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Testator

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Everything posted by Testator

  1. I used special characters in the .json files and it didnt worked here. They were all replaced by a weird character in the file, and a space ingame. I may have failed somewhere ahah.
  2. You need to modify the text inside client_strings.json and server_strings.json. Both files are in resources (one in client, the other one in server). But don't use é, è, ê, à... it wont work.
  3. Yeah I see where you do want to go. Except that imply the players has to use the first one before the second. Or, I want the player to be able to choose which one he wants to use (tournament hype ahah), since it gives boosted stats for a limited amount of time (both of them). Except if I misunderstood it :p. In fact It could work if I had a condition of either "transformed" or "sprite is", since the sprite changes. But since none of them are available... I guess there's no way around it, could be a nice addition then (or by myself when the sources will be released). It's not a Dragon Ball game, but I think I could use the example of it, since Dashplant spoke about Dragon Ball lol. Imagine you are playing Goku, and you can transform into a Super Saiyan (SSJ). But then you do want to go Super Saiyan 2 (SSJ2). Problem : both SSJ and SSJ2 will have their stats cumulated, until one of them stops (with the effect duration). But if the player wants to go SSJ2 right away without SSJ1, he should be able to. If he goes SSJ and then SSJ2, the SSJ stats / effect should drop off immediately. So here we could use at least a sprite condition, which isn't there too. You know, something to work around to make my condition possible.
  4. Ahah, it's not Dragon Ball, just something completely new :P. The problem is, I have not seen any requirements thas has "not being transformed", or I am missing it.
  5. Hello, In the game I'm currently creating, the player will unlock two transformations, each gives a certain amount of stats. In the example below, T1 for Transformation 1, and T2 for the other one. The problem is, I don't want the stats to be cumulative. If the player has T1 activated, and then uses the T2, the stats from the T1 will still be active. So, I'm asking that. It is possible to cancel the stats given by the first transformation if the player uses the second one ? I know I could change spells to make the first transformation don't give stats anymore, but it will basically make it pointless, which I don't want. Thanks.
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