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Everything posted by Push
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Oh I got you. Yeah I tested the Q key block today and it didnt seem to do anything besides what you mentioned. Might be bugged. If I find any other configs for it besides the delay I will post here.
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An autorun event (for a cutscene) is only working for one player
Push replied to SarcasticSloth24's question in Event Questions
The only thing I see that may be effecting the other players is that their is a conditional branch for 'Cinematic2' to be on a certain map, then the players are warped to a new map, then the hold is released. (Maybe adding a new conditional branch for the new map may help) Could also be that the initial event is triggered by 'Action Button'. Im not that great with events, just trying to help. -
I haven't done any block work yet as it is a 'relatively' new feature. But I know there is a Block under 'effects' for spells. It may be activated as a spell only, but I could surely be wrong. I just found the link to the Dev Blog when it was added: Seems it is a feature of shields, not only a spell effect.
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I think i saw JC reply to someone about this saying thats all you need to do but the more spells = more memory use regardless if the spells are used or not so only use the amount you need.
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Answer: 1. Edit the window itself by changing the "character.png" file under Client and Editor/resources/gui 2. Change the window's position after that by editing the "CharacterWindow.json" file under Client and Editor/resources/gui/layouts 3. Edit the very first line called "Bounds". 4. Make sure server and client are closed. Thread Closed. The Question has been answered. Thanks to @bonusminutes @Blestro & @Vhaeriel
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Omg, im a dummy. I thought the first 2 numbers were height and width.... Thank you! that worked.
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I have tried it a few times without the server/editor/client running and it always reverts back to the original bounds I was editing the first two sets of numbers...
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Thanks for the reply. I tried that previously and tried the "AlignmentEdgeDistances" with no success. Seems Bounds are hard coded because they always revert back.
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I was wondering if this was possible without changing source? Example: Id like the character info window to be larger in order to place the Equipment Slots around the character like most MMOs/RPGs have.
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Well If you want to do it like that you could: 1. set a common event on the NPC death 2. have a variable randomly set, then check that variable to determine the gold/item amount 3. give player the gold/item that was rolled. (I think the dev version has a way to drop the items now through events)
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You could also set the drop rate in tiers: If you want 1-5 gold to drop at 10%, set it like this: 1 gold - 10% 1 gold - 10% 1 gold - 10% 1 gold - 10% 1 gold - 10% That would make it a 10% chance to drop 1 - 5 gold without changing source.
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There are actually a ton of different kinds of Japanese curry. The classic is Onion, Potato, Carrot, and Beef. There are mushroom and vegetable curries, katsu curries, curry udon, and curry rice, etc. I always use the Japanese brand curry mixes 'Golden Curry' brand is my favorite. Never felt like making it from scratch. Main difference in mine is the batata root/sweet potato, nappa cabbage/brussel sprouts - and that I like it very thick.
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Ask my Japanese wife, she will tell you
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Off topic but; AOG - Your game looks cool. I'd be down to test when you get to that phase.
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I use purple yams or sweet potatoes instead of potatoes, makes a slightly sweeter taste. I boil the yams, carrots, shitake mushrooms, and bruselle sprouts - grill chopped beef stew cubes on the side in butter, add butter + beef juices to the pot - add curry cubes (whole box) because i like thicker curry. Then add the beef after heat is off to not overcook, top with sliced negi and serve on Japanese rice. For spice I add chili flakes and black pepper to the boil. The yams or potatoes will be mostly melted (making the thinker curry) so I cut them into larger pieces to have some chunks to bite into. Didn't know so many game devs like Japanese curry XD
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Japanese curry without Japanese rice is a sin ;(
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This is great! thank you, saved me some time. Do you know if the entire window can be adjusted (to make it larger)? I would like to have the items be above and below the character, I haven't been able to get it to expand, might have to be done with source.
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Is this really not an April Fools joke??
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Thanks for the info JC
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I'd like to have the NPC use a spell that triggers an event. So let's say the event triggers NPCs to spawn, i'd like the NPC with that spell to spawn NPCs everytime it casts that spell. At the moment, NPCs cannot trigger any events as spells. The only sort of work around is by using many events on the map that players trigger, but if it's open world NPC then the players can drag the NPC away from that map.
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Nice! This is the same system I use for mine. I can confirm that in Intersect 6.0 the 'despawn NPC' in the same event command will only despawn the NPCs that was summoned. Another work around for despawning is to give the NPC a spell that will 'tick' away HP slowly using the DOT box.
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If I give an NPC (enemy) a spell that should activate an event, nothing happens. So the spell is set to 'Event', and the NPC is given that spell to be able to cast. If a player uses that spell, the event triggers, but an NPC given that spell, the event does not trigger.
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It's been a while since I've used Intersect, trying out the new Beta 6; Is there a way to have an NPC activate an event? I tried to use an event based spell but that still doesn't seem to work.
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Awesome. im excited for that "Has item equipped" condition
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A small demo of a 'Summon' spell created with Common Events. Features -Summons a Swarm of NPCs to attack for you. -Plays sound/animation on cast. -Despawns Summons after a certain time. Flaws -Summons are kill-able after they engage an enemy, and will attack player if attacked. -Summons do not follow the player, instead wander around and attacks the closest enemy target. Demo: https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/927417a311553c380ec727438b65c47a.mp4 I will continue to improve upon the spell as the engine updates and release a tutorial when it's finalized. Any suggestions are appreciated!
