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Dashplant

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Reputation Activity

  1. Like
    Dashplant got a reaction from Slayer for a bug, [SUGGESTION] Add requirements for crafts   
    Simple requirements for a craft to show up in the crafting table.
     
    Good way to create a recipe finding system
  2. Like
    Dashplant got a reaction from Slayer for a bug, [SUGGESTION] Bound Item tweaks   
    Hi! 
     
    What if we had an option to click: Can item be dropped? Can item be sold? Can item be traded? 
     
    EXTRA BONUS SUGGESTION! 
     
    WHAT IF?! -> There was an option to let items only drop when someone is on a certain quest? 
     
     
     
  3. Like
    Dashplant got a reaction from The Bunny Gamer for a bug, Logout trigger for common event   
    Would be nice to have a trigger on logout/disconnect to reset some values in case the player disconnects in the middle of a larger event system.
  4. Like
    Dashplant got a reaction from The Bunny Gamer for a bug, [SUGGESTION] Lower droprates   
    Option to have lower droprates for items than 1%
     
    1 in 100 is not rare enough
  5. Like
    Dashplant got a reaction from Slayer for a bug, [SUGGESTION] Break Line of Sight with Blocked Attribute   
    Whaddup. 
     
    Right now I have NPC's trying to attack me through blocked tiles and it looks bad. 
     
    Maybe make it so that a blocked tile stops the line of sight of an NPC? -> Not sure how NPC range is implemented so this might mean a complete overhaul..
  6. Like
    Dashplant got a reaction from Zoagel for a bug, [SUGGESTION] Lower droprates   
    Option to have lower droprates for items than 1%
     
    1 in 100 is not rare enough
  7. Like
    Dashplant got a reaction from The Bunny Gamer for a bug, [SUGGESTION] Add projectiles / damage to Dash spells   
    In the same vein as damaging Warp spells, could we have the option to have damaging Dash spells too? 
     
    @Kibbelz pls ma boi
     
    Ill tell you how it would be awesome.
  8. Like
    Dashplant got a reaction from Khaikaa for a bug, More map options   
    Would be cool to have some checkbox to what happens / is possible in a map instead of some presets only.
     
    Even with the options that are in now, you can already make like 6 maps types instead of the limited options we have now. What does Arena even do?
     
    Options that would be nice to set per map in my opinion:
     
    Can walk through player
    Can attack player
    Drop no items on death
    Drop all items on death
     
  9. Like
    Dashplant got a reaction from Zetasis for a bug, Big animation frames render in the wrong position   
    If you have a bigger animation frame, the animation renders on the wrong tiles. 
     
    @Zetasis discussed this with you I believe @jcsnider but I didnt see it mentioned anywhere so reported. 
  10. Like
    Dashplant reacted to Ainz Ooal Gown for a bug, Option for Item Weapon to Play Attack Animation on Critical Hit   
    Just an idea to have a tick box (as an option as well keep normal way of attack on animation for every hit) to enable attack animation to only play on critical hits, so it would be like a special hit from the weapon.
  11. Like
    Dashplant got a reaction from Akihiko for a bug, [SUGGESTION] Change in experience calculation   
    Right now your options for creating a good level progression are kinda limited. Would be nice if you can just create your own formula in the config or something.
  12. Like
    Dashplant got a reaction from Xeno for a bug, [SUGGESTION] Bound Item tweaks   
    Hi! 
     
    What if we had an option to click: Can item be dropped? Can item be sold? Can item be traded? 
     
    EXTRA BONUS SUGGESTION! 
     
    WHAT IF?! -> There was an option to let items only drop when someone is on a certain quest? 
     
     
     
  13. Like
    Dashplant got a reaction from Raku for a bug, Logout trigger for common event   
    Would be nice to have a trigger on logout/disconnect to reset some values in case the player disconnects in the middle of a larger event system.
  14. Like
    Dashplant reacted to Mcadams for a bug, NPC Spellcasting and Spell Effect Queuing   
    This is (presumably) a lot to ask for the base engine, so this is sort of just a suggestion for down the road when the devs are thinking up new ideas or how to improve existing systems.
     
    I had this idea yesterday while playing WoW. We were fighting a boss that summoned these worms that would target you, and when they reached you they would explode, and apply a damage-over-time effect to you. I got to thinking that this would be a cool mechanic for a mob in our game, but for something in Intersect to do that it requires too many functions and steps that don't exist. 
     
    The first problem comes with NPC spellcasting. Right now, it's a little ambiguous how NPCs cast spells. You can set the frequency, but you can't really tailor npc or boss fights to any sort of scheme, and they end up being random. My first suggestion is changing how NPC casting works, instead of having it based on an assigned frequency and randomness, have NPCs cast spells:
    -At predetermined times after being engaged (for example, after you hit a boss, every 30 seconds it'll cast a given spell)
    -At given health percentages (this allows for fights to have phases, i.e. At 50% health, the boss will cast an enrage spell that makes him deal significantly more damage, or have the boss only cast a big AOE spell after hes down to 25% of his health so players can learn and adjust.)
    -On initial attack or death (this would be great for my worms idea, when they are killed they cast a damage over time spell on anyone nearby)
    -If a given switch or variable is met (this would be great for phased fights, i.e. at the last 10% of HP, the boss makes himself invulernable and summons a bunch of minions, and you have to kill them all before he makes himself un-invulnerable)
    These are just a few ideas, I'm sure myself and others could think of other useful conditions for casting spells down the road.
     
