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Update classes.md (#107)
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* Update classes.md

Added sectional screen shots and some minor movement changes.

* Update classes.md

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Richy1111 authored Sep 29, 2023
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title: Classes
---

Creating classes is done via the Class Editor under the 'Game Editors' menu.
## Overview
Creating classes is done via the `Class Editor` under the `Game Editors` tab on the main interface.

![Class Editor](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/34209309-3973-4965-9fc8-86c8d5a36e86)
![Scrolled](https://github.com/Richy1111/Intersect-Documentation/assets/72468758/0aaba85d-70ce-4a31-b8d1-0646aecbb131)

## Managing Classes

Expand All @@ -17,35 +21,36 @@ Creating classes is done via the Class Editor under the 'Game Editors' menu.

## Editing Classes

![Class Editor](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/34209309-3973-4965-9fc8-86c8d5a36e86)

### General

![General](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/bf66d18c-4b5b-4bdf-975b-a1975309a3e6)

- *Name*: Gives your class a name.
- *Folder*: Clicking on the X next to this field allows you to create a folder for class organization.
- *Class Locked*: Clicking this will disable the class from being used at character creation, however; you can set this class to players via event command.

### Sprite & Face

![Sprite and Face](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/ec59884a-82cf-4a7a-a41b-2e173e1f4295)

- *Gender*: Selects the gender which you want to add.
- *Add Sprite*: You can view your sprite and face selection on the right of this. Your sprites will be located in your clients resources\entities folder. Your faces will be located in your clients resources\faces folder.
- *Add Sprite*: You can view your sprite and face selection on the right of this. Your sprites will be located in your clients `resources\entities` folder. Your faces will be located in your clients `resources\faces` folder.
- *Remove Sprite*: You can remove a sprite from the list by clicking on the sprite name in the box on the left and then clicking this to remove.

### Regen
- *HP (%)*: Setting this allows you to set the classes HP regen percentage per tick. Tick timer for regen can be modified inside the servers config file. Under Combat, RegenTime. Default is 3000 (ms) = 3 seconds.
- *MP (%)*: Setting this allows you to set the classes MP regen percentage per tick. Tick timer for regen can be modified inside the servers config file. Under Combat, RegenTime. Default is 3000 (ms) = 3 seconds.

![Regen](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/832bd473-c97b-4b86-a0ba-3bb1582f0c53)

- *HP (%)*: Setting this allows you to set the classes HP regen percentage per tick. Tick timer for regen can be modified inside the servers config file. Under `Combat`, `RegenTime`. Default is 3000 (ms) = 3 seconds.
- *MP (%)*: Setting this allows you to set the classes MP regen percentage per tick. Tick timer for regen can be modified inside the servers config file. Under `Combat`, `RegenTime`. Default is 3000 (ms) = 3 seconds.

### Leveling Up

![Leveling Up](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/b5f0f1dd-d2b5-472a-b228-beb019837e8f)

- *Base Exp to Level*: This sets a first level exp base value.
- *Exp Increase (Per Level %)*: Use this to increase the following levels exp bases by percentage.
- *Exp Grid*: This shows you the calculated exp grid based on the values you've used. You can reset the grid back to default.

### Spawn Point
- *Map*: Allows you to set a map for a spawn point. This affects the class starting spawn as well as respawning unless force changed within an Event.
- *X*: Allows you to set the X position of the map for spawning.
- *Y*: Allows you to set the Y position of the map for spawning.
- *Dir*: Allows you to set the direction which the class will be facing.
- *Open Visible Interface*: Allows you to click the positioning and map in this visible interface! Just select the map in the list, then click at the X/Y of where you want your class to spawn.

### Level Up Boosts
- *Static & Percentage*: Toggling this option allows you to award points per level based on a static value or by percentage value.
- *Max HP (+)*: Gives the class the amount of max hit points per level.
- *Max MP (+)*: Gives the class the amount of max mana points per level.
Expand All @@ -56,7 +61,20 @@ Creating classes is done via the Class Editor under the 'Game Editors' menu.
- *Speed (+)*: Gives the class the amount of speed points per level.
- *Points (+)*: Gives the class the amount of points per level which they can use to boost any stat except Max HP/MP.

