Justn
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Everything posted by Justn
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Count as high as you can while staff are sleeping!!!
Justn replied to Giligis's topic in Forum Games
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Count as high as you can while staff are sleeping!!!
Justn replied to Giligis's topic in Forum Games
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Untested [$25] - Minimap for Intersect! [v0.7.1 and more]
Justn replied to boasfesta's topic in Source Modifications
Looks good boasfesta. Is it possible to render more map grids at a time? Seems to only render what is already on the screen. Would be cool to shrink the maps even more and allow connected maps not in current view to be rendered as well. -
From my understanding it was intended for the player to use a shield to block projectiles/attacks using right click. I remember seeing screenshots of someone using this in the past they were blocking rocks thrown at them or something but when I last checked the code I didn't see blocking actually doing anything if I'm not mistaken. Maybe someone should open a pull request add some function for it if it is not already there. You can change the speed though with this ""BlockingSlow": 30," in the config file. Ok it does look like some function is added it does only seem to run though if you have a shield equipped. Not sure exactly what it is calculating though. May be incomplete? Hopefully someone more familiar with it can help. Would be good to know what exactly it should be doing. public void TryBlock(bool blocking) { if (AttackTimer < Globals.Timing.Milliseconds) { if (blocking && !Blocking && AttackTimer < Globals.Timing.Milliseconds) { Blocking = true; PacketSender.SendEntityAttack(this, -1); } else if (!blocking && Blocking) { Blocking = false; AttackTimer = Globals.Timing.Milliseconds + CalculateAttackTime(); PacketSender.SendEntityAttack(this, 0); }
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No not at all just wasn't sure where you got that he didn't have someone editing the source for him. I'm not good at coding either. I just wanted to point out that they did try working with the source and the coder was running into some limitations that I guess they felt were not possible/worth the changes needed to continue.
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Not sure what you mean about not changing the source? I talked with the guy working on the code for this game a few times. He made tons of changes to the source but did run into some limitations he was not able to find solutions for when it came to farming editor he created. I know most of the answers to questions here are 'edit the source' mostly coming from people who do not code. Some things are just not worth it if you are having to rewrite core engine functions to make the feature you want which is what this was turning into.
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try this one https://docs.freemmorpgmaker.com/en-US/developer/
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Curious if you ever found a solution to this problem?
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HOW DO I SET THE RESPAWN OF MY CHARACTER?
Justn replied to Marsa Online's question in Questions & Answers
IN THE CLASS EDITOR -
How to rename game window title and change icon please?
Justn replied to RandemGamor's question in Questions & Answers
Follow this to get your source set up properly. https://docs.freemmorpgmaker.com/en-US/developer/ Come back after that and I will help you change your client name. -
I dont really have an answer. but curious what is the limit for stackables?
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Untested Character hair customization (+ basics for expansion)
Justn replied to Cheshire's topic in Source Modifications
Updated patch for prerelease version 0.7.0.117 if anyone needs it. Hair Patch -
Map animations look great!
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Can you put the delay on the bow itself with the attack speed?
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Second Edit: Ok Im an idiot. When I edited the "nodes" I forgot to number the "tags" for the new commands. I went back and numbered them and it works. Maybe this can help someone else out who runs into it. Hi guys! Any idea how i can troubleshoot this error message? causes editor to crash when opening move routes. Everything looks correct in the code. Not sure what i may be missing. Line 138 mentioned in the error is this: lstCommands.Nodes.Nodes[x].Text = Strings.EventMoveRoute.commands[lstCommands.Nodes.Nodes[x].Name]; 2021-04-29 02:58:29.374 [Error] Message: The given key was not present in the dictionary. Stack: at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Intersect.Editor.Forms.Editors.Events.Event_Commands.EventMoveRouteDesigner.InitLocalization() in C:\Users\Justin\Desktop\GitRepo\Amara\Intersect.Editor\Forms\Editors\Events\Event Commands\Event_MoveRouteDesigner.cs:line 138 at Intersect.Editor.Forms.Editors.Events.Event_Commands.EventMoveRouteDesigner..ctor(FrmEvent eventEditor, MapBase currentMap, EventBase currentEvent, EventMoveRoute editingRoute, SetMoveRouteCommand editingCommand) in C:\Users\Justin\Desktop\GitRepo\Amara\Intersect.Editor\Forms\Editors\Events\Event Commands\Event_MoveRouteDesigner.cs:line 42 at Intersect.Editor.Forms.Editors.Events.FrmEvent.btnSetRoute_Click(Object sender, EventArgs e) in C:\Users\Justin\Desktop\GitRepo\Amara\Intersect.Editor\Forms\Editors\Events\frmEvent.cs:line 1715 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at DarkUI.Controls.DarkButton.OnMouseUp(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Edit: Ok I removed all of my changes to this editor and it is working again. I will slowly add my changes and see what breaks it. Second Edit: Ok Im an idiot. When I edited the "nodes" I forgot to number the "tags" for the new commands. I went back and numbered them and it works. Maybe this can help someone else out who runs into it.
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Here is what mine looks like using only the class editor (Race is just different classes) and the hair modification: (Male nipple warning)
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I mean you can add multiple spites per class in the editor and it will automatically let you choose your char. You dont need to change anything for that to happen.
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if it is just different sprites you just add them to the class editor. For extra things like hair/beard options I would look at the Hair modification posted on the forums and add that manually to your project
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was this on github? I was having this issue today with a different project.
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working on my end. Did you set up female paperdoll in the item editor?
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Easy way is to use Edit>Select>All Layers then use the selection tool in the map editor select the whole map(click and drag) and copy. click on the new map and paste. This will copy any tile layers, blocks, events etc..
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I think the animation in the editor is used for what you described in the bottom about the tree falling. Would be cool for both options.
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All of that stuff is in the Client>Core>Graphics I believe.
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You will need to edit your source for something like this. Currently the item editor is looking for a 32x32 icon of the item that will be rendered in the inventory menu as well as being shown on the map. I would add either a second pic in the item editor for dropping on the map or the lazy way I would do it is modify the code that draws items to the map to look for the item picture filename with a modifier on the end (like the sprite animations) and make two graphics for each item. sword.png (icon for item editor) and sword_map.png (for dropping on the map)
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Work Around not being able to get version 7 for development?
Justn replied to trollface's question in Questions & Answers
I think there is some confusion with the branches. I believe people assumed you were using the "main" 6.2(stable) branch. The current 'prerelease' branch is actually version 0.7.0.111
