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Everything posted by boasfesta
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Its better to work with real currency payments through an website than a desktop application, so you must search a little of webmaster knowledge for a start. Afte that just take a look for Paypal API usage tutorials. I recommend you to take use of Intersect CMS for a website base too. When the transaction is done, just send API requests for your server to give the shop items, everything you need is on the docs https://docs.freemmorpgmaker.com/en-US/api/v1/endpoints/players.html
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Probably this can help: https://www.youtube.com/watch?v=fehVTLNQorQ Remember to only put Intersect.Client files on the installer.
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Add StatsGiven[] to Vital amount (add for HP and MP)????
boasfesta replied to mem981's question in Questions & Answers
Maybe its been overwritten by the database i guess? Its hard to know. You need to specify how your system work and what do you expect to do with it. But, why dont you use VitalsGiven/VitalsPercentage for items by default? -
Probably no xD But there is a command for that actually
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Add StatsGiven[] to Vital amount (add for HP and MP)????
boasfesta replied to mem981's question in Questions & Answers
You can just keep the two IFs as you did Not the right way, the best you can do is to create two variables for fixed and percentage values and do the measure at the end, but it would cost more lines. For an easy way you can use inline conditionals just like that: classVital += item.VitalsGiven[vital] + (vital == (int)Vitals.Health ? Items[Equipment[i]].StatBuffs[23] : Items[Equipment[i]].StatBuffs[24]) + item.PercentageVitalsGiven[vital] * baseVital / 100; The conditional (vital == (int)Vitals.Health ? Items[Equipment[i]].StatBuffs[23] : Items[Equipment[i]].StatBuffs[24]) decide which stat use for Health/Mana -
I guess that you're making an GameContext migration and Entities are related to PlayerContext. Try use PlayerContext instead. If that doesnt work, try changing the column name for a constant string instead of using nameof. Dont know if that would work but its a guess. Also, in the last case, follow the Vitals example on the same file: [JsonIgnore, Column("Vitals")] public string VitalsJson { get => DatabaseUtils.SaveIntArray(mVitals, (int) Enums.Vitals.VitalCount); set => mVitals = DatabaseUtils.LoadIntArray(value, (int) Enums.Vitals.VitalCount); } [JsonProperty("Vitals"), NotMapped] private int[] mVitals { get; set; } = new int[(int) Enums.Vitals.VitalCount];
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Add StatsGiven[] to Vital amount (add for HP and MP)????
boasfesta replied to mem981's question in Questions & Answers
The problem is happening because you are adding the stat just after the measure involving the baseVital. Cut and replicate the whole formula inside the IFs, so you just need to add the item.StatsGiven/StatBuffs after item.VitalsGiven. Remember to keep VitalsPercentage at last. Hope it helps -
There is a Example on InventoryItem.cs: if (mDescWindow != null) { mDescWindow.Dispose(); mDescWindow = null; } mDescWindow is an ItemDescWindow object (You can see this just by clicking F12 on it). So the only thing you need to do is to call mDescWindow Update function at InventoryItem Update(), right on the start: if (mDescWindow != null) { mDescWindow.Update(); } Do that for BankItem, TradeItem, EquipmentItem and ShopItem too.
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There is a "Locked" checkbox at classes editor. It wont appear at Create Char Window.
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Thats not so simple at all. Just noticed now that the ItemDescWindow only set the description color at the constructor so the flashing name would not work. To work with no-static elements you need to update them at running time, starting by creating a Update() function at ItemDescWindow and call it at every window Update function that uses a ItemDescWindow (Just like Inventory, Bank, Trade, Shop...). If you only want to flash the item name for Epic and Legendary rarity, jump to step 4. Then you need to reference the added label in ItemDescWindow, so change the public void AddText at RichLabel.cs from void to TextBlock so you can return the var block at the end of the function. After that, create a "public List<TextBlock> statListLabels = new List<TextBlock>()" at ItemDescWindow to hold stats (and another to hold vitals) and embrace itemStats.AddText at line 184 with statListLabels.Add(). Set colors with the previous codes at the ItemDescWindow Update function. Use itemType.TextColorOverride to flash the rarity color and statListLabels[stat].Color to change stats. Probably not so simple but it should work. Its a small generic system that can be useful for anyone, so maybe i can create a git patch and put on Itch.Io if you dont mind to share with the community.
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Yup, probably the item name color is defined by the conditional structure between lines 76 and 87, so you only need to add an IF after that checking the rarity for Epic or Legend (Dont know the exact number), in positive case, use the code below to animate the item name color. if (System.Environment.TickCount % 1000 > 500) { itemType.TextColorOverride = Color.White; } else { itemType.TextColorOverride = Color.Red; } Didnt tested it but should work, hope it helps.