### Spawn Point

![Spawn Point](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/ca3939a0-962b-41c3-a19d-2cd090212dba)

- *Map*: Allows you to set a map for a spawn point. This affects the class starting spawn as well as respawning unless force changed within an Event.
- *X*: Allows you to set the X position of the map for spawning.
- *Y*: Allows you to set the Y position of the map for spawning.
- *Dir*: Allows you to set the direction which the class will be facing.
- *Open Visible Interface*: Allows you to click the positioning and map in this visible interface! Just select the map in the list, then click at the X/Y of where you want your class to spawn.

### Base Stats

![Base Stats](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/e32a3d46-88fb-450d-b0df-c8ba0f717fa0)

- *HP*: Gives the class the amount of starting health points.
- *MP*: Gives the class the amount of starting mana points.
- *Armor (+)*: Gives the class the amount of starting defense points.
Expand All @@ -67,28 +85,35 @@ Creating classes is done via the Class Editor under the 'Game Editors' menu.
- *Points (+)*: Gives the class the amount of starting points which they can use to boost any stat except Max HP/MP.

### Spells

![Spells](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/71a74204-c892-42eb-96cb-f60f5f6ee5c7)

- *Spell*: You can select a spell from the drop down list. If you don't have any spells created, refer to the Spell Editor in the 'Game Editors' tab on the main interface.
- *Level*: You can define at which level the class will get the spell.
- *Add Spell*: With these two above settings selected, click this to push it to the list.
- *Remove Spell*: Clicking a spell in the list and clicking this will remove the spell from the list.

![Class Editor Scrolled](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/c49aff93-0b85-47b0-b04d-ca8436ab74cf)

### Spawn Items
- *Item*: You can select an item from the drop down list. If you don't have any items created, refer to the Item Editor in the 'Game Editors' tab on the main interface.

![Spawn Items](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/b4b2791b-4e95-4fa4-8b40-151dafce9ade)

- *Item*: You can select an item from the drop down list. If you don't have any items created, refer to the `Item Editor` in the `Game Editors` tab on the main interface.
- *Amount*: You can select an amount of which of that item you want to give at the start.
- *Add Item*: With these two above settings selected, click this to push it to the list.
- *Remove Item*: Clicking an item in the list and clicking this will remove the item from the list.

### Combat (Unarmed)

![Combat Unarmed](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/82166ad7-8f21-4574-af0a-1d78325df985)

- *Base Damage*: Setting this will give the class a raw base damage value.
- *Crit Chance (%)*: Setting this will increase the crit chance percentage.
- *Crit Multiplier (Default 1.5x)*: Setting this will increase the crit damage based on a multiplier of the base damage.
- *Damage Type*: Setting this will allow you to select whether the damage is Physical, Magic or True. True damage negates resistance.
- *Scaling Stat*: Setting this will link the base damage with the class stat selected here.
- *Scaling Amount (%)*: Setting this will scale the scaling stat based on percentage. Example, if the class has 10 Attack and its scaled amount is set at 50%. The base damage will include 5 Attack as base damage before resistances.
- *Sprite Attack Animation*: You can select a sprite attack animation here. The sprite needs to be located in your clients `resources/entities` folder and they must be in `.png` format with the naming convention, `spritename_attack_customname.png`. This option will override the engine default sprite animation named, `spritename_attack.png`.
- *Extra Attack Animation*: You can select an extra attack animation here. If you don't have any animations created, refer to the Animation Editor in the 'Game Editors' tab on the main interface.
- *Extra Attack Animation*: You can select an extra attack animation here. If you don't have any animations created, refer to the `Animation Editor` in the `Game Editors` tab on the main interface.

### Attack Speed
- *Modifier*: Setting this will allow you to set an attack speed modifier.
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