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Scorpious2k

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Everything posted by Scorpious2k

  1. @chiccora: > The only thing I noticed was that 'Area Effect' did not take any MP out of my character. I set so it took out 20 MP, with a range of 10 but it never took out any MP at all I will look at it. Give me some time to check it.
  2. Did you make all the other source changes? Did it compile ok?
  3. @Azure: > Is everything in the op up to date? I'm going to add this to ee2.7… It is as far as I know, but be sure to read through for any problems and fixes for installing it in 2.7 - I use stable. There are small differences.
  4. @Noa: > I created a new character and it worked perfectly, but all my > maps are missing. and how do I import my maps and my player's? > do not want to reset my server! Have you made changes to the code? If you are using 2.7, 2.8, or stable 1.0 you could probably use my server and client code that I posted earlier. It has a dynamic fix in for characters. If it is an earlier version of the character, it automatically fixes it when they sign on. Otherwise, I can try extracting that code out of mine and posting it here.
  5. @Toxikr3: > Client gives error on compile. Data/fmod.dll not found > > I looked in Source folder in client I see fmod file. Is that the same thing…? It's not the same thing, you need to download [Fmod.dll](http://www.mediafire.com/?wyymmjjtegx) and put it in your data file. Then register it with windows using regsvr32.
  6. @Toxikr3: > @Zetasis: > > > I get an error saying Sub or Function not defined for this Call ClearSpellsPlayer. > > I have got the same error, can you tell me how you fixed it? > I didn't download, it copied it to my server. I believe everything is in the right place… > > I am running it from Eclipe Stable 1.2, vb6 server project > > -Toxikr3 Did you just download the files (modSpells.bas and the spell editor forms) and forget to add modSpells.bas to the project?
  7. @Toxikr3: > Whats wrong? :( You are running your client and my server? If you are, it isn't going to work. I changed more than the spells in mine. This looks like you are running into the fact that on mine there is a max of 30 NPCs to a map instead of only 15.
  8. @Noa: > Yes, I did debug and found that when I click on EXIT client, but > I did everything right when I enter the game is all black on the map and > la red bar above. I use Eclipse 1.2 Stable > > But i think this problem is in server! If it is, it is probably because the client is waiting for something from the server and isn't getting it. In other words, it is waiting for a packet before rendering the screen.
  9. @Noa: > I did everything right, but when I enter the game, everything is black character does not appear and is only one red bar on top, after the error and closes! Help! > > I run in VB and debug is. in Server Sub LeftGame. > > PlayersOnMap(GetPlayerMap(index)) = NO > > but I think this only happens because the map is all black and the character does not appear! Did you try running the client in VB?
  10. In my opinion, if you were going to convert it to another language you would choose one with actual industry accepted standards and not tie it to a single compiler and manufacturer with a reputation of making previously written code incompatible with subsequent releases of the compiler. C++ would be a good choice. Then a version for Linux and Mac could be made available (with a little tweaking).
  11. @alanundead: > Yes, but type in this example that I put up they used this same place, but with a system of buff > then I will also post their system of kidou, is pretty cool That does look cool. Do you have a link to this?
  12. @alanundead: > There is already to version 2.7? > someone already edited to version 2.7? From what I have seen, people have added this to their version of 2.7 and one person has done it with the svn version. Scroll through the topic and you will see.
  13. @Zamin: > Well, most likely no one will make a scripted NPC to be attacked. No? Most scripted NPC are used as quest givers. Is it possible to have an option in the Spell Editor whether scripted NPC can be targeted or no? Like a check box? I think I would like to see a concensus on this. What does everyone else think?
  14. @Zamin: > Hey Scorpious2k, I tested with all types of NPC. Your spells doesn't kill Shop keeps and friendly NPCs, as expected. But it does kill Scripted NPCs. I dunno if this is set like this from game from the beginning. I am fairly sure that scripted NPCs are hit by spells currently. The question is, shouldn't they?