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I guess that you just need to change the itemStats.RenderColor parameter under the AddText function at lines 152 (vitals) and 183 (stats). An easy way to do that is by creating a Color variable and a switch to set its value above the AddText command. An stat application example: Color renderStatColor = itemStats.RenderColor; switch (i) { case (int)Stats.Attack: renderStatColor = Color.Red; break; case (int)Stats.AbilityPower: renderStatColor = Color.Green; break; case (int)Stats.Defense: renderStatColor = Color.Orange; break; case (int)Stats.MagicResist: renderStatColor = Color.Pink; break; case (int)Stats.Speed: renderStatColor = Color.White; break; } And then change the itemStats.RenderColor parameter at AddText command to the variable (renderStatColor in that case). Example at line 183 where the stats are added: stats = Strings.ItemDesc.stats[i].ToString(bonus); itemStats.AddText( stats, renderStatColor, itemStatsText.CurAlignments.Count > 0 ? itemStatsText.CurAlignments[0] : Alignments.Left, itemDescText.Font ); Just repeat those steps for line 152 and it should work for Vitals too.
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Untested [FREE] Temporary Experience Bonus! (v0.7)
boasfesta replied to boasfesta's topic in Source Modifications
Ah sure! That is a good way too. I thought to make the system that way but it probably would result on more merge conflicts in my case, since it would need changes on the editor.designer.cs. But congrats! Probably i would do it that way in my game -
Untested [FREE] Temporary Experience Bonus! (v0.7)
boasfesta replied to boasfesta's topic in Source Modifications
Thanks for the info @Cheshire!. I think @Weylon Santana is right about give preference to plugins, but in case of limitations (such as editors), we still need to use patches. Anyway, i tried to make this system simpler as i could to reduce the merge conflicts and bug chances, so no one should have problems with it. Probably i'll bring client~side systems as plugins in the future. @nvh i guess that Intersect always reset players effects after a log out by default, so the same should happen with the EXP Bonus. Probably its not an simple modification since it requires database migration. -
Untested [FREE] Temporary Experience Bonus! (v0.7)
boasfesta replied to boasfesta's topic in Source Modifications
You're absolutely right in everything you wrote hahah The system is a quite simple so i just modified the less code i can to avoid merge conflicts and possible problems (as you said) So when i use another existing elements for that there is a break of context, as you noticed with combat spells to buff exp, what does not make sense at all. Looking at it now, maybe i could just add a new spell type and reuse the existing editor properties instead of use the combat spell. But well... it works anyway hahahah About the plugins, most of people are using it? I heard it only works on the latest latest latest latest prerelease version. It works on server/client and i can add new spell types for example? I'm excited to make some plugins. Thanks for your reply and analysis -
Hello folks! Its been a while since i don't release something new and update my new store on Itch Io, so i've decided to do both in a row (or almost). Im trying to bring some simple systems for free that maybe can be useful for most of people. So since a lot of MMORPGs got consumable items for a temporary experience bonus and Intersect just got a fixed amount/percentage by default, here is my adaptation using spell effects for a experience buff. (Don't know if anyone did that before). Basically you can do 2 things with this system: Create a consumable item for a temporary experience bonus by using the spell type and "Quick Cast Spell" option. Create a GM spell buff for reward players at in-game events. The new effect is configurable by duration (as any spell effect) and % bonus by the "Scaling Amount" property. Some screenshots Requirements Intersect v0.7+ Content Link to the shop: https://boasfesta.itch.io/experience-bonus-spell-effect Feel free to give your price if you want. Enjoy. Any ideas about more simple generic systems that can be useful for the community? Just leave a comment. Also, if you need systems for your project, add me on Discord: boasfesta#8721.
