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boasfesta

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Everything posted by boasfesta

  1. Hello! Actually i did'nt updated the minimap for v8 in the Itch.io, but i can add that manually in your intersect if you have interest. Add me on discord: boasfesta.
  2. Bumping this cause i added the feature to the shop again. Hope that this feature can help you and your project.
  3. PM me on discord bro, can help you there Nick: boasfesta#8721
  4. I thought about that, but future merge conflicts were the problem. XD Creating a new entity/editor inflicts in more merge conflicts with future updates, so i would update this every week basically. So i just choose for creating the system more basic as i can. And yea, each player can only redeem a code once per character. And usage limit is optional per redeem code
  5. A very useful system for you who want to promote your game!. With this system you can create custom reward codes with many items you like and use in your social links promotion, or even unique codes for streamers and youtubers to advertise your game into their community!. Also, you can use this codes as a delivery for your cash shop. Redeem codes in game by typing /redeem YOUR-CODE-HERE. The items will be delivered instantly into the player inventory. How to use Copy/Paste the rewards.json example into your server resources folder. Create how many codes you want following the example model Reload rewards by typing reloadrewards command into your server console. Requirements Intersect Engine v0.7+ Read the readme.txt file for more info. If you enjoy this system, consider leaving a donation. Hope you guys like it! Download here. Check out my other systems here. Yea i just CTRL+C CTRL+V my post at Itch.io
  6. UPDATE Added support for Intersect v0.7.1 Price temporarily reduced for $25
  7. Bumping this one here. Dont know if i can do this, sorry mods if i dont. Just to say that i'm getting back with Intersect works, any interested person contact me at discord. tnx
  8. Its just the red flash at the enemy when it got hit It works by custom code
  9. As it name suggest, here is a camera shaking system attached to animations for Intersect. Embedded Video Link How it works Animations now got a property called "Camera shake" in editor, which provides a duration in miliseconds for the shaking effect. This allows you make small shakes for light hits such like earthquakes for big ones. Videos got really big at AGD posts so, here is a example of a long duration shake and a smaller one. Requirements Intersect version v0.7.1+ Git installed Support For any problems or doubts with this system, add me on discord: boasfesta#8721. Click here to see this in the shop!
  10. Embedded Video Link Testing some features together: -Fluid movement -Fluid knockback -Flashing hit -AoE basic attack -Camera shake
  11. I don't know exactly but you could start by checking if there is any PlayerData migration pending. Start by making an upgrade. Also, check server logs searching for any evidence about database errors that can help us to figure out whats happening. At last, try to set breaking points at saving player lines to check if everything is working ok. And use SQLite manager to check if only specific tables are not being saved. We can get more info about the issue this way. Just a question, it works okay this whole time? Do you know where the problem start to happening? I mean because there is an deleted migration at your diffy and thats a little strange, dont know if EF got problems with that.
  12. Nice bro! Just care a little about the details mentioned by Weylon and that project can be great! For sure will help a lot of people. Its nice to see more Brazilians in the community. Be welcome!.
  13. {@“\command”, string.Join(Environment.NewLine, topList.Select(x => x.Name).ToList())} should work
  14. You can. But that method seems to be called at every event command, so even if you're not asking for a toplist, the system will check the database for a ordered list. Consider making a cache if that becomes laggy. Just do that string.Join in a topList.Select(x => x.Name).toList(), it should world.
  15. Try to select all projects in a row just by pressing SHIFT Right click and select "Clean", after that do "Rebuild". Lets see if it works.
  16. Function public void HandlePacket(Client client, ChatMsgPacket packet) in PacketHandler.cs at Intersect.Server its a good place. And yup, you can show the player name since the list only order players by exp, but his whole data is returned.
  17. Try CTRL + SHIFT + B and then restart VS If doesnt work, show us your Project Explorer at VS
  18. Chesire is right. Caching its best way to keep performance. Try to declare an public static List and update it every 60m for example. But if you're using MySQL and considering that people wont check the toplist everytime. You dont need to worry about caching up at all. Even a huge table wont be affected that much. So for a command /top, just code something like this: if (command = "/top") { var topList = OnlinePlayers.OrderByDescending(x => x.Value.Exp).ToList(); var topListString = string.Empty; foreach (var player in topList){ // concat topListString here } //SendChatMsg blablabla topliststring }
  19. You dont need to use raw SQL, let EntityFramework do that for you. An example for what are you trying to do is OnlinePlayers.OrderByDescending(p => p.Value.Exp).ToList(); So you got an ordered list of online players by Exp amount. Put that in communication between packets so clients can see it.
  20. 1. Migrations should work good just by editing Intersect.Server/Database/PlayerData/Players/Guild.cs. Remember to use Add-Migration -Context PlayerContext 2. LINQ would be a good choice for that, so if the line goes red, remember to add using to System.Linq. You can get an ordered list just by doing Guilds.OrderByDescending(g => g.Value.FamePoints).ToList(). Dont forget that "Guilds" is a public static var on Guild.cs so you need to access its visibility outside the class doing "Guild.Guilds".
  21. I mean, it only uses the Model class. Other projects i worked on, migrations need both Model and a Config class for each entity using classes like EntityTypeBuilder, IEntityTypeConfiguration, ModelBuilder and stuff. Can anyone explain me? There is anything related to NoFody? The other projects are in NET Core but the EF should be that easy too (i guess)
  22. I think that we wont have a tutorial of how to code at Intersect at all. xD Probably the developers are planning to update the developer guide on docs until 1.0 (i hope), thats the best i can expect to fit your need, since Intersect elements will be described so you can create features using you programming knowledge. But i dont expect an Intersect programming course. If developers does'nt update the dev docs, maybe we should do it. Quick tips about your features: - Look for the Swap items function at Player.cs in Intersect.Server, there you can create a logic to merge and crush items. - UI designs must be done at Layout Json files by default. That derives by the LoadJsonUI function, also it saves automatically any layout modification in-game. Try to use smaller layout references to make your own windows such like EntityBox.cs or FriendsWindow.cs
  23. Not actually, Habib almost figured out. Basically i just changed bind controls to move Offset instead, so it really moves at every pixel on the map but the movement packets are only sent when you reach the 32x32 bound. In other words, i just keeped the default movement but now the input depends on Offset, not the ControlKey. That way i dont need to change the whole logic behind tiles and positioning since it work the same. There are limitations of course, the other players doesnt see the offset so there is a error margin of 16px at max, but it wont affect features that depends on positioning and its a minimum error. Also i changed the EntityMovePacket offset processing to make movements a little more smoof. It stills a prototype. Blocks for example needed to be implemented so probably the other features need a bit of code too lol
  24. Just added an 100% fluid movement. Before Embedded Video Link After Embedded Video Link
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