Good question. We don't really have such an event type, but we absolutely should add one.
In this particular case, you may consider this workaround: You could make it so the player has to click on the grave to see the message.
We're working on Tutorials now. I think we're all realizing that now is a great time to compile references and tutorials, even for ourselves as we plan to build final game content.
You can add a new NPC by creating a file in the mods/[mod-name]/npcs/ folder. There are some NPCs in alpha_demo you can view as examples.
Similar with monsters, those are in mods/[mod-name]/enemies/
To add them to maps you can use Tiled to open the .tmx files in the flare-game repo, tiled folder. Maps have an "enemy" layer and an "npc" layer. Look at maps that already have monsters or NPCs to see how they work. Then export your new map to the flare format.
You could also create, in plain-text, a ring that gives +100% XP Gain and put it in your stash.txt file. Flare is designed to be hackable in plain text.
It's dangerous to download .exe files from random users, and I suggest Flare players don't do that.
It's a standard RPG feature -- the vendors let you buy back items for a limited time if you didn't mean to sell them. Once you log off they're gone, like in every other game with this feature.
We don't need a logic/story reason for this. That's why we even allow ctrl+click selling items from wherever you are, and those items go to the Vendor's buyback tab. Why? Because this is an Action RPG, not a Pawn Shop Simulator.
Helps make the game more fair for Melee characters, who were previously very weak. Also helps the AI when the hero goes behind a wall or cover, the archer has a chance to find them.
The chance that archers will pursue the character can be modified for each creature type, so we could change it later for the final game.
Later we may add it so that ranged enemies try to run away if the hero gets too close. But we haven't coded that option yet.
Ooh, great idea! We may tweak it just slightly (maybe put the color in a config file) but I think we will add this.
Good question. We don't really have such an event type, but we absolutely should add one.
In this particular case, you may consider this workaround: You could make it so the player has to click on the grave to see the message.
We're working on Tutorials now. I think we're all realizing that now is a great time to compile references and tutorials, even for ourselves as we plan to build final game content.
I'm not sure what you're asking. Can you try different words, or post a longer message in your native language and we'll use Google Translate?
You can add a new NPC by creating a file in the mods/[mod-name]/npcs/ folder. There are some NPCs in alpha_demo you can view as examples.
Similar with monsters, those are in mods/[mod-name]/enemies/
To add them to maps you can use Tiled to open the .tmx files in the flare-game repo, tiled folder. Maps have an "enemy" layer and an "npc" layer. Look at maps that already have monsters or NPCs to see how they work. Then export your new map to the flare format.
You could also create, in plain-text, a ring that gives +100% XP Gain and put it in your stash.txt file. Flare is designed to be hackable in plain text.
It's dangerous to download .exe files from random users, and I suggest Flare players don't do that.
You add the bonuses first, so your character sheet would show +200% gold find. This would give you 300 gold.
It's a standard RPG feature -- the vendors let you buy back items for a limited time if you didn't mean to sell them. Once you log off they're gone, like in every other game with this feature.
We don't need a logic/story reason for this. That's why we even allow ctrl+click selling items from wherever you are, and those items go to the Vendor's buyback tab. Why? Because this is an Action RPG, not a Pawn Shop Simulator.
We will write these some day. Or a player is welcome to help us write them.
Our team is working hard on the engine and on content, it's hard to also find time for tutorials and documentation.
Fun!
Helps make the game more fair for Melee characters, who were previously very weak. Also helps the AI when the hero goes behind a wall or cover, the archer has a chance to find them.
The chance that archers will pursue the character can be modified for each creature type, so we could change it later for the final game.
Later we may add it so that ranged enemies try to run away if the hero gets too close. But we haven't coded that option yet.
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