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Cheshire

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Everything posted by Cheshire

  1. I urge you to read my post again, an old version of the PATCH. The new version doesn't even include Globals.Rand anymore: https://diffy.org/diff/yzpcv7zuojhdne1axezv9529
  2. II think you're using an old version of this patch. Because Globals.Rand is no longer used in the new version. You can go fix that error by replacing Globals.Rand with Randomization though.
  3. Maybe, maybe not. I develop against the stable branch. You're free to try though.
  4. Updated this patch for the latest builds and added a configuration option called ItemDropRange to the server config.json for people to tweak the range of tiles to search for around the NPC to drop items on. https://www.ascensiongamedev.com/resources/filehost/c7e77b729dac06bfc5afac93ce8b5725.patch
  5. The new dev branch removed Globals.Rand, just replace Globals.Rand.Next with Randomization.Next Might be worth reading the changes on the branches, especially if you intend to use the development one which will change a fair bit every day.
  6. Guess who's going to have to try that first. Joking aside, looks good! Should make life easier for a lot of people.
  7. This sounds like it *could* work for global events, but non-global ones would never work.
  8. That along with Panda's change of ONE line (despite there being many more using the same check around it he didn't replace! ) did indeed break it. Thanks for the heads up! Here's the new patch for build 0.6.1.243 https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/25d2f8bdf8838d68bf72657fdb12a1a4.patch Note that this means ANY build before the above will NOT work with this patch anymore!
  9. Yeah that is the exact same thing, I just made it a oneliner. Thanks for letting me know though, I've updated the first post to include the update patch along with listing it as an installation step. I had a way larger and more convoluted way of injecting the hair sprite at first, which had some bugs and changed into this last minute. Was too hasty to copy the solution over to this method and never changed every reference of Globals.Me to MyEntity. lol
  10. Ah, I copy/pasted most of the logic for the character window and entitybox, but forgot to change one reference (the one that actually tells the thing which image to render!). Found the issue and fixed it. Apply this update on top of the base install: https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/fa1a22b7c4e939b1d9eb0694929f4b13.patch
  11. It can't, it tries to find open tiles (ie not blocked and no players/npcs on it) If there are none, it drops under the NPC.
  12. Sorry, how about this fiile? https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/be9fde251e824e8ab39e573ec8267e96.patch
  13. Good to know it worked! Just to be safe I uploaded the unedited file I linked earlier and put that in the first post. It may have been related to your own previous edits and some minor whitespace issues., but better safe than sorry right? And yeah, I wanted the events to allow you to use ANY hairstyle, in case you wanted to hide cosmetics in the world or just allow for more options from say a shop after the fact.
  14. Ah right, probably my copying messing it up then. I'll re-upload it once you let me know it works.
  15. Strange, does it work? If not could you try this link? https://patch-diff.githubusercontent.com/raw/Chronos-92/Intersect-Engine/pull/4.patch Using my husband's github as I'm on his laptop for the time being and normally I edit my own name in instead of his. Maybe I copy/pasted something wrong.
  16. Forum rules, not much we can do about it. Though, if version control fills up your disk.. Are you running a machine from the 80s? Hard drive space is worth nothing nowadays.
  17. I mean, you do you man. But removing all media in a fit of rage doesn't really paint you or your project in a good light. Personal feelings on that aside, I reckon having kept the media around and pointing towards your discord for more up-to-date information would bring in more traffic than saying "Yeah, just go here to check on this project I'm not showing you".
  18. Looking good! This might just be a suggestion, but could you make the auto attacking an optional patch rather than including it by default? That sounds like an entirely different feature than just diagonal movement. It's not hard to get rid of it, but not really something I'd consider a requirement for diagonal movement.
