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Everything posted by Cheshire
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Currently, when levels are changed the game checks whether the stats and statpoints they have are valid and will reset it when they're not. That's what's happening here and what you'll have to break out of the source code. It's not something that can be configured anywhere without some edits of your own..
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Small little update, added the ability for the filter to automatically mute people when they use filtered words repeatedly. The settings for this can be configured through the server config file. Note that the profanity count on a player resets when they log out and back in. The mute however, does not. Downloads (two because I did a dumb) Update part 1. Update part 2.
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No, quest counts are simply handled outside the event system and you have no way to interact with them from what I am aware of. The event system does not keep track of what you kill.
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I fear you may need to check your DNS configuration.
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Currently you don't and it's unlikely this will ever be added as having one generic way of doing so means people can just read the source code and reverse it right away. Not to mention that it's a 2d game and you could just take screenshots to rip the graphics anyway. So realistically how much would it really help. I believe JC had a much better explanation about this subject a few times around the forums. Might have to search around for it a bit though.
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You'd have to do this by code, as the resolutions are hard coded. (Because of the way the display is handled for maps. Setting it to random resolutions messes up how the default camera mode operates) There's a mod that adds resolutions, I reckon you can use what it changes to find the place to remove some. Not entirely sure why you'd want to make the game screen smaller in a world where screens are getting bigger though?
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[6.2] Display character level and class (Configurable + Language/Colour support) Description: This patch adds some new configuration options to do the following: 0. Not change the way player names are displayed. 1. Show the player's level next to the character name. 2. Show the player's class and level above the character name. These options are configured through the server options. There's full language support for both changed use cases, so you can tweak what it should say exactly as well as the layout of it. There's also custom colour support for the newly added class display line, so you can tweak that too if you'd like. Note, this isn't the prettiest method of doing it. The nice way would be to make a new method that renders the additional label. But I just sort of abused the draw name method. It works, but it won't win any beauty contests. Media: Git Patch: [Download] Supported Build: 0.6.2.421 Updates: [Download] - Displays NPC levels as well when displaying Player classes and levels. It would only do this when displaying only levels before. Setup: The following steps are REQUIRED before this will work properly! Download and install the main patch file for the branch you are using. Download and install any update patches IN THE ORDER THEY ARE LISTED for the branch you are using. Compile and run the server and client, it should automatically generate the new configuration/language entries. Log in and see your class and level displayed! Optionally, you could set the server config setting to the following switches: 0. Not change the way player names are displayed. 1. Show the player's level next to the character name. 2. Show the player's class and level above the character name. As well as change the client's language file and some custom colours related to this if you'd like. But that's up to you.
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Even adding more members to JSON, it does not appear in the game interface
Cheshire replied to a question in Development Questions
Last time I tested this myself it added the empty fields by itself and you just had to make them visible. Is it not doing that anymore? -
If you change your map size, you need to delete your maps. Otherwise it's definitely going to crash. But no, you can't change the size of a tile to have a higher resolution right now.. unless you make the tile itself bigger as well.
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Because it's not done or made for actual use. I did say it's a rough draft.
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I believe there's a post against requests like this. Anyway, I don't think there is a finished system such as this as it stands. I know I made a very rough initial draft for one I showed to a few people that said they were interested in making it work. But if they did they likely used it for their own game and have not released it to the public.
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
It works with them yes. As the first post states. -
I believe someone's made a mod like this for their own game. But it shouldn't be too hard to do if anyone else feels like it. Would be nice if there was an option to add a few options to an NPC, ie options for random lines when idle, options for random lines when engaging in combat and when attacking / dying.
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I believe you could, in theory. But depending on the background tiles behind it it might be harder to read. What resolution are you running at that it's taking up so much space though? And why not make it a little bit smaller?
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Seperate frame Width for _idle
Cheshire replied to Ainz Ooal Gown's question in Development Questions
No, the amount of frames. (In this case, the value you're dividing the total width by) -
Seperate frame Width for _idle
Cheshire replied to Ainz Ooal Gown's question in Development Questions
Instead of changing the calculation around the entire time in several ifs, wouldn't it be easier to turn the amount of frames into a variable to not have a load of repeated code? That way a single change affects everything below it should you need this change again in the future. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Yup. Should work though, did on my end anyway. The problem is that it's not the same git branch anymore now that they changed the GitHub structure. So it's telling you it's missing commits or seeing commits it did not expect. Once 6.2 becomes stable or something happens code wise I'll fix the patch. But if a few meaningless messages show up and it still works I'd call that functional for the time being. -
Untested Configurable animations upon item drop
Cheshire replied to Cheshire's topic in Source Modifications
Hmm, I looked at it and it looks like I'll have to redo this based on the patch file. I'll put that on my to do list. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Should still apply fine if you do git apply -3 <patchname> Problem seems to be that the 6.2 branch changed, rather than any actual code breaking. -
It should only do this when you assign it invalid JSON or something that can't be done. I believe the chatbox and entity box are anchored to their respective locations as well. May have to look at that.
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Does that mean it doesn't work? -
Untested Configurable animations upon item drop
Cheshire replied to Cheshire's topic in Source Modifications
This was written against 6.1, so it's not very surprising it doesn't work on 6.2 (a lot has changed for how dropping items works) I might go back and update it once 6.2 gets marked as stable.. or if I feel like it over the weekend.
