn, npc's summoned with another event get despawning too. Is there any solution for this case ? Have a great day!
  7. Working for me ^^' Did you tried to reinstall ?
  8. So uncheck aggressive & swarm ! :p
  9. I can answer to the third question, do u mean "swarm" ? If yes, let's see an exemple : You've got a group of 5 "bird", if they detect or get attacked (aggressive or not) and the swarm label is checked, all of them will attack the player
  10. I got and idea, i think we can skip the first step by adding an event on level up with conditionnal branch : if class = "Warrior" add +1 to Warrior_Level variable, if class = "Ranger" add + to Ranger_Level and the use it to set the conditionnal branch of level when a player change class Idk if it's working, but i think yeah
  11. Is they're any issue's when we've got too many conditional branch ?
  12. Wow, I'll try it right now, you're awesome ! Thanks!
  13. Hi ! Firstly, sorry for my bad english. How can I get the level of a player without use "on level up" event ? An exemple, when a player change class, boom, save his level with hhis class (with a second variable), and set the level 1 to the new player class. If he wan't back on the first class, he recover his previous level Have a great day!
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