Help[AS3] [FSoD] Stackable Items || Orbit Player

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[AS3] [FSoD] Stackable Items || Orbit Player
So I have 2 help requests.

Help Request #1
How would I go about creating the stackable items (like tokens in prod). I have seen the prod XMLs, and I see something like this inside the XML:
Code:
<Object type="0x25bd" id="Pumpkin Seed x 41">
	<Class>Equipment</Class>
	<Item/>
	<Texture>
		<File>d2LofiObjEmbed</File>
		<Index>0x72</Index>
	</Texture>
	<SlotType>10</SlotType>
	<Description>
A Pumpkin Seed! You can drag and drop tokens onto each other and exchange a stack for a Helm of the Jack-o'-naut!
</Description>
	<Quantity>41</Quantity>
	<ExtraTooltipData>
		<EffectInfo name="Stack limit" description="50"/>
		<EffectInfo name="Event" description="Halloween 2017"/>
	</ExtraTooltipData>
	<Soulbound/>
	<BagType>7</BagType>
	<Treasure/>
	<feedPower>8200</feedPower>
</Object>
How would I go about doing this.

Help Request #2
I was messing around with some stuff, and I wanted to create a flame that orbits players. I know there is the behaviour class called Orbit, but I can't set the target to player, so I just wanted to create my own. I saw the orbit, and took everything I need, the only part left is the behavior of selecting the closest player and orbiting them. Any help?
Quote Originally Posted by DevilRotMG View Post
So I have 2 help requests.

Help Request #1
How would I go about creating the stackable items (like tokens in prod). I have seen the prod XMLs, and I see something like this inside the XML:
Code:
<Object type="0x25bd" id="Pumpkin Seed x 41">
	<Class>Equipment</Class>
	<Item/>
	<Texture>
		<File>d2LofiObjEmbed</File>
		<Index>0x72</Index>
	</Texture>
	<SlotType>10</SlotType>
	<Description>
A Pumpkin Seed! You can drag and drop tokens onto each other and exchange a stack for a Helm of the Jack-o'-naut!
</Description>
	<Quantity>41</Quantity>
	<ExtraTooltipData>
		<EffectInfo name="Stack limit" description="50"/>
		<EffectInfo name="Event" description="Halloween 2017"/>
	</ExtraTooltipData>
	<Soulbound/>
	<BagType>7</BagType>
	<Treasure/>
	<feedPower>8200</feedPower>
</Object>
How would I go about doing this.

Help Request #2
I was messing around with some stuff, and I wanted to create a flame that orbits players. I know there is the behaviour class called Orbit, but I can't set the target to player, so I just wanted to create my own. I saw the orbit, and took everything I need, the only part left is the behavior of selecting the closest player and orbiting them. Any help?
The way Deca has stacking is absolutely retarded, I'd suggest you don't follow their footsteps. Instead in your database create a sort of new key and value to identify the current stack of the item in that slot for every inventory. Then check if to see if the item's swaped are the same, if they are and haven't reached max stacking capacity, combine them into one and increase the stack count in db for that inventory slot.

For the selecting the closest person, just get every instance of players in x range, loop and compare through every player and their distance, and make the target player, x player.
Quote Originally Posted by DevilRotMG View Post
but I can't set the target to player, so I just wanted to create my own. I saw the orbit, and took everything I need, the only part left is the behavior of selecting the closest player and orbiting them. Any help?
There's a similar behaviour in lost halls with those flames that you must bring to activate that boss which leads to the 'cultist hideout'. Do you want the flame to bind to a player once selected or to keep selecting?

I feel as if it should be similar to this,
Code:
 new Follow(0.85, range: 1, coolDown: 0), // taken from oryx 1's "rage" state
but I think you must've tried this already?
Quote Originally Posted by FlashFlyyy View Post
There's a similar behaviour in lost halls with those flames that you must bring to activate that boss which leads to the 'cultist hideout'. Do you want the flame to bind to a player once selected or to keep selecting?

I feel as if it should be similar to this,
Code:
 new Follow(0.85, range: 1, coolDown: 0), // taken from oryx 1's "rage" state
but I think you must've tried this already?
Follow is different, that is like the pet behind you. Orbit player is they do circles around you (like rings on saturn).
Look at how Follow behav gets its target, then use that to get the orbit target
Quote Originally Posted by DaLegend420 View Post
Look at how Follow behav gets its target, then use that to get the orbit target
Thanks, solved issue number 2. + Rep

- - - Updated - - -

Quote Originally Posted by Riigged View Post
check out Seraphs Dominion
it has a special skin system, where u can basically use keys and open crates and get "unusual skins", aka regular skins just with effects, and one of those effects happen to be...………. "Orbiting Fire". kek.
So ya, up 2 u if you want to go try sum copy pasta from this

example if u want to see it
https://makeagif.com/i/QPcGRwⓘ
Thanks, will look into it. Any idea of item stacking?
Quote Originally Posted by DevilRotMG View Post
Thanks, solved issue number 2. + Rep

- - - Updated - - -



Thanks, will look into it. Any idea of item stacking?
Here's how I'd do item stacking.

Lets say inventory has slot 1 with "Pumpkin Seed x9" and slot 8 with "Pumpkin Seed x2".
Look into how player moves item from slot to slot in inventory. Should be some array handling I think (idk I haven't looked)
When the player moves item in slot 8 onto item in slot 1, they should switch positions.
However you should provide a check,
If the item description string has "Pumpkin Seed x" in it, then make the item in slot 8 "null" and the item in slot 1 "Pumpkin Seed x11" (by grabbing the numbers and adding) replacing "Pumpkin Seed x9".

Really hope this helped
check out Seraphs Dominion
it has a special skin system, where u can basically use keys and open crates and get "unusual skins", aka regular skins just with effects, and one of those effects happen to be...………. "Orbiting Fire". kek.
So ya, up 2 u if you want to go try sum copy pasta from this

example if u want to see it
https://makeagif.com/i/QPcGRw
Quote Originally Posted by FlashFlyyy View Post
I done it

https://gyazo.com/a284c71676e1853b82f4c92beaecee1cⓘ

https://gyazo.com/d2f5da6692b58f95e15fa9ff1745cac7ⓘ

https://gyazo.com/3c82bd688130906549c263f62c4492d3ⓘ

Btw, Deca must use something entirely different. My method involves creating an item for each stack count.
To improve I think it'd be similar to how "<Doses>" work, then again, those have a sprite for each stage
Very nice, but is this all handled inside the database? If so, I can see some serious problems happening in the future.
Quote Originally Posted by DevilRotMG View Post
Very nice, but is this all handled inside the database? If so, I can see some serious problems happening in the future.
Didn't use database at all
Are you using code from Loe v6?
Quote Originally Posted by DevilRotMG View Post
Very nice, but is this all handled inside the database? If so, I can see some serious problems happening in the future.
What do you mean by this?
Quote Originally Posted by SeXZeFPS View Post
What do you mean by this?
Stores all information inside the database, including when they update and such, probably will be too many requests when theres a lot of ppl.
Quote Originally Posted by DevilRotMG View Post
Stores all information inside the database, including when they update and such, probably will be too many requests when theres a lot of ppl.
nah db is constantly changing values so some more shit in the db wont do much
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