  15. @alanundead: > I am Brazilian, then the English below may not be very legible because I'm using the google translator > is that you could make 1 image frmMirage that shows the icon of the spell? Here is what we are talking about. As far as I can tell it isn't currently used in the game. ![](http://i810.photobucket.com/albums/zz22/Scorpious2k/iconexample.jpg)
  16. @Zamin: > When you use the spell a few times with animations (Which work :p). WHen you open the spell editor, the animation, which is shown in the "Animation/Sound" tab also appears in the "Information" tab. This animation shows in the exact position but also in the "Information" tab. This overlaps the obvious in the "Information" tab. I am trying, but I can't duplicate this.
  17. I made this a separate fix since it really isn't directly relate to this one. You can find it [HERE.](http://www.touchofdeathforums.com/smf/index.php/topic,56521.msg597804.html#msg597804) It works here, although I don't know what to use it for yet.
  18. It was pointed out to me (thanks Zamin!) that the "Spell ID" value in the spell editor is not saved. This seems to be a value to indicate which icon goes with the spell. The icon is unused at this time (obviously if it isn't saved) but it seems to me that it would be useful and besides, any value you edit should be saved. Since there was no place in the spell record that I could find that was intended to hold this value we need to add one. If we change the spell record, we break all the existing spells and I didn't want to do that. What I chose to do instead was to break an existing value apart and use half of it. The Data3 value is unused in 2.7 and stable, but I used it in my enhancement of the spell system here: [New spell types](http://www.touchofdeathforums.com/smf/index.php/topic,53792.msg570807.html#msg570807) but it is defined as a long and it only needs to be an integer… so I chose to split this value, and by placing the new value after it, it does not disrupt or break either the current spell system or the one with my changes. As always, be sure to back up your source code before changing anything. **** CLIENT **** In **modTypes** find: ``` Type SpellRec name As String * NAME_LENGTH ClassReq As Long LevelReq As Long Sound As Long MPCost As Long Type As Long Data1 As Long Data2 As Long ``` after this you will find: ``` Data3 As Long ``` replace it with ``` Data3 As Integer Icon As Integer ``` in **modHandleData HandleData()** after ``` Spell(n).name = Parse(2) Spell(n).ClassReq = Val(Parse(3)) Spell(n).LevelReq = Val(Parse(4)) Spell(n).Type = Val(Parse(5)) Spell(n).Data1 = Val(Parse(6)) Spell(n).Data2 = Val(Parse(7)) Spell(n).Data3 = Val(Parse(8)) Spell(n).MPCost = Val(Parse(9)) Spell(n).Sound = Val(Parse(10)) Spell(n).Range = Val(Parse(11)) Spell(n).SpellAnim = Val(Parse(12)) Spell(n).SpellTime = Val(Parse(13)) Spell(n).SpellDone = Val(Parse(14)) Spell(n).AE = Val(Parse(15)) Spell(n).Big = Val(Parse(16)) Spell(n).Element = Val(Parse(17)) ``` add ``` Spell(n).Icon = Val(Parse(18)) ``` in **modClientTCP SendSaveSpell()** replace ``` Call SendData("savespell" & SEP_CHAR & SpellNum & SEP_CHAR & Trim$(Spell(SpellNum).name) & SEP_CHAR & Spell(SpellNum).ClassReq & SEP_CHAR & Spell(SpellNum).LevelReq & SEP_CHAR & Spell(SpellNum).Type & SEP_CHAR & Spell(SpellNum).Data1 & SEP_CHAR & Spell(SpellNum).Data2 & SEP_CHAR & Spell(SpellNum).Data3 & SEP_CHAR & Spell(SpellNum).MPCost & SEP_CHAR & Trim$(Spell(SpellNum).Sound) & SEP_CHAR & Spell(SpellNum).Range & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & Spell(SpellNum).AE & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & Spell(SpellNum).Element & END_CHAR) ``` with ``` Call SendData("savespell" & SEP_CHAR & SpellNum & SEP_CHAR & Trim$(Spell(SpellNum).name) & SEP_CHAR & Spell(SpellNum).ClassReq & SEP_CHAR & Spell(SpellNum).LevelReq & SEP_CHAR & Spell(SpellNum).Type & SEP_CHAR & Spell(SpellNum).Data1 & SEP_CHAR & Spell(SpellNum).Data2 & SEP_CHAR & Spell(SpellNum).Data3 & SEP_CHAR & Spell(SpellNum).MPCost & SEP_CHAR & Trim$(Spell(SpellNum).Sound) & SEP_CHAR & Spell(SpellNum).Range & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & Spell(SpellNum).AE & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & Spell(SpellNum).Element & SEP_CHAR & Spell(SpellNum).Icon & END_CHAR) ``` in **modGameEditor SpellEditorInit()** after ``` frmSpellEditor.scrlCost.Value = Spell(EditorIndex).MPCost frmSpellEditor.scrlSound.Value = Spell(EditorIndex).Sound ``` add ``` frmSpellEditor.HScroll1.Value = Spell(EditorIndex).Icon ``` in **SpellEditorOK()** after ``` Spell(EditorIndex).MPCost = frmSpellEditor.scrlCost.Value Spell(EditorIndex).Sound = frmSpellEditor.scrlSound.Value ``` add ``` Spell(EditorIndex).Icon = frmSpellEditor.HScroll1.Value ``` *** SERVER *** in **modTypes** find ``` Type SpellRec Name As String * NAME_LENGTH ClassReq As Long LevelReq As Long MPCost As Long Sound As Long Type As Long Data1 As Long Data2 As Long ``` after this you will see: ``` Data3 As Long ``` replace it with ``` Data3 As Integer Icon As Integer ``` in **modServerTCP SendEditSpellTo()** replace ``` Call SendDataTo(index, "EDITSPELL" & SEP_CHAR & SpellNum & SEP_CHAR & Trim$(Spell(SpellNum).Name) & SEP_CHAR & Spell(SpellNum).ClassReq & SEP_CHAR & Spell(SpellNum).LevelReq & SEP_CHAR & Spell(SpellNum).Type & SEP_CHAR & Spell(SpellNum).Data1 & SEP_CHAR & Spell(SpellNum).Data2 & SEP_CHAR & Spell(SpellNum).Data3 & SEP_CHAR & Spell(SpellNum).MPCost & SEP_CHAR & Spell(SpellNum).Sound & SEP_CHAR & Spell(SpellNum).Range & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & Spell(SpellNum).AE & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & Spell(SpellNum).Element & END_CHAR) ``` with ``` Call SendDataTo(index, "EDITSPELL" & SEP_CHAR & SpellNum & SEP_CHAR & Trim$(Spell(SpellNum).Name) & SEP_CHAR & Spell(SpellNum).ClassReq & SEP_CHAR & Spell(SpellNum).LevelReq & SEP_CHAR & Spell(SpellNum).Type & SEP_CHAR & Spell(SpellNum).Data1 & SEP_CHAR & Spell(SpellNum).Data2 & SEP_CHAR & Spell(SpellNum).Data3 & SEP_CHAR & Spell(SpellNum).MPCost & SEP_CHAR & Spell(SpellNum).Sound & SEP_CHAR & Spell(SpellNum).Range & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & Spell(SpellNum).AE & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & Spell(SpellNum).Element & SEP_CHAR & Spell(SpellNum).Icon & END_CHAR) ``` in **modHandleData Packet_SaveSpell()** after ``` Spell(SpellNum).Element = Val(SpellData(17)) ``` add ``` Spell(SpellNum).Icon = Val(SpellData(18)) ``` ***** That should do it. Any problems, post them here. EDIT: missed something
  19. @Zamin: > Open Spell Editor in Game. Go to the "Animation/Sound" tab. The "Spell ID" does not save. You can change it and click on "Save Spell". When you come back, the "Spell ID" is changed back to 0\. This is what I was trying to say. Thanks, this is what I needed. Strangely, I can't see where this value was ever saved! I don't see anywhere in the spell record where it would be stored. I am working on a way to save it without breaking the spell record and requiring all spells to be redone. Give me a day or so.
