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OniSensei

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  1. OniSensei's post in Crafting conditions was marked as the answer   
    Then you’ll need to edit the source. 
  2. OniSensei's post in ITEMS was marked as the answer   
    Ok, quick and dirty, this will cover making an item as well just because its part of the process and others might benefit from knowing how.
     
    Open the editor and the first thing you are going to want to do is click "Game Editors" > "Item Editor"

     
    Once the item editor opens,
    Create new item Select the new item on the list Edit the items information (icon, name, etc) Save item
     
    Now there are multiple ways to get the item into the game for you character to use,
    Monster drops Shop sells item Random item spawn Quest loot Etc. Ill be covering two basic methods but this will give you an idea of how to use the event editor system.
    First is the shops. Open the shop editor with "Game Editors" > "Shop Editor"

     
    Once the shop editor opens,
    Create a new shop Select new shop from list Edit shop information (name etc) Add items to sell (the item we just made maybe?) Click the "Add Selected" button to add it to the list Save the shop
     
    The next step is to do something with this shop or item to get it in the game, so for that we need to start editing the events. Under map layers, select the "Events" tab.

     
    Once selected, double click any square on the map to add an event (this is where the shop will go for example).
    Once the event editor opens,
    Name the event Set conditions, sprite for the npc, etc Double click the command line (or right click) and add a new command
     
    Scroll down and find the "Shop and Bank" node, then double click "Open Shop"

     
    Select the shop from the drop down and click ok.

     
    Finally save the event.

     
    Alternatively, you can just set the event to give the player the item

     
     
    Take some time to explore the events and see what all is possible.
     
  3. OniSensei's post in Sync Map Animations? was marked as the answer   
    Oh yeah its quite easy. Keep in mind I use time fantasy tiles at 48x48 but i dont think it should be any different.
    A normal un-animated auto tile sheet looks like this:

     
    An animated sheet, would have 3 sets of this auto tile, with three different frames:

     
    In the editor, load the tileset with the animated auto tiles (put it in your tilesets folder) and select Animated [VX Format] (or whatever format your tiles are in, this example is VX, refer to RPGMAKER)

     
    You can see the white border selected all three frames, now just use what ever tool to add them to whatever layer on the map.

  4. OniSensei's post in Attack sounds? was marked as the answer   
    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.
  5. OniSensei's post in need help with quests! was marked as the answer   
    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
     
  6. OniSensei's post in Animating tiles properly? was marked as the answer   
    I believe we already answered this question in the last thread you made here:
     
  7. OniSensei's post in Paperdoll priority sprite? was marked as the answer   
    Looks like its puting the wings under the armor so try changing the slot position of the wings.
    it loads in chronological order so slot0, then 1 then 2 etc and each one gets layered on top of the other.
     
    So if it loads slot 0 as the wings then slot 1 as the armor, its going to put the armor over the wings.
  8. OniSensei's post in Hotbar numbers was marked as the answer   
    -Edit
    Looks like you fixed it on your own
     
     
    Go to  /resources/gui and open InGame.xml ( I use notepad++ )
     
    CTRL + F <HotbarContainer1>
     
    What we want to edit is under <HotbarLabel1>
    Look at <Bounds>30,19,4,15</Bounds>
    We need to change the bounds x coord back a little so instead of 30 im going to try 25. (ex : <Bounds>25,19,4,15</Bounds>)
    In game now looks like this:

  9. OniSensei's post in How to use animated tiles? was marked as the answer   
    Here is how i did it.
     
    I cut the sprite for the torch into rows like so:

     
    Then i set up the animation,

     
    After that, i used an event tile and set the animation to the torch animation i just made.

     
    In game:

  10. OniSensei's post in Change the IP?? was marked as the answer   
    Open your client folder and go to /resources then open the config.xml (i use notepad++ but any text editor will do)
     
    <?xml version="1.0" encoding="utf-16"?> <!--Config.xml generated automatically by Intersect Game Engine.--> <Config> <Language>English</Language> <Host>127.0.0.1</Host> <Port>5400</Port> <RenderCache>true</RenderCache> <MenuBgm /> <MenuBG>background.png</MenuBG> <Logo>logo.png</Logo> <IntroBg /> <Font>arial</Font> </Config> Edit the   <Host>127.0.0.1</Host> to the servers IP.
     
    Since you seem familure with other settings such as ports and your firewall ill skip that.
  11. OniSensei's post in Speed and attack speed was marked as the answer   
  12. OniSensei's post in Difficulties changing EventDialogWindow Size was marked as the answer   
    See the reply i posted here: 
     
    Just because you changed its bounds doesnt mean the image it uses is bigger, your text area will also be the same size unless you edit it.
  13. OniSensei's post in Equipped item red dot was marked as the answer   
    Ok so I did some testing.
    <Bounds>0,0,2,2</Bounds> This puts it in the top left corner, now i know im editing the correct thing.
     
    Changing render color
    <RenderColor>255,255,255,255</RenderColor>
     
    as you can see, now they are white and in the top left corner.
     
    Now i made a 16x16px icon with an E

     
    Next is to tell the xml file how to use our image.
    See my inventory item equipped icon section below.
    <InventoryItemEquippedIcon> <Bounds>0,0,16,16</Bounds> <Padding>0,0,0,0</Padding> <AlignmentEdgeDistances>0,0,0,0</AlignmentEdgeDistances> <Margin>0,0,0,0</Margin> <RenderColor>255,255,255,255</RenderColor> <Alignments /> <DrawBackground>True</DrawBackground> <MinimumSize>1,1</MinimumSize> <MaximumSize>4096,4096</MaximumSize> <Disabled>False</Disabled> <Hidden>False</Hidden> <RestrictToParent>False</RestrictToParent> <MouseInputEnabled>True</MouseInputEnabled> <HideToolTip>False</HideToolTip> <Texture>itemequiped.png</Texture> <TextureSourceRect>0,0,0,0</TextureSourceRect> </InventoryItemEquippedIcon>  
    And final resutl:

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