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Cheshire

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Everything posted by Cheshire

  1. Profanity Filter Plugin Description: This is a cut down remake of the following topic: There's currently (to my knowledge) no way to mute/ban people so I had to cut some features. What this CAN do however is pretty simple.. It filters naughty words from chat! NOTE: This plugin supports wildcards, but do be careful as a wildcard does not stop at the end of a word! For example, the filter b*tch would filter this entire sentence: Because I like streaming on twitch Features: Filter words from chat messages. Block character creation when users enter unwanted words. (v1.1+) Configurable word list. Wildcards in words. Configuration options for filtering only chat messages or character names. (v1.1+) Configure what character is used to filter words from chat (v1.1.1+) Media: Download: Version 1.1.1 [Download] Version 1.1.0: [Download] Version 1.0.0: [Download] Or view the Github repository over [Here] Installation: Download the above file. Extract the folder into your Intersect Server\resources\plugins directory. Modify the config.json file and add any words you would like to have filtered out from chat. Run your server!
  2. I'm thinking of redoing this as a plugin to be honest. EDIT: @Daywalkr I've turned it into a plugin: https://github.com/Cheshire92/Intersect-Plugins Once we get a plugin board I'll post a compiled version of it.
  3. This would be a decent place to start looking at: https://github.com/AscensionGameDev/Intersect-Engine/blob/main/Intersect.Server/General/Formulas.cs
  4. I think it'll affect the database to some extent. Not sure if that's a migration that'll work without the work manually though.
  5. I remember this from the discord where you got a 403, which means it's likely something related to security or hotlinking on your webhost.
  6. Not really, just means it generated a brand new configuration file. I'm guessing you didn't have anything in the folder the server runs from there.
  7. Cool! Migrations are a bit tricky to work with the first time but when you've got it set up they're pretty convenient!
  8. You'll have to edit the source code. It's not a feature right now, though if you were to supply a PR for a server config toggle for this it would probably be accepted as options never hurt. Every entity (including players) have an update method, I'm not 100% sure if it's handled in there or in the map update method though.
  9. Could you manually restore nuget packages and then restart visual studio before trying again? It shouldn't do that.
  10. Does it work now that it has restored Nuget packages?
  11. The reason it's failing would be a primary suspect.
  12. Yes, follow the steps as usual. Might need a bit more info, sorry. lol
  13. Right, in that case using the Add-Migration command should do fine like this: Add-Migration -Context GameContext AddRandomStatToItems Then switch back to debug mode and compile/run as usual and it should upgrade your database.
  14. It wasn't, because the way it was implemented was up for debate and needed a better implementation. (Something with a table to store the tags in so we could more easily reverse search rather than going through every object and string checking them)
  15. If those screenshots are all you've changed it should be fine. But since your migration is wrecking the Items table I'm not sure that's all you've done.
  16. You wouldn't directly CALL the common event. Basically, you'd want to have a common event that triggers off of changing a variable to do what you need to do. Then in your API script you change that variable every time you want to trigger the common event.
  17. I'm not sure why you'd need a way to clear the entire inventory if you want to give things a chance to be destroyed piece by piece. Those two seem likely two entirely different things. Anyway, if you want to have a chance of ''removing'' items entirely from the game on death it might be worth looking into the Player's Die method on the server. That should at least lead down to where items are dropped and you could add a second chance on top of the drop rate there to have them destroyed and remove them from the inventory.
  18. I don't think there's an easy way to clear the entire inventory of a player right now. Is there a reason you need this?
  19. In all honesty, I would suggest leveraging the API for timed stuff. The wait timer is unreliable as it resets every time the server restarts. (So one day it could trigger at 2:00 and the next day at 3:12 because of a restart) You could have it trigger based on a variable changing, and use the API to change said variable on a set two hour timer through an external call. This will always be timed correctly because an external source other than the server is keeping track. You also wouldn't be telling the server to keep an event active and checking for the wait timer constantly.
  20. I'm not sure what you're trying to do with that command? Whatever it is you've changed appears to have broken the Database structure and is now renaming the Items table causing issues. Personally, I think it might be easier to revert back to a base source branch and start over. Add the new properties to the ItemBase class, change your editor and add the method that calculates the new random stats you've added. After that create a new migration.
  21. Not natively, although it doesn't strike me as anything that would be incredibly difficult to implement. Basic steps to implement it would more or less be like this: Add ''MaxDurability'' and ''Durability'' properties.. Add Editor field to set maximum durability Reduce durability on weapons when damaging enemies, reduce durability on armor when hit. Add option to repair gear. Gear Durability is generally used as some measure of economy balancing act though. Not just to annoy the player, so it does need to strike a fine balance.
  22. I don't think you did that right, can you show a screenshot? I'm pretty sure all you had to really do was add the new properties to the itembase class and not touch the rest of the data structure.
  23. What else did you change? It really shouldn't be trying to rename the Items table. Did you change this line? https://github.com/AscensionGameDev/Intersect-Engine/blob/40eb62cab66ad1efff3adf64e761e337d3b0f44e/Intersect.Server/Database/GameData/GameContext.cs#L58
  24. Yeah migrations generate stuff that's unsupported sometimes. Not sure why it's dropping the primary key though.. Can you post the migration file here so I can see what it's done?
  25. No. Not manually, that's what the migration should do for you. All you need to edit is the Item class itself, then create a migration. Any edits you make to the database and its files yourself are likely to cause problems.
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