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Untested [$25] - Minimap for Intersect! [v0.7.1 and more]
boasfesta replied to boasfesta's topic in Source Modifications
UPDATE v1.1 An optional feature was added to use the ground layer as reference to set the minimap tiles color. Improving the map terrain rendering. -
Untested [$25] - Minimap for Intersect! [v0.7.1 and more]
boasfesta replied to boasfesta's topic in Source Modifications
Its a good suggestion, my first try was to re-rendering to the minimap window, but it seems too hard due to change the GameRendering class and estabilishing a new interaction to the UI elements, so i've decided to use ImagePanels instead. Maybe a cache with tile info updated in real rendering time would do, i just need to set an custom color using standard deviation of the 32x32 tile colors i guess. Yea, @Cheshire, the minimap renders only the adjacent maps, so you cant see more than 2 maps distance for example. I've forgot to specify that for you @Justn Also i dont think you need to render more than 1 adjacent map, otherwise, would cost a lot of performance as Chesire mentioned. -
Untested [$25] - Minimap for Intersect! [v0.7.1 and more]
boasfesta replied to boasfesta's topic in Source Modifications
Actually the system is compatible with the map links, the video demonstrates that with a "grass map" and a "sand map", they are linked each other. That is'nt properly highlighted because the minimap tile icon does'nt change, since it is fixed for any free tile and i just put an grass icon for demonstration. Maybe i can develop an improvement to get the tile main color in the future, but i dont think it will be easy hahah -
Hello there! It's been a while since I've been developing systems on demand for some forum members, and i noticed that there is always some systems that most people ask for. Considering that, i've decided to open an Itch Io shop, where i can publish that systems for selling by a veeery cheaper price, this way, everyone is happy. Starting by one of the most asked systems of whole tile: The minimap system. (Seriously, if I made $1 every time I was asked for this system, I would have more money than the price I put in the store.) Its not a easy system to do and not very essential for users, so, most people decide to give priority to other systems instead of paying a high price on a UI element, forgetting the minimap by the way. BUT NOW THAT'S OVER! Here is a functional minimap for Intersect, where you can customize almost everything! Such as minimap size, window layout, icons color, size and pics!. Update v1.1 A new feature was added to set each tile color using the ground layer as reference automatically. This way, the minimap can be colorful or bit based mode. This configuration can be set by a boolean variable (true or false) at MinimapWindow.cs by source code. Also, you can configure your minimap however you want. Such like icons, colors, size, tiles range and more. Here are some configurations: Configuration examples A bit based minimap example using 4x4 icons where each element has a fixed color. Useful for showing attributes at big maps, such as blocks (red), enemies (yellow) and resources (green). A colorful minimap example using the ground layer as reference with 8x8 icons. Useful for highlight the map terrain and for show more quality icons. Requirements Intersect v6.2, v0.7 and v0.7.1. Git installed. Features Shows: Empty tile, Free tile, Player, Entities (NPCs/Players), Blocks and Resources. Window configured by a layout Json file. Minimap size configured by code. Icon colors configured by code. Icons customized by a png file and their square are automatically redimensioned by the file height, so you can adjust the icons size just by editing the image file. Compatible with map links. Default macro configured: M Key. Media Content The product includes: 3 git patches with the system source (for v0.6.2, v0.7 and v0.7.1). A Readme.txt with installing instructions. A Quickinstall.bat if your Intersect got no merge conflicts. A License.txt A folder with default resources for MinimapWindow.Json and the minimaptile.png (icons). License With this patch you can: Publish games with or without financial intent Share your code with any member of your team With this patch you can't: Resell or redistribute any content in this product to third parties Acting in bad faith and passing or selling on a project, whether clean or not, for the sole purpose of distributing this content Terms As a buyer, you accept that: The system installation has been tested and works perfectly with a clean Intersect Engine project in versions v0.6.2, v0.7 and v0.7.1, if any adaptation or merging is needed, it is completely your responsibility. If you need to merge your code, the product contains step-by-step commands and a video tutorial reference to help you out. If your code has complex modifications or you are unable to merge the system yourself, or any problem with your specific project with this product will be charged a fee of $20 so that the support can perform the manual installation. This price is unique for how much systems you want (Of my shop). This fee will only be disregarded if it is necessary to modify the system for it works in your engine even if your source meets the requirements. Refunds will only be made if your engine meets the requirements and, even after the merge, the system does not work. Support For any problems or doubts with this system, add me on discord: boasfesta#8721. It will be a pleasure to help. Link to the shop: https://boasfesta.itch.io/intersect-minimap-system If Itch.Io worth it, I will be publishing more generic systems like this for sale at low prices. By the way, which system would you like to see in the store? Thanks and be safe! EDIT (19/10/2022) Added support for Intersect v0.7.1 (19/10/2022) Price reduced to $25 for limited time.
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Hello! Recently i found a bug in v0.7. Every time i reconnect, all my bags stop working Basically i can't put or get any items on it. I noticed that the Bag attribute is being loaded as null so the HasBag function always return false, stopping any interaction function. Does anyone got that problem too or i am doing anything wrong? Just opened a bug tracker too https://github.com/AscensionGameDev/Intersect-Engine/issues/600
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Glad you liked bro! Im here for any other systems you need Also my support for this done system is forever, any bugs you found just contact me
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No problem bro. Call me on discord if you or any friend want to buy this feature too
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What an hawkeye! I only see that because you commented it and also need to repeat the gif a thousand times hahahaha. Anyway its a good improvement idea. If you want i can add this feature with no cost bro, i dont think its too hard Anyway you also asked for the automapper too, maybe they work well together. Yea, it only took a few clicks more but it works completely random this way
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Yeah it saves a lot of time hahha Call me on discord so we can talk about it
