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Everything posted by Lunam
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Hey guys! I'm back from a super extended break lol. New house, new job, got married and had a baby boy! I initially left for Godot, but i ran into some issues and got overwhelmed by the sheer amount of work to do. Intersect cuts like 90% of all the work. So, heres my question: Is there a way to determine what status effect a player or NPC has? I want to create a skyrim-based "Soul Trap" spell using status effects to determine if the said NPC or player has the "Soul Trap" active on them when they die, thus stealing their soul and infusing it into a Crystal(that part is easy). Is there another round-a-bout way to do this I'm not thinking of?
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For reference, this is what I used to have and what I want to try and get back:
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Sorry guys my brain doesnt seem to want to work right. Just Ignore the code, its obviously wrong. Ok, plain and simple... I want to replace the Class COMBOBOX in Character Creation with Class CHECKBOXES just like Leafling has. Again, I had this all squared away at one point but at some point i think i may have updated the source or something and i lost it.
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So what i want to do, is what I had before i somehow accidentally lost this code. I want the player to choose one of 3 classes using checkboxes instead of the combobox(inspired from Leafling). The checkbox allows me to use images (as the checkbox itself) to display class stats such as Atk, Def, Spd, etc(which is all done graphically) but, I cant seem to remember what code I had that allowed me to load a classID from the Class List depending on which checkbox is selected. E.g.: 3 Classes: Acolyte, Duelist, and Scout. First checkbox is Acolyte, second Duelist and third is Scout. Click respective checkbox and load respective class, as if you would select it from the combobox as usual. Also, its obviously not the right code or else it would work. I was just trying to use logic and guess as to what it could be that would allow me to load the class when a checkbox is checked
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2021-09-20 13:47:22.758 [Error] Message: Object reference not set to an instance of an object. Stack: at Intersect.Client.Interface.Menu.CreateCharacterWindow.Init() at Intersect.Client.Interface.Menu.MainMenu.CreateCharacterCreation() at Intersect.Client.Interface.Menu.MainMenu.Update() at Intersect.Client.Interface.Menu.MenuGuiBase.Draw() at Intersect.Client.Interface.Interface.DrawGui() at Intersect.Client.Core.Graphics.Render() at Intersect.Client.MonoGame.IntersectGame.Draw(GameTime gameTime) at Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Intersect.Client.MonoGame.IntersectGame.MonoGameRunner.Start(IClientContext context, Action postStartupAction) at Intersect.Client.Core.ClientContext.InternalStart() at Intersect.Core.ApplicationContext`2.Start(Boolean lockUntilShutdown) in C:\Users\TheyA\Desktop\Intersect Source\Intersect-Engine\Intersect (Core)\Core\ApplicationContext`2.cs:line 221 "Object Reference not set to an instance of an object" What object doesnt exist though? I know its that single line of code(Classbase.Lookup.Get(Classbase.FromList(#).Id)) that is causing it because when I comment it out, it doesnt crash. obviously i cant pick a class but it doesnt crash either lol
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Hey guys, I know I've been away for a while, been busy with life and work and dealing with Covid and whatnot. Anyways, I lost a valueable chunk of code by accident and for some reason I cannot figure out for the life of me what that code was. I know what it was supposed to do and where it goes, but the line of code itself is lost to me. The code I'm refering to is the code that allowed the user to click a checkbox to choose their class instead of the standard combobox. I've tried many alterations of GetClass(), LoadClass(), ClassBase.Whatever, etc... and everytime the client crashes when I click New character. This is the code I have right now: //Class Combobox //mClassCombobox = new ComboBox(mClassBackground, "ClassCombobox"); //mClassCombobox.ItemSelected += classCombobox_ItemSelected; //Acolyte Checkbox mAcolyteCheck = new CheckBox(mClassBackground, "AcolyteCheckbox"); mAcolyteCheck.Checked += AcolyteCheck_Checked; //Duelist Checkbox mDuelistCheck = new CheckBox(mClassBackground, "DuelistCheckbox"); mDuelistCheck.Checked += DuelistCheck_Checked; //Scout Checkbox mScoutCheck = new CheckBox(mClassBackground, "ScoutCheckbox"); mScoutCheck.Checked += ScoutCheck_Checked; //Further down... //void classCombobox_ItemSelected(Base control, ItemSelectedEventArgs args) //{ // LoadClass(); // UpdateDisplay(); //} void AcolyteCheck_Checked(Base sender, EventArgs arguments) { ClassBase.Lookup.Get(ClassBase.FromList(1).Id); mAcolyteCheck.IsChecked = true; mDuelistCheck.IsChecked = false; mScoutCheck.IsChecked = false; LoadClass(); ResetSprite(); UpdateDisplay(); } void DuelistCheck_Checked(Base sender, EventArgs arguments) { ClassBase.Lookup.Get(ClassBase.FromList(2).Id); mAcolyteCheck.IsChecked = false; mDuelistCheck.IsChecked = true; mScoutCheck.IsChecked = false; LoadClass(); ResetSprite(); UpdateDisplay(); } void ScoutCheck_Checked(Base sender, EventArgs arguments) { ClassBase.Lookup.Get(ClassBase.FromList(3).Id); mAcolyteCheck.IsChecked = false; mDuelistCheck.IsChecked = false; mScoutCheck.IsChecked = true; LoadClass(); ResetSprite(); UpdateDisplay(); } As you can see, The combobox portion is commented out, and is replaced by the checkboxes. The specific line of code I'm talking about is this: ClassBase.Lookup.Get(ClassBase.FromList(2).Id);
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Opening a Specific Crafting Table in Code
Lunam replied to Lunam's question in Development Questions
Man, this seems way over my head but I'm trying. Everything I know about coding is self-taught, and I am still learning so I appreciate the patience. I have 0 experience with server-side applications or networking in general. No Idea what a packet is, but I think Im getting closer. The server side seems to already have a CraftingTable packet handler, but Im not sure if it has a packet sender. There is a SendCraftItem packet, but Im not sure its the same thing as a Crafting Table packet or whatever. And then theres the guid, which I also dont understand other than some odd form of identification. I cant seem to set the guid to the table i want to open(or if I can even do that at all) But here is where Im at now(uncomplete and uncompiled): public void ToggleCraftingWindow() { if (mCraftingWindow.IsVisible()) { mCraftingWindow.Hide(); } else { HideWindows(); Guid id = ""; //No idea how to set the GUID to the crafting table i want to open, as it doesnt take an integer or a string(for table name) mCraftId = id; PacketSender.SendCraftItem(mCraftId); } } -
