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IVeve

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Everything posted by IVeve

  1. The condition part I understand, but how do you apply a buff/debuff to the player?
  2. Is there a way to give a player an effect from an event/something else in the Editor? For example, if they enter some map, they'd get a spell cast on them that gives them invulnerability. If that's a no-go from the editor, could I get pointed to relevant files in the source to edit?
  3. I'm writing custom functionality in the source which changes one of the variables. I access the variables through the GUID, but I'm afraid that version changing/adding more variables might mess these up - do these stay constant as long as the variable's not deleted? EDIT: Also, is there an easy way to obtain these GUID's from some command or server call? Maybe there's some function that gives you the variable's GUID by the variable's name? I went about getting the GUID in a pretty roundabout way.
  4. I'm trying to implement a way for the player to regain mana during combat, but the regen ticks trigger only after combat's over. I can't find any flag in the config or editor which allows the regeneration to happen inside combat. Is there some other intended way of handling always-ticking mana regeneration during combat or do I have to edit the source?
  5. I want to clear the inventory, because respawn happens after death - the items that have a chance already dropped and clearing the inventory will simply remove the rest of the items. Thank you for pointing me to that function!
  6. Oh, that's amazing, thanks!
  7. That'd be the most optimal solution, unfortunately I'm either blind or the Tag system wasn't brought over (using the Development version from today). EDIT: seconds later. Well, seems like I'll have to add and maintain a massive common event every time I add an item. Thanks for the info.
  8. In my game I'm making spells, each for a different type of weapon. What's a scalable and efficient way of handling weapon type checks for each of the spells? I figured that running a check for each weapon every time you want to cast a spell wouldn't be great, so my next idea was to implement a common event that gets called every time you change equipment - problem is, it'd be a colossal event that checks through every type of weapon (don't think that'd be very performant). Is there a way to attach a common event to an item, so that when it's equipped I can change some variable? Or maybe there's a better way to implement the system I'm trying to go for.
  9. Programming the timer's easy enough, but could you give me some pointers on how to hook it up, so that it calls one of the common events?
  10. I'm making a game where just about every map has PVP enabled with equipment drops. I want to have a chance to drop each item (got that sorted already), but an even bigger chance to not drop the item and destroy it on respawn (my game focuses on having a player-generated economy, so having a resource sink is very important). I'm happy to edit the source, but I'd love some pointers on how to implement this, as I'm having a really hard time navigating the uncommented code.
  11. Hi, is there an easy way of clearing the entire inventory of the player, or would I have to go through removing every single item one by one?
  12. Hi, I'm trying to make a global event that happens every 2 hours. What is the most efficient way of doing this? I had the thought of running an autorun event with a wait command of 2 hours, but I'm not sure what sort of load that puts on the server.
  13. So any changes I make to the code are all stored in the executable, not DLLs, correct?
  14. I'm guessing the answer is no, so I just went and did it through common events.
  15. Hello, does the editor have the functionality to get the rest from a division of a variable?
  16. Hello, I've played around with the source and made some modifications. Compiling the debug and resolving conflicts was a cinch, but what steps should I now take to make a proper release build with the same file structure you get, when you download the engine release from this website?
  17. Yep, unfortunate - thanks for the help.
  18. Well... that's not really what I was asking about. This sort of approach would require you to create 4096 crafting menus if you just have 12 items - not scalable at all. I'm asking about conditions for each item specifically, not the entire menu.
  19. Is there a way of adding a condition for crafting items, so that for ex. if a player doesn't have a sufficient skill, they don't see/are unable to craft a specific recipe?
  20. Well, I've got a pretty hacky idea of how to implement it. Create an unlinked map with events you want to use as templates and create a global and player variable for event creation, that'll dictate the spawned ID (although a global variable might be enough, would need to play around). When the world's trying to spawn something in, set the variable, specify map and position X and Y and if the spot's unblocked duplicate the event from the unlinked map (also will probably have to activate it with some local switch, as the template events will have to be inactive). If the player's querying to spawn something, do the same but use the player spawn variable. There's a way cleaner way to implement this, but this implementation seems functional and requires very little tweaking, other than creating the duplication script. By the way, is there a way to call a script in the editor or something like that, or do I need to make a proper implementation of this behavior there?
  21. Well, so unfortunately what I expected - thanks for the answer! I'm quite happy to touch the code, my only problem is that maintaining a fork with updates + having to recompile every time I change one small thing is hella annoying, which is why I want to make sure I know the limitations of the engine before I start development. If there was an addon system where I could just pop on additional functionality onto the engine, touching the code would be much easier. Personally though, I think the spawning event thing should come with the project as it enables you to do a lot more things out of the box - it allows the dev to give the player the tools to change and affect the world, though I understand there are probably more pressing concerns for the maintainers. When I fork and finish the changes I might contribute them.
  22. Hi, I'm researching and fiddling with the Intersect Engine and I'm pretty impressed by its functionality, but I've found that it lacks a few basic things in regards to it. I've been trying to scour through the forum, but maybe I missed something - is there a way to spawn an event without editing the source code? As in call some common event and have it create an event from a template onto a specified map and tile - kind of like how you instantiate objects in Godot or Unity. Obviously, because I'm asking for the instantiation of events, I'd also like to know if there exists an option to remove them. By the way, I'm asking about exactly what's on the tin - I know you can make an event and enable it on a condition through other events, but I need specifically the functionality I mentioned for my project.
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