  19. This patch adds some, but you should be able to use it to find the resolution whitelist
  20. See the documentation provided at the following link: https://docs.freemmorpgmaker.com/dev/sharing/applying.html
  21. Character hair customization (+ basics for expansion) Description: This patch adds a few new features, some under the hood and some exposed through the editors, most notably: Hairstyles rendered on the (configurable through server config.json) Helmet paperdoll layer if no paperdoll is used! Compatible with the new entity animations in 6.2! Configurable Hair selections per class (Check the class ediitor) Event support for the Hair system Prepared storage and communication between client/server for Custom Sprite Layers (to let people expand upon this system!) Modified GUI to allow for selecting hairstyles on character creation. Language additions for all additional editor functions. How does it work exactly? To save you the technical mumbojumbo; It will render a configured hairstyle (from the resources\hairs) folder as if it were a paperdoll item in the Helmet slot (by default, can be configured if you want to change your paperdoll slots around) should the player not have a helmet equipped. If they DO have a helmet equipped, the helmet paperdoll is rendered instead. What do I mean by expanding upon it? Well, it's pretty simple.. The storage and communication classes/methods have been adjusted to be able to retain as many entries for custom sprite layer data as you'd like to add. This can be found on the Player classes both client and server side (Player.CustomSpriteLayers), and the size of this array can be configured through an enum called CustomSpriteLayers. Adding an additional entry to this array will NOT require you to add any additional database tables or columns, so expanding upon it will not cause you to have to adjust or migrate any databases beyond this basic install! Adding an additional entry to this array will NOT require you to add additional networking edits to pass this data along between server and client, as I've already taken care of this for this particular system. You will however, of course need to create your own rendering mechanism if you wish to add anything beyond the provided hairstyle..! WARNING(s): There is a very distinct possibility that this may break compatibility with any other mod that edits the class editor and 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! This does not work with face rendering on the gui enabled! There's no face support in this at all. So enable that in the source at your own risk. Media: GUI and In-game / Event Support: Animated player sprite support: Character Creation (Yes, I know it looks like the sprite selection arrows.. They are not): Event Support: Class Editor Support: Git Patch: 6.1 Stable branch Download (NOTE: This is an outdated version which does not contain some generalization adjustments. It does work and I provide bugfixes for it, but is harder to add new layers to) Updates: Download - Fixes player hair not displaying correctly upon warping between maps. Download - Fixes a crash in the class editor when swapping between genders without having a hair option selected. Also fixes minor visual issues in the class editor. Download - Fixes two editor crashes. One event editor crash relating to a missing None entry. One class editor crash where I referenced the wrong update method. 6.2 Development Branch Download Updates: All updates are part of the patch file. Changelog: 04/04/2020 - Fixed an issue where your target EntityBox would display your own hair. 05/04/2020 - Made the patch compatible with build 0.6.1.243b of Intersect and integrated previous fixes. 09/04/2020 - Made the patch compatible with build 0.6.2.408 of intersect and made some methods in the Development build version more generic. 14/04/2020 - Fixed an issue where player hair would not always display correctly after warping between maps. 16/04/2020 - Made the Development patch compatbile with build 0.6.2.412 17/04/2020 - Fixed a crash in the class editor when swapping between genders without having a hair option selected. Also fixes minor visual issues in the class editor. 18/04/2020 - Fixed two editor crashes. One event editor crash relating to a missing None entry. One class editor crash where I referenced the wrong update method. 16/05/2020 - Updated for development build 0.6.2.419 Based On: Build: 0.6.1.243b Build: 0.6.2.419 It might work with other versions of Intersect, and it might not. I'll try and keep it updated when something OFFICIAL breaks it however. If I can't replicate the issue on a clean source pull with this applied, you're on your own. 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. Create a new folder called hairs in your editor and client resources folder. (Optionally fill them with hair sprites!) 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! Additionally, there are several new language entries in the editor strings files. These will be generated automatically upon opening the editor for translation purposes. I highly suggest you also download the following CharacterCreationWindow.json file and replace your client\resources\gui\layouts\menu\CharacterCreationWindow.json file with it. This file includes edits to make the sprite select arrows appear lower and adds positioning for the hair select arrows above them! The option "HairSlot": "Helmet" can be used in the server config.json to adjust which Paperdoll layer is replaced by the hair.
  22. That's basically a full rewrite of a lot of game logic. I'm not sure we'll be seeing that for a good while.
  23. This particular window is defined in Intersect.Client.Interface.Character.CharacterWindow
  24. Attacking and Interacting seem fairly interwoven from a quick glance, but if anyone wants to take a crack at it while I'm out today.. The interaction and attack sequence starts in Intersect.Client.Entities.Player in the method Update(). if (Controls.KeyDown(Control.AttackInteract)) { if (!Globals.Me.TryAttack()) { if (Globals.Me.AttackTimer < Globals.System.GetTimeMs()) { Globals.Me.AttackTimer = Globals.System.GetTimeMs() + Globals.Me.CalculateAttackTime(); } } } EDIT: Okay, figured something out after I came back. Wasn't too difficult to do. Download Patch NOTE: This will disable NPC melee attacks as well!
  25. So a global cooldown, essentially?
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