Opening a Specific Crafting Table in Code
Lunam replied to Lunam's question in Development Questions
How do I do that? It wont let me import or use Intersect.Server.Entities.Player.cs to call the OpenCraftingTable public bool, which is what I'm assuming I need -
So I've been messing around with the code, trying to get a crafting button to work in the game menu(with the friends, guild, character, etc. buttons) I have the button and the code is mostly right, but I cant seem to figure out how to call a specific crafting table because the Carfting Window doesn't have a '.show' function. This is the code I have for my ToggleCraftingWindow: public void ToggleCraftingWindow() { if (mCraftingWindow.IsVisible()) { mCraftingWindow.Hide(); } else { HideWindows(); Globals.ActiveCraftingTable = CraftingTableBase.FromList(0); mCraftingWindow.Update(); } }
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Can we get a video of installation and execution on both the local and internet levels? This is confusing and the guides are minimal and vague.
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Im a little broke but please take my $15 and thank you!!! The Guild System is worth it!
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But you have to consume your body weight in food every hour to stay alive. My Superpower is the ability to adapt to anything and everything instantly.
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Ok, that may be my problem, I wasnt aware of that. Let me check real quick Edit: Yup that did it. Not sure how I missed that but thank you!
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So I used a fresh copy of prerelease to test whether the strings in Strings.cs would change. They Dont. It's REALLY weird to me, because I added strings that read just fine, but I can't change the text of existing strings? I can change it in the source, no problem, but when I boot up the client, no changes are made. What the hell?
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As I was editing my character creation, trying to get tooltips to work for my Checkbox classes, i noticed that after including "System.Environment.NewLine", the entire script stopped updating in the build. I even got a clean version and its still not included in the build. Wtf could have happened?
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Story Today I did this on my project...
Lunam replied to SkywardRiver's topic in Design & Creativity
I finished up my Character Creation, where I definitely took inspiration from Leafling and used checkBox Buttons instead of the combo box Once the player reaches lvl[20,50,80] they will be able to upgrade their class to a more powerful one! -
I took a look at Xeno's event fading, which works for various things, but in regards to warping to maps, it would be a nightmare to implement. I want to implement a basic fade(using Fade.cs[Fade.FadeIn , Fade.FadeOut]) to make a smooth transition between ONLY Unconnected maps. I'm assuming I'll need to edit this bit of code(though I'm probably wrong), but I'm unsure how to make it only with unconnected maps. public override Guid CurrentMap { get => base.CurrentMap; set { if (value != base.CurrentMap) { var oldMap = MapInstance.Get(base.CurrentMap); var newMap = MapInstance.Get(value); base.CurrentMap = value; if (Globals.Me == this) { if (MapInstance.Get(Globals.Me.CurrentMap) != null) { Audio.PlayMusic(MapInstance.Get(Globals.Me.CurrentMap).Music, 3, 3, true); } if (newMap != null && oldMap != null) { newMap.CompareEffects(oldMap); } } } } } Any help is much appreciated!
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Story Today I did this on my project...
Lunam replied to SkywardRiver's topic in Design & Creativity
Dude that is badass. I definitely wanna play when it's ready -
Hello, So now that I've pretty much completed the basics for my GUI, i would like to get rid of the minumum 800x600 Resolution and make the new minumum the 1024x768 resolution. I know how to make the initial resolution to that, but I'm not sure how to remove the 800x600 from the ResolutionList
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That did it! I wasnt aware that Shield Bar was a part of Hp, i figured it was a seperate bar. Thanks!
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Ok, So I've got my PlayerBox all set up pretty much, except the HP bar expands beyond what I've set for it.(pic below) It has the EXACT same properties(except Y coord) as the MP and EXP bars(which work perfectly), so I have no idea why its doing this. I have tried setting the Maximum Size to the appropriate size to fit the container, which looks fine until you take damage or heal. It doesnt display correctly(100/140 still reads as a full bar)
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Ok, So i managed to fix it, the problem lied within the Bounds and Alignment Transform. Not sure how that would effect UI elements moving upon resolution change but after a few resolution changes they seem to be staying put.
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I've finally got a good handle on my UI and been able to move things around fairly easily with little to no problems, except when I change resolution. My programming side of me just knew that when I changed resolutions, the UI elements would not be where I wanted them to be, and I was right. Not sure if this is a common issue, but I've transferred my project to B7 and I'm loving the fixes and patches(particularly the disabled login button after logout fix, and the new mouse cursor). So, i've got my UI set up and its looking really good, custom buttons and everything. They problem is when I change resolutions, the client needs a HARD restart(like, need to wait a minute before I restart) in order to adjust to the new resolution. Is there a way to fix this or maybe release a patch that prompts the user to restart the client to apply the changes? Thanks in advance!
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Story Today I did this on my project...
Lunam replied to SkywardRiver's topic in Design & Creativity
Bohemian Grove lol -
I asked the same question on r/gamedev and got a decent answer:
