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Cheshire

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  1. 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.
  2. 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.
  3. 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.
  4. Cheshire's post in Autorun Perfomace was marked as the answer   
    Yes.
     
    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.
  5. 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. 
  6. 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.
  7. 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)
  8. 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.
  9. 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.
  10. 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.
  11. 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)
  12. Cheshire's post in Idle mob that doesn't attack? was marked as the answer   
    An npc wth the Static behaviour will never move, and one that has 0 attack stacks or attack scaling won't attack back.
     
    I wrote that speciically for the training dummies in Leafling.
  13. Cheshire's post in Delete Char title color change? was marked as the answer   
    In InputBox.Json under the menu layouts there should be a section called Title with the value TextColor
  14. Cheshire's post in Intersect Client ported to Unity was marked as the answer   
    By making it yourself I'm afraid.
    There's no ready made unity port of intetsect, especially not one that is actually up to date and fully featured.
  15. Cheshire's post in Starting the server as an administrator on Windows was marked as the answer   
    I think that if the automatic restarter runs as administrator it should start all of its child processes as administrator as well.
     
    Anyway, in the topic linked before JC also explained how to get around the administrator requirements. https://www.ascensiongamedev.com/topic/4199-api-question/?do=findComment&comment=40410
     
  16. Cheshire's post in Increasing tileset resolution & movement directions. was marked as the answer   
    Should probably have specified that, as the engine doesn't care about your resource sizes and just accepts them if the frame counts are correct.
     
    Tile size does need to be edited in the server configuration however.
     
    As for additional movement frames, you'll have to add those in the entity rendering classes as that's not something configurable.
  17. Cheshire's post in Error (403) Forbidden & update.php errors was marked as the answer   
    403 sounds like a permissions error more than a PHP issue. Are you sure your page is accessible from the internet?
  18. Cheshire's post in Get amount X of item Y stored in variable Z was marked as the answer   
    That's something I've already made this for: https://github.com/AscensionGameDev/Intersect-Engine/pull/384
    Assuming I understand your idea correctly.
  19. Cheshire's post in How to drag & drop to upgrade equipment? was marked as the answer   
    There's no dragging and dropping for this unless you write that in yourself. The "easiest" way to do it without any changes to intersect itself would likely be the solution proposed by BabyLoves
  20. Cheshire's post in Change map name location was marked as the answer   
    If I'd do that it would definitely not go into 6.2 as it would break existing GUI layouts.
  21. Cheshire's post in is there any way to change the size of the tiles? was marked as the answer   
    There's some options for this in the server configuration. The tile size should be safe to adjust to some degree.
     
    As an extra warning, if you touch the actual map size you'll have to delete all of your existing maps.
  22. Cheshire's post in How to create a second character ? was marked as the answer   
    Make sure you configure the amount of characters a player can have in the server configuration file. It's set to 1 by default.
  23. Cheshire's post in Its a bug or my mistake ? I get speed hack error when using projectile was marked as the answer   
    Could you please try the build at the bottom of this page? https://github.com/AscensionGameDev/Intersect-Engine/issues/353
     
    It's a known issue that JC is trying to fix.
  24. Cheshire's post in How to change font color in main menu ? was marked as the answer   
    Yeah I think those should be on the button or label for the buttons.
     
    Try searching for the GUI image file names in resources\gui\layouts\menu\mainmenu.json
     
    I think that's the right file, and the image files should be defined around the same place either the buttons or the labels are.
  25. Cheshire's post in Constant Event/NPC animation. was marked as the answer   
    I think that's not the right answer @Beast Realm. That would mess up EVERY sprite he might want to set up with an idle animation in the future.
    There's another option "AnimatedSprites": [] in the root of the server config that you can add sprite names to to force their sprites to always animate.
     
    "AnimatedSprites": ["bat.png", "beholder.png"],  
     
    Development is not something I'd recommend you use. We're constantly changing and trying things out on that particular branch. 
    As for 6.2, that is open source as it is. It's called the Prerelease branch. https://github.com/AscensionGameDev/Intersect-Engine/tree/prerelease
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