  20. @Zamin: > OK. Works amazing. Except that it doesn't save the 'Spell ID'. A fix on this would be amazing :) I'm not sure what it is that it isn't saving…
  21. @EclipseStalker: > =/ It says HasSpells(index, Spellnum) and If Player(index).SpellsLocked = True Then > Compile Error: > Method or Data not found Did you figure this out?
  22. @EclipseStalker: > =/ It says HasSpells(index, Spellnum) and If Player(index).SpellsLocked = True Then > Compile Error: > Method or Data not found As far as I remember, neither of those were touched by the new code. You might have accidently deleted something or written over it?
  23. @Braiton: > Oh, skipped that. Stupid me. Seems to be working fine now. Ill let you know if i find something else. I don't think it was clear enough in the tutorial, so I can see how you could have missed it. I updated it.
  24. @Braiton: > *Some new property values still not saving: you are only saving frequency and duration from what i looked on your code. Therefor the type of spell and Effect (the person who is being casted on) are still saving incorrectly. The type of spell will reset to cure and Effect will save, but check the Area Effect box while its at it too (thus saving it too) > *Buffs work but wont continue working unless you address the first problem that is the property saving incorrectly. Don't worry, the spell type will still remain as Buff even if its resetting, its not that. What is worrying me the most is that the Effect is being saved incorrectly and because of that will return an error. > > IE: I choose Shield type, duration 10 secs, effect: castor. First time cast, everything is perfect. We edit it, Second time cast: RTE 380: Invalid Property Value and Highlights``` > frmSpellEditor.chkArea.Value = Spell(EditorIndex).AE > ```. Because it is saving the Effect property value wrong and its thinking the Buff spell is being cast as Area Effect and at the same time Castor only therefor returning an error. The good news here is that it is actually working better than you think. In order to avoid breaking existing spells, I chose to reuse Spell().AE instead of replacing it. Originally it contained values of 0 or 1 to indicate the spell is Area Effect or not. It now contains 1-4 where 1=Area Effect (maintaining current spell values), 2=target, 3=Castor, and 4=Party. The line where you are saying the error occurs in **modGameEditor.bas SpellEditorInit()** should have been removed and replaced with ``` If Spell(EditorIndex).AE = 1 Then frmSpellEditor.chkArea.Value = Checked ElseIf Spell(EditorIndex).AE = 2 Or Spell(EditorIndex).AE = 0 Then frmSpellEditor.chkTarget.Value = Checked ElseIf Spell(EditorIndex).AE = 3 Then frmSpellEditor.chkCastor.Value = Checked ElseIf Spell(EditorIndex).AE = 4 Then frmSpellEditor.chkParty.Value = Checked End If ``` I also noticed that there is a problem with Bind showing as type Summon and Scripted showing as Bind. This is because I added Summon later and missed a change. replace ``` Case SPELL_TYPE_BIND typ = 13 Case SPELL_TYPE_SCRIPTED typ = 14 ``` with ``` Case SPELL_TYPE_SUMMON typ = 13 Case SPELL_TYPE_BIND typ = 14 Case SPELL_TYPE_SCRIPTED typ = 15 ``` > Also, in case you are wondering im still using 2.7\. And no, dont worry, i made the changes necesarry to get it to work without altering any piece of code. Good, although that shouldn't be much of a problem since it doesn't look like much has changed in spells in a while. All these fixes should now be corrected in the tutorial.
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