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Slayer

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Everything posted by Slayer

  1. This should help answer your question. The topic is misleading on your post btw
  2. 1) The value you set is a drop chance for the player on death on "normal" type maps. Edit: Also on "arena" type maps. 2)Press Q to block by default.
  3. You could also give the player a item through the NPCs player kill event. The player may not receive the item if they don't have inventory space though. Not sure if this is helpful in your use case but can be a situational work around.
  4. Beautiful graphics! Reminds me of DukeNukeEm on N64. I still love the TimeFantasy set too though. Ive been organizing with the files feature and working on a skill system.
  5. Slayer

    WIP Erathea

    Looks good! One question: Does the player have to choose between combat skills over the trades skills?
  6. Upgrading damage formulas is a good one! Elemental magic resist types!
  7. Sounds like a bug imo. Probably should post here: https://www.ascensiongamedev.com/bug_tracker/intersect/
  8. Kinda a vaque question I know! But what uses resources the most? Like does blocking use more than npc avoid? Does using map events to spawn mobs use more than NPC spawns? Does having a vast area of animated tiles reduce performance? I understand these may be unknowns currently. I'm curious as to learn what are currently known high resource use tools and what I can go crazy with. I have little to none programming or game development experience so forgive me if this is a ignorant question. Thanks
  9. Not sure if I'm understanding the problem correctly but I'd like to attempt to help. I have a working spell that summons a goblin for period of time, the goblin moves randomly(not able to have it follow the player), the goblin will engage enemies using melee and spells(however it will face hug the enemy whilst using spells). I haven't tested it's behavior on other players. My common event looks like this: My NPC is setup like this: The NPCs shown in the NPC vs NPC Combat/Hostility section also have my "Summoned Goblin" added to their NPC vs NPC Combat/Hostility. Hope this helps!
  10. How to access "On Player Death" as a common event trigger? I only have the following options:
  11. Badass bro! I like what you have shown here. I'd be willing to help playtest when you're ready.
  12. Looks great! Keep up the hard work. I'm looking forward to seeing this release
  13. It isn't stated as a rule @Gibier lol. So 1 I guess...
  14. 1......Damian666 is too active lol
  15. Did this happen?
  16. The OP
  17. I don't feel like this question was answered correctly the first time..... How do you make a condition upon player death? Last time I was told and someone marked best answer as at the bottom left of the common event editor. However there is actually no "player death" condition. Closest is "respawn". My dilemma is I want to warp a player to a "hell/underworld" map upon death. They would then do a quest before "respawning" in the normal world. However if I use "respawn" as the condition the player respawns then is warped to my "hell map". Any suggestions? Or am I still missing this elusive "player death" condition? If I had a way to use HP as a variable I could make the condition with a switch.. .
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