It’s been a bit since I posted in this thread, and I apologize for that. I’ve been pretty busy with life, but I’ve been working on ER as well.
My current project has been pathfinding. You may ask, “Why?”, and the answer is simple: the pathfinding in ER doesn’t function across maps. I could have changed it to work across maps, but that would have meant learning how the pathfinding worked, and how the code was written.
Instead, I opted to write the code from scratch. It took awhile (and a lot of dumb mistakes), but it is now working. It’s currently not in the engine, but it is functioning in it’s own project, and I wrote it with ER in mind, so it should be pretty simple and fast to add.
There are two reasons I worked on this instead of making ER actually start:
NPCs will directly affect map loading. They will pathfind across maps, and can require the server to load maps. I wanted the request portion of the code in place now rather than figure it out later, so this took precedence.
I had to setup how I want the map system to work, so I don’t need to figure it out later on. This will make setting the server up a lot faster than trial and error like I had to do with the pathfinding.
With all this said, ER is still months out, and I don’t know when it will be finished. I’m working on it when I’m able, but there’s a lot of code I need to change.
I’ll go through your suggestions and give my feedback:
Factions will be fore players and NPCs. You can set factions up to be allies, neutral, or enemies (I might add a few other statuses, I’m not sure), and you can be apart of multiple factions.
There’s already a tab to view who’s in your party. I might make some options for it to stay on the screen, but there’s no real plans to.
I’m sure I can add an option for some spells to target map tiles.
I don’t plan on adding a title system, but you can probably use the faction system for titles.
I don’t plan to add boss NPCs, but I might add an option for an NPC spawn to send a message.
I don’t have a reason not to add emails/saved PMs, but I’m not sure if I will.
I’ll be adding an enchantment system for items, and that will work with the crafting system (enchantments use spells which can act as additional damage).
I don’t have any plans to change the music system (except for not restarting the song when changing to another map with the same song).
You can do that with Events (which are already in the engine).
I’m thinking about redoing the whole guild system, but I’m not sure yet.
There should be a quest list gui already if that’s what you’re asking?
No, because one tile can’t be animated, you need at least 3 for each frame. Animated tiles use the autotile box 3 times (once for each frame).
This is a fix for the character menu not displaying/drawing properly in ER 1.8.x (it’ll be fixed in 1.9).
Go to DrawCharacter
Find the following code:For i = 1 To count If Player(MyIndex).Equipment(i) = 0 Then Exit Sub textNum = Item(Player(MyIndex).Equipment(i)).Pic With rec .Top = 0 .Bottom = .Top + PIC_Y .Left = 0 .Right = .Left + PIC_X End With With rec_pos .Top = TextY .Bottom = .Top + PIC_Y .Left = TextX .Right = .Left + PIC_X End With RenderTextureByRects Tex_Item(textNum), rec, rec_pos, GuiTrans EquipmentLoc(i).X = TextX EquipmentLoc(i).Y = TextY EquipmentLoc(i).Width = PIC_X EquipmentLoc(i).Height = PIC_Y TextX = TextX + 43 Next
And change it to:For i = 1 To count With rec .Top = 0 .Bottom = .Top + PIC_Y .Left = 0 .Right = .Left + PIC_X End With With rec_pos .Top = TextY .Bottom = .Top + PIC_Y .Left = TextX .Right = .Left + PIC_X End With If Not Player(MyIndex).Equipment(i) = 0 Then textNum = Item(Player(MyIndex).Equipment(i)).Pic RenderTextureByRects Tex_Item(textNum), rec, rec_pos, GuiTrans End If EquipmentLoc(i).X = TextX EquipmentLoc(i).Y = TextY EquipmentLoc(i).Width = PIC_X EquipmentLoc(i).Height = PIC_Y TextX = TextX + 43 Next
The issue was the Exit Sub was called instead of continuing the loop, so this change will fix that.
Thanks to @Giukko for pointing out the issue to me
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