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AlfyG

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  1. Hey. Thanks for this, very comprehensive! Once Cheshire explained that paper dolls could follow the same naming conventions, it fell into place. But I appreciate the extra clarification.
  2. Hi all. Is there a way to keep an adjusted editor layout after quitting? Just to save having to resize/hide windows each time. I can't see a layout json file for it, without going back into the code. It's not the end of the world, but it would save doing it each time. Cheers.
  3. Ah, cheers Cheshire. I didn't realise that was possible. Thank you.
  4. Hi all, I'm looking at using the _x sprites system for showing attack/shoot/cast actions. Can someone shed some light on how to use weapon paper dolls with them? I know that the weapon paper dolls exist for doing this, but I don't know how I would use them just for the action frames? How could they be shown/hidden at the right time? How can they layer properly with other paper dolls on the sprite when they don't show all the time? Apologies if my q isn't very clear, but if anyone can help, I'd be very grateful. Cheers all.
  5. Thank you, that sheds some light! Shared is as I expected, for parties. I guess experimentation is the key. Thanks again
  6. Hi all, I'm having a play with the latest pre-release, and more specifically, the warp to instance event. Has anyone been using it who can give me a basic rundown? For example, does 'Shared' mean for a party? Will all members of said group (e.g guild) be warped when someone activates the event? Cheers.
  7. Thanks for that. I guess I was wondering how that could work with big bosses, but I guess keeping the durations short would stop people stun-locking a big bad/each other! Thanks again.
  8. Hi all, I'm using version 0.7.0.126, and I wondered if anyone could shed some light on the Extra Effects found in the Spell Editor. https://ascensiongamedev.com/resources/filehost/c038a8f61901412b97fd48a16a6c6a57.jpg Most of them are staple RPG effects, so what they are and what they do is pretty clear to me. But I wondered how their likelihood of success or duration is calculated. For example, if a spell has the 'Stun' effect, what are the chances that the target will be stunned? How long would the stun last? What enemy/player stats are used to calculate this? If anyone can help out, I'd be grateful. Thanks all.
  9. Hi Cheshire. Yeah, I think that would be the way forward. As I say, its not a critique. Things are designed to work a certain way, they can't tick all boxes! I'll work on some other aspects, this isn't a crucial feature atm. I've asked a few questions recently, and they've been answered quickly and constructively, its really appreciated. Great community spirit ☺
  10. Cheers Waylon. Reading around, it seems like using the global variable idea is the only way to achieve something like this, but its a bit too hacky for me. As you say, lots of chances for unexpected behaviour. I find it surprising when you say that comparing two player variables directly would be impossible in intersect. I'm only starting out in dev, but it seems like pulling out and comparing two stored variables wouldn't be beyond doing, especially when it can be done indirectly in the API? It's not a critique, I think the engine is amazing and what has been done so far is really impressive! Thanks for your answer.
  11. Hi all, Is there a way to compare a player variable with the same variable for another player? Eg, if player A "FavColour" == player B "FavColour", then do *something* For context, I'm looking to create a basic faction system using player variable to store the faction number, then use that to compare players in a PvP situation. If a player kills someone of the same faction, they lose points. Different factions, they gain points. If anyone can shed light, I'd be grateful. Cheers.
  12. AlfyG

    PvP on??

    Its in the map settings, down on the lower right of the editor
  13. No worries, thanks for confirming Xiphoid I think I can do what I want via the API, pulling up player data etc. I was just hoping there was a simpler way in the editor! Thanks again, appreciate your time.
  14. Thanks for getting back to me, I appreciate it, but this isn't what I wanted to know. When SETTING a variable, you can set it to an amount, or make it equal to another variable (or system time). Lets say I have 30 Gold Coins. How do I set a variable to equal that number of coins? So, I could then use that variable in chat, or in rankings, eg "You have \pv Gold Coins". Is it doable? Cheers.
  15. Hi all, Apologies if this was addressed way back, but I have looked through the forums and can't see it... Is there a way of assigning the number of a certain item held to a variable? For example, the amount of 'Gold Coins' held by a player? I know that no. of item X held can be used as a conditional, but I can't see how to assign that amount it to a variable? Any help is appreciated. Thanks everyone.
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