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Cheshire

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Everything posted by Cheshire

  1. The client doesn't send the updated direction to the server, which then doesn't pass it on to others. I imagine that's your problem.
  2. Okay, having a bit of a hard time trying to figure out what you mean.. But you're saying that when in the idle animation, performing an action (aside from moving) puts you back in idle right? I think you want it to instead return to the normal animation instead?
  3. I've not looked into event triggers yet. But I imagine looking at the player interact methods on the server should do it. There's a trigger in there somewhere.
  4. I've written it so that the hair replaces a configurable paper doll layer. If no paper doll render hair. There's some jank I'd like to clean up. But that's for later.
  5. This does that, and giving/taking UP TO an amount of items. Currently a WIP: https://github.com/AscensionGameDev/Intersect-Engine/pull/188
  6. I was trying to nudge people into writing a github feature request. 😉 Need those to develop against.
  7. Would it not be easier to get a Condition to check for this?
  8. It also works on resources and items dropped on the map from a trade that can't be completed and your inventory ends up full from it. 👍
  9. I believe his first post mentions he was interfacing with the database directly. Which I would not recommend.
  10. I think we have a few hurdles to cross in terms of setting up master and world servers before that would apply.
  11. If you're using the Development branch, then yes. All of the above is currently implemented there.
  12. You could essentially just replace the gamedata database, if you change anything. Player data is stored in playerdata, so it would not affect their data.
  13. That was my first thought as well, but @Zetasis managed to find the actual set, which is for sale so he could be in his right to use them. Good luck on your project though. But can I just suggest you try and lay out your screenshots a little better? It's rather confusing to look at.
  14. Probably, but the graphics are still usable. Might have to tweak your Json files though.
  15. There's a few free options here: https://www.ascensiongamedev.com/files/category/8-ui-elements/ And I believe some of these people have topics up for custom work if that's what you're looking for.
  16. I've just supplied a PR with something similar. The loot shows up for everyone at the same time still, but only the owner and their party can pick it up for a configurable amount of time. Just finished the PR so that hiding the item for people that can't pick it up is configurable.
  17. I'd say look at JC's hosting services, probably the best and most accessible service for Intersect right now. It's pretty cheap and tailored towards JUST Intersect. So nothing else to worry about like OS updates or firewall configurations.
  18. I've modified the take item by tag command to allow for CHANGING items by tag, much like the original change item command. (ie both give and take commands). The update to the patch is in the first post. WARNING: Remove any and ALL take item by tag commands from events before applying this update or your server WILL crash!
  19. Can you send an email using the exact same settings from a different application? I've never found Gmail reliable for this sort of thing as they love blocking stuff.
  20. [6.2] Tags for NPCs, Items and Maps integrated in the event system (Based on Shenmue's) Description: This patch is a fairly heavily modified version of @Shenmue his patch with additional features and some fairly hefty rewrites in the logic. (Hopefully enough to at some point perhaps become a baseline addition for the engine?) Currently the following additional features are available through this patch: Gives you the ability to add multiple tags to an NPC, Item or Map through their respective editors. Adds the following additional conditions to the event editor: Player has Item(s) with Tag X Player has Item(s) Equipped with tag X Map has tag X Map contains NPC with Tag X Adds the following additional commands to the event editor: Change Item(s) with tag X from Player. - Changed Credits: @Shenmue for the original patch. Media: Downloads: Patch V1.2: Download WARNING: There is no upgrade path from older versions of this patch! You're on your own trying to work out which event Id's to use internally if you upgrade your dev branch from an older version! Setup: WARNING(s): There is a very distinct possibility that this may break compatibility with any other mod that edits the event editor! Please backup your Game and Player databases before applying this modification, there is no going back after installing this if you want to remove it unless you edit your database manually! The following steps are REQUIRED before this will work properly! Download and install the main patch file Download and install any update patches IN THE ORDER THEY ARE LISTED. MAKE A BACKUP OF YOUR GAME AND PLAYER DATABASES, THE NEXT STEP IS NOT REVERSIBLE IF YOU WANT TO GO BACK. Compile and run the server, it should automatically prompt you to migrate the database to the new format. Start your editor, and get cracking with the new system! Optionally, edit the new editor language files to fit your language! FAQ: Q. Why are you releasing this as your own mod, you were updating his before? A. This is less annoying when I feel like something deserves to be added or changed. It'll also stop him from getting requests or bugreports regarding changes I've made. Q. Can I upgrade to this system from Shenmue's patch? A. Yes and no, while the database can be transported to this mod there is no direct source upgrade path and you will have to start by removing his mod and adding mine. Q. Will you offer an upgrade patch from Shenmue's patch? A. No, I've rewritten the logic a fair few times and changed things too much for me to go back to his mod and backport my own changes. Q. How do I add more than one tag to something? A. Add a Semi-Colon ( ; ) inbetween each Tag you want to add to an object. For example: Tag1;Tag2;Tag3; Q. How does changing items by tag work? A. Okay, this one is a bit more complicated, but I'll try to simplify it.. Giving Items works relatively simple, the server will simply pick a random item to give the player up to the quantity you've set in the event. For example, a quantity of 50 could give you 3 gold, 1 sword, 32 twigs and 14 helmets. Taking Items is a little more complex in terms of code, however works relatively simple.. The server makes a list of ALL applicable items with the correct tags in your inventory and goes through them slot by slot to attempt to remove the required amount. So if you say, want to remove gold and books as in my examples and your books come after your gold in the inventory, there will be no books taken until you run out of gold.
  21. Made another mod, the ability to take items away by tag through the event system.. Ended up cleaning up a ton of the code and rewriting some sections of it entirely. Not sure if at this point I should just release it as my own. lol
  22. Nothing should have changed regarding this, and that error does sound like an SMTP misconfiguration.
  23. It's in Intersect.Client.Interface.Game.Chat.Chatbox. TrySendMessage()
  24. No problem, just something I really felt like the tag system could use. EDIT: Just realised I did a dumbdumb, it works.. But some of my .Any() sections could probably be replaced with a .Contains(). EDIT2: Made another change.. Added the ability to add tags to maps in the map editor the same way as you can with items and NPCs. Also changed some of my code around that wasn't quite right.. AND made a method more generic so it's easier to add new tag event editor stuff. Figured this could be used for items/spells not being allowed in certain regions (ie teleport spells and scrolls not working inside dungeons/caves) Download removed because it's implemented in the base patch.
  25. I've made a small adjustment to this already.. Allowing you to add multiple tags seperated by semi-colons ( ; ). I've also made some adjustments to the code that combines all tags into a selectable list.. Honestly, why check whether something exists yourself when you can get the language to do it for you. This does not require additional database changes on top of the original mod. HOWEVER, CLEAR ALL EXISTING TAGS BEFORE APPLYING THIS AS I RE-USE THAT FIELD IN A DIFFERENT WAY! YOU HAVE BEEN WARNED! Download removed because it's implemented in the base patch.
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