    The second problem comes with how spells currently work. Right now, spells for the most part do one thing, along with one modifier. We can have spells that heal you overtime and stealth you, or deal damage to an enemy and root them, but a more dynamic system would allow for much more engaging and intricate fights. With a system I've dubbed "spell effect queuing" (this already exists in many games so I'm sure there's an actual term for it) this would be possible. With SEQ, you could make a spell that does multiple things, instead of one primary function with one primary modifier. For example, you could make a spell that does damage and gives you a buff, instead of making two individual spells. The SEQ would look like:
     
    1. Spell deals damage to target
    2. Spell buffs player
     
    But then where does the "queue" come in? Well, in an ideal world, some spells would have multiple effects occur at once, and some spells would be able to delay their effects. For example, instead of a player-activated stealth spell, the SEQ system could make a brief one:
     
    1. Spell stealths player
    2. (10 second timer)
    3. Spell unstealths player
     
    Or perhaps you want a giant meteor to fall down, deal damage to the player initially impacted, then deal damage to all nearby players
     
    1. Spell #1 deals damage to player
    2. Spell #2 is cast on same player, but is an AOE spell, dealing damage to all nearby players.
     
    I'm getting a little rambly so I'm gonna stop here; I just want to reiterate that I don't expect any of these ideas to be added to the base engine — they will be added to my own game myself sometime following the source, but I think it's a good suggestion nonetheless for the developers to maybe look how NPC spellcasting currently works and how to improve it, along with looking at the sort of limitations we have with spell effects and see if they can be improved to be dynamic as something like the event system we currently have. Thanks.
     
  15. Like
    Dashplant got a reaction from Hoxious for a bug, [SUGGESTION] Change in experience calculation   
    Right now your options for creating a good level progression are kinda limited. Would be nice if you can just create your own formula in the config or something.
  16. Like
    Dashplant reacted to froggy for a bug, Addition to move routes   
    Something that i've always really thought would be a great addition is reworking of event move routes.
     
    While keeping the current system, you could also add a drawing function(like the map editor), where you set Route 1 - > draw/click the route, then Route 2 -> draw/click, and so on. This would be far more efficient and time saving when creating patrol patterns for events.
  17. Like
    Dashplant got a reaction from Raku for a bug, Projectile triggers   
    Can we have some extra options for projectile collision triggers? 
     
    Now they only trigger (do damage, cast the collision spell) on contact with another entity.
     
    Would be nice if you could set:
     
    Trigger on range end
    Trigger on collision with resources/blocks/events
  18. Like
    Dashplant reacted to Capivarinha for a bug, Decimal Percentage.   
    For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you!
    Reports not in English will be removed.

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    Error Description
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    We need a decimal percentagem on the NPC Drops!



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    Replication Steps
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    Attach Screenshots/Other media
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    Attach Error Logs
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    If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  19. Like
    Dashplant reacted to Terrafyde for a bug, [Suggestion] Event trigger via projectile   
    Being able to trigger an event by a players projectile touching the square would be handy I think
  20. Like
    Dashplant reacted to Agoraphobic for a bug, Critical Hit Text   
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    Error Description
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    Performing a critical hit makes chat command appear over their head instead of the number: //criticalhit


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    Replication Steps
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    Just perform a critical hit on an enemy.

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    Attach Screenshots/Other media
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    ///////////////////////////////////////////////////
    Attach Error Logs
    ////////////////////////////////////////////////////
    If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  21. Like
    Dashplant got a reaction from PinkAngel for a bug, Reload Resources   
    Can we have a reload resource button in the editor so that we don't have to restart the editor when changing graphics?
  22. Like
    Dashplant reacted to Sethis for a bug, Make the player cast a spell with the event system   
    Title say it all.
    Would be awsome - a real lifechanger, really - if the event system could force a player to cast a spell (with it's own  stats, as i reckon jc said events should be linked to players to function properly ... not sure if it works like that though) even if said player don't know the spell (could add a conditional branch  before if you need the player to know the spell).
     
    It could allow  to make some interesting cascading, powerfull spells or events.
  23. Like
    Dashplant reacted to Xeno for a bug, (Suggestion) Sounds for item pick-up and equip   
    For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you!
    Reports not in English will be removed.

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    Error Description
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    I'd like to suggest an option to have sound play when picking up items, or equipping them.

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    Replication Steps
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    Attach Screenshots/Other media
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    ///////////////////////////////////////////////////
    Attach Error Logs
    ////////////////////////////////////////////////////
    If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  24. Like
    Dashplant got a reaction from Meet The Pyro for a bug, Multiple slot equipment   
    Sometimes I make a full outfit and I don't want players to be able to wear other stuff at the same time because it would look weird. 
     
    Can we make it so that you can have armour take multiple equipment slots?
  25. Like
    Dashplant got a reaction from Meet The Pyro for a bug, Hair layer   
    Can we have hair?
     
    Functionality of hair:
     
    - Customization option for character creation
    - Use events to create a barber
    - A helmet/hat makes it so the hair stops rendering, now we can have equippable helmets for characters with long hair
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