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  1. Cheshire's post in Chat Filtering? (Separated Tabs, Windows, etc) was marked as the answer   
    That should exist if you're using Beta 7 (prerelease).
    I would recommend using that version over B6 even without the feature, despite not being marked as the stable release it's actually more stable and is actively being developed for with bugfixes.
  2. Cheshire's post in (Editor) Reload Spritesheets? was marked as the answer   
    There isn't but I recall this feature being requested before. I'm not sure if there's an official feature request for it open though.
  3. Cheshire's post in Bonus Effect: Negative Cooldown Reduction was marked as the answer   
    I don't believe there's support for this at the present? You'd likely have to write up a request for this on the GitHub issues page.
  4. Cheshire's post in Does the Download Contain a Tracker? was marked as the answer   
    Uhm, why would there be?
    And it's open source, you can always check the source code for yourself and then compile it without any code you don't want to run.
  5. Cheshire's post in add a sound effect to a mob ?? was marked as the answer   
    I see, I fear there's no other way to do that than by editing the source.
  6. Cheshire's post in Newest Dev Build Client won't load? was marked as the answer   
    For a little update on this, turns out I broke it and somehow managed to make it work just for me due to some funky dependency. 
    Jc seems to have it working on his side. 
    God bless devolopment branches. 
  7. Cheshire's post in guild system ?? was marked as the answer   
    A similar question has been asked before over here:
    Is that what you're looking for? 
  8. Cheshire's post in problem to create mob was marked as the answer   
    Does your character not have any damage on its class or weapon? That might be the issue. 
  9. Cheshire's post in How to change the direction player is looking at without moving? was marked as the answer   
    I don't think there's an option for this at the present. 
  10. Cheshire's post in Intersect Calculating wrong? was marked as the answer   
    ScaleFactor and CritMultiplier are not integers. Their inclusion likely turns the entire equation into a float or double.
    After that I'd likely need to dig into how the library itself works to really give any more useful information.
    The actual math behind it is a little more than just the equation, for example there's this funky line as well:
    return min >= max ? min : Randomization.Next(min, max + 1); I think your spreadsheet is a decent indication, but not an exact replica of what the system does.
  11. Cheshire's post in Mid-combat Regen was marked as the answer   
    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.
  12. Cheshire's post in Most performant way of making periodic events was marked as the answer   
    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.
  13. Cheshire's post in Simple clear inventory was marked as the answer   
    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.
  14. Cheshire's post in Building release was marked as the answer   
    The relevant DLLs are embedded into the executables and unpacked at runtime. So yes you'll just need the executable. (Possibly the relevant pdb file for line numbers in your log file as well)
  15. Cheshire's post in Is there a decently simple way to spawn events? was marked as the answer   
    I'm not sure it's a simple solution or idea. 
    Granted it's one I have had before but not found a simple way to implement it yet.
  16. Cheshire's post in How to change class when equips an specified weapon? was marked as the answer   
    I reckon it'd be more efficient long term to add an extra field to each item for a ''type'', ie. Gun, Lance, Sword, etc. and then add a new conditional value that checks against that field.
    It would require some source work, but would still allow you to make use of the event system as a whole.
  17. Cheshire's post in Help-me with my first source edit :D was marked as the answer   
    I'm pretty sure there's already a basic version of this in the engine right now. At the bottom of the stat selection on the item editor you can set a range which all stats can be rolled between.
    If that doesn't do what you want it'll at least point you in the right direction.
  18. Cheshire's post in Autorun Perfomace was marked as the answer   
    Sort of? You'd be delaying the time between autorun event triggers. So technically it would perform the same but just less often. Meaning less overall impact.. this does mean your events might not update as often or quickly though.
    Purpose built code, if things need to be updated real-time all the time then maybe there's a better way to do it other than events.
    The event system is powerful but it's not always the answer if you want projects to work at a larger scale.
  19. Cheshire's post in How to track the movement of a player? was marked as the answer   
    I'm not sure there's a way to really do this without a lot of workarounds.
    You'd likely need to make some form of source modification to make this happen efficiently, I don't think the event system is a good long term solution to do this with. 
  20. Cheshire's post in Gamedata.db encrypted database problem was marked as the answer   
    Those values determine which map Id is on that respective side. 
    I genuinely wouldn't recommend manually editing the database though. I'd suggest writing an import tool within the editor that converts your old maps to the new ones.
  21. Cheshire's post in How to track buttons? was marked as the answer   
    There is no way to do this with the event system. And frankly speaking unless implemented very well it's a horrible idea. (You'd essentially be ddosing your server with keyboard inputs and creating a keylogger unless you do it right)
  22. Cheshire's post in Server status was marked as the answer   
    Make sure you're running the server as well, it's an engine meant for online games. You'd likely want to make sure your game is online.
  23. Cheshire's post in String var 'contains' checker effort in Intersect? was marked as the answer   
    Oh I didn't quite catch you meant event variables. 
    I'd personally not do this with the event system as it'll get horribly convoluted and it can't affect stuff outside of its scope such as skill damage.. 
    But I'd definitely use booleans for this still. Yeah it's a lot of them but it's easier to manage long term as there's no weird string combinations going and again boolean operations are faster than string searches.
  24. Cheshire's post in Drop items was marked as the answer   
    I think it might be a leftover from Leafling's code changes that were spliced into intersect.
    If you turn on loot ownership and hide items unless you're able to loot them it should at least stop showing it for people other than the owner for a while until it becomes free game.
    It could be a bug depending on what you want I suppose. Might be worth making this behaviour an option.
  25. Cheshire's post in Have to rebuild project each time I open a form? was marked as the answer   
    Leafling's editor runs AnyCPU or x64 yeah, no issues so far as far as I can tell. (Outside existing issues that persist)
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