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OniSensei

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Everything posted by OniSensei

  1. Hello! So one of the biggest hurdles I have faced while using the Intersect Engine, is editing the GUI. Any big changes require a lot of work, and while it isn't difficult to edit the JSON files and figure out what does what. It does take time, and constant reopening of the client to check the changed. I decided to make a tool that will load the Intersect Engine GUI JSON files and give you a visual editor for them. It simplifies the JSON file into a TreeView that is easy to edit and save. Currently this is limited in what it will show but I will be adding much more to this tool. This is the initial alpha release, there will likely be bugs Please tell me about bugs! This project is Open Source though it is coded in VB.NET and I am trash, be thankful this even works lol. Preview: Download: https://github.com/OniSensei/Intersect-GUI-Editor/releases/tag/1.0.0.1 Source: https://github.com/OniSensei/Intersect-GUI-Editor Make sure to copy and paste the contents of your Client > Resource > gui folder to the editors gui folder, and replace any images in the resources folder that you would like. The custom font is still experimental at this time but in theory it should work, you can change the font by putting a .ttf file into the font folder and changing the font in the settings window (cog icon). Please let me know if you have any suggestions, I would love to hear them! And follow the development here: https://github.com/OniSensei/Intersect-GUI-Editor/projects
  2. Its done! Just some minor tweaks and ill be releasing it! She ain't pretty, but she gets the job done.
  3. Oh man, this weekend was full of progress! Only 13 more json files to deserialize then some clean up and minor tweaks!
  4. Making progress! About 50% done deserializing, and only the location/size/image edits are shown/loaded atm so i want to fine tune everything once im done and add that stuff. So for example if you change hidden to true it should hide the visual component and right now it doesnt do that. But eh. Progress!
  5. Finished all the layout > menu windows, time to start work on the layout > game windows. Some things are kinda wonky due to the hierarchy of the json file and the form components used to generate the visual aspect. I also added this neat little toggle-able grid overlay to help with coordinates. Also started a github for the project, its coded in VB.NET and I'm not a good coder by any sense so you get what you get xD you've been warned. https://github.com/OniSensei/Intersect-GUI-Editor
  6. Made some progress on my visual gui editor for intersect. Cant wait to release it
  7. if I recall there is a party sync function for player variable set. without looking at the code I would assume something like that function could be used more liberally, for instance warp player.
  8. Oh.. Its part of the Time fantasy icon pack. Ill look at the keys and see about reducing that, good call!
  9. TBH its a placeholder icon for the actual item icon for that type of item i have to make so i just selected something. But yes the squares are purposfully a bit smaller than the icons themselves to make them stand out a bit, you can see it on the red arnmor and the herb leaf at the bottom left as well.
  10. Began work on changing the UI, found a free UI kit online and i think it fits with time fantasy fairly well, I will be changing the fonts just as soon as I can get the mono pipeline tool to work properly
  11. If that were the case my prof of concept would not have worked (6.2 in the example). Changing a variable inside the result of the if statement does not effect the if statement, as the conditional branch has already done its check and moved on.
  12. Well give the item and set a player variable or even a self switch for that claim and toggle it. something like this. Variable Editor: (unique ID optional incase you need to call its value at a later date in a text box etc.) Event Example on map Prof of concept You could go further with this making seperate pages with spawn conditions using the variable if you dont want the npc to show after they claim the item etc. When you want to run a new claimable item make a new variable and update the event with the new variable to check. You can take this further with yes or no text boxes and other things, you can even go as far as using the system time in a variable to compare time differences etc for daily claims (all in ms btw)
  13. There are a couple ways to accomplish this and unfortunetly none are how you would want. You can make a /command for users to claim an item, or you can create an auto run even like weylon santana suggested, or create an npc that gives the item away and change it using the editor when you want it to go away, keep in mind that all these methods would need to leverage variables to toggle claims. But unfortunely you cant use a /command for a global give away like you would hope, at least not without source edits.
  14. I am currently migrating hosts so the site and servers are down for a while until i finish the setup again.
  15. shroom quest doesnt update when killing them qq...
  16. theyre all modified versions of what comes with the default client, mine is pretty different from yours.
  17. Here are my formulas. <PhysicalDamage>Random((BaseDamage + ScalingStat * ScaleFactor * CritFactor) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (V_Defense * 0.0255), (BaseDamage + ScalingStat * ScaleFactor * CritFactor * 1.2) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (V_Defense * 0.0255))</PhysicalDamage> <MagicDamage>Random((BaseDamage + ScalingStat * ScaleFactor * CritFactor) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (V_MagicResist * 0.0255), (BaseDamage + ScalingStat * ScaleFactor * CritFactor * 1.2) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (V_MagicResist * 0.0255))</MagicDamage> <TrueDamage>Random((BaseDamage + ScalingStat * ScaleFactor * CritFactor) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (0.0255), (BaseDamage + ScalingStat * ScaleFactor * CritFactor * 1.5) - (BaseDamage + ScalingStat * ScaleFactor * CritFactor) * (0.0255))</TrueDamage> And i am unsure of the NPC's regenerating health really quickly sorry.
  18. if your stats are low you wont see much difference if at all in the damage done/recieved, with low stats you need a dmg modifier of at least 10 or more to see a difference.
  19. You can attach a sound effect to an item, and u can technically add events that play sound effects for like punching a wall or tree for example. When you pickup items it doesnt send to chat box but if you give an item through an event you can send a message to the chat box.
  20. OniSensei

    Hi.

    Hi, wrong section. Please post in sugestions as this is not a help topic. Source is released in B5 add them yourself then. https://www.ascensiongamedev.com/bug_tracker/intersect/
  21. Alight ill try to make this as easy as possible... First lets look at a basic kill x monsters and return to npc for this i use these settings. Next we need to make the NPC that gives the quest, in this case its the same npc we return to. Create an event somewhere on your map. These are my settings. You can see the level requirment is for the first page, since the quest requires level 2 or higher we make it so they have to be 2 or higher, the first page is a placeholder before the quest can be started. Page 2 has a requirment that checks the quest requirment, and you can see if it can run the page then it will show the quest window with the start quest command. On the next page we set up the progress text So if theyre still working on the quest the npc tells them to hop to it! Next we make it complete the quest. As you can see, the requirment is that theyre quest progress is set to retun to farmer the event driven part. In the event we do a conditional branch to check progress and if yes then we give the rewards, the rest is just if you want to display what they got. Dont forget to add the complete quest and end quest to the event. The quest markers are another story and there is a tutorial on this forum for it, i will link it in a min. -edit
  22. Example: http://doelmmo.com/index.php?op=ranking <?PHP $DBConnect = new PDO('sqlite:resources/intersect.db'); $sql = $DBConnect->query("SELECT * from characters WHERE deleted='0' ORDER BY level DESC LIMIT 10"); while ($row = $sql->fetch(PDO::FETCH_ASSOC)) { echo "<tr align=center >"; echo "<td class='letterpresssmall'>"; echo $row['level']; echo "</td><td class='letterpresssmall'>"; echo $row['name']; echo "</td><td class='letterpresssmall'>"; echo include ('functions/class.php'); echo "</td></tr>"; } ?>
  23. -Edit Sorry i just experienced what your talking about Literally when you go into a map, sometimes the monsters cant be clicked at all, you can see the target hover over the monster, but clicking does not select the monster, you have to walk out of the map and back in again to fix it.
  24. I believe we already answered this question in the last thread you made here:
  25. Please read the last sentence of my last post. if the editor is open when you put the sprite images into the resources folder you will need to restart the editor for it to load the files properly.
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