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MCADAMS

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Everything posted by MCADAMS

  1. Alternatively``` /admin ```also works.
  2. @Vitin: > GUYZ GUYZ I DISCOVERED THE EPIC ULTRA CODE THAT IS A PET SYSTEM > > OPEN UP UR MAIN.TXT FOR EE.2.7 AND TYPE > > CALL LOADINTERNET("http://smouch.net/lol/rickroll.swf") WER R PETS
  3. y in origins u dont charctr lvl
  4. MCADAMS

    [EOxmas] Sprites

    @Robin: > No. No you would not. Yeah I realized that now, thanks for the help, I'll find it eventually.
  5. MCADAMS

    [EOxmas] Sprites

    @Whackeddie99: > um you didnt make these… Well I GENERATED them from here http://www.famitsu.com/freegame/tool/chibi/index1.html#hairop sorry if you thought I tried to claim original ownership.
  6. MCADAMS

    [EOxmas] Sprites

    Would I change ``` ' Sprite, item, spell size constants Public Const SIZE_X As Integer = 32 Public Const SIZE_Y As Integer = 32 ```?
  7. @Robin: > ``` > Class(GetPlayerClass(MyIndex).Name > ``` ``` frmMain.lblCharName = GetPlayerName(MyIndex) & " / Lvl: " & GetPlayerLevel(MyIndex) & Class(GetPlayerClass(MyIndex).Name ```gets a syntax error :l EDIT: Thanks Vitin thats why. EDIT2: Subscript out of range rte :l
  8. MCADAMS

    [EOxmas] Sprites

    I've made some new sprites that look like this: ![](http://i.imgur.com/1ZaKN.png) But then I failed to realize that they were 3x3 and not 4x4\. Is there a way to change them so theyre compatible or will I have to add another line of sprites to each one?
  9. MCADAMS

    Run time error

    Have you downloaded the [http://www.robin.freemmorpgmaker.com/eo_runtimes.zip](http://www.robin.freemmorpgmaker.com/eo_runtimes.zip) runtime files?
  10. @Alatar: > Yes you can, just make checks on how is the player attacking Thanks, but unfortunatley I still don't know much about VB6, if it's something really simple to add would you mind helping me out? If it's more complicated though it's fine and thanks for the help ^^.
  11. I've changed it so when a player deals damage, it shows up in white text, as opposed to red (this was to make a _tad_ less confusion when fighting enemies.) But considering it changed both melee and magic spell damages to white, I was wondering if I could make it so spell damage came up in yellow text?
  12. @Tvirus06: > Btw this isnt 1000+ Lmao you lie. It seems to stop at 791.bmp, then switch to 1000.bmp funny XD. Oh yeah, right, but then theres 183 more, so 791 + 183 = 974…I'll make it 970+ :X
  13. @Jeff: > please don't repost resources in the future, it just clutters up space. Looks nice though. The items with the black backgrounds and the spell icons weren't on here as far as I knew.
  14. @Helladen: > The items were compiled by me and I touched them all up. > Resource too. That's where I got em, sorry, I'll give you credit for that.
  15. MCADAMS

    Sprite Issues

    @Robin: > The sprite doesn't exist. Make sure they're proper BITMAP files. Renaming a PNG to BMP does _not_ change the file type. That was it -.- Thanks Robin.
  16. MCADAMS

    Sprite Issues

    Bump…30 views and not a single reply ;/
  17. Works like a charm. Thank you very much ^^
  18. I found the spellicons on an older version of Eclipse Origins, and the resources and items from Helladen. I colored the backgrounds of the items so they are not surrounded by a gray box in the inventory. Enjoy ^^
  19. Go to your mapping tool, click "Attributes", then click "Shop". Pick which shop you want and then press OK. Then click a part on the map where you want the shop to be. If a player walks on that tile it will open up that shop, so it would be a good idea to put it in front of the shopkeeper.
  20. MCADAMS

    Sprite Issues

    I've been having a few sprite problems lately, right now I have these big Chocobo sprites I found on the resource forums, and they're working out fine, as NPCs. >! ![](http://i.imgur.com/v8qqS.png) But when I try to adorn ANY sprite besides the 4 initial ones in Eclipse Origins, I get this run-time error: >! ![](http://i.imgur.com/PqBYA.png) Along with trying to turn into any sprites I've added, making an account and picking a class who's sprites are any but the initial 4 will result in the same run-time error. I could really use some help considering this is considerable slowing down my game-making pace :l
  21. MCADAMS

    VB6 Compiler

    I've recently downloaded VB6, and in it I found 2 files, both claiming to be compilers, one called "C2" and the other called "RC", when I run C2, the command prompt pops up for a split second then closes, and when I run RC, it immediately crashes. Am I using the wrong files or do I have them in the wrong place or something?
  22. @Xlithan: > You're forgetting how many extremely unexperienced users we have here :) Too true. I can't even find the line I'm suppose to change anywhere. EDIT: I found and changed it but it seems to have done nothing :l EDIT2: Oh I was just making a stupid mistake, works perfectly, thank you very much for this :)
  23. @bribaetz: > In OC:CE I have created classes``` > [INIT]MaxClasses=4 > > [Class4] > Name=Druid > MaleSprite=1,2,3,4 > FemaleSprite=3,2 > Strength=8 > Endurance=10 > Intelligence=13 > Agility=10 > Willpower=12 > > StartItemCount=3 > StartItem1=1 > StartValue1=100 > StartItem2=2 > StartValue2=1 > StartItem3=5 > StartValue3=1 > > [Class3] > Name=Wizard > MaleSprite=2,1 > FemaleSprite=3,2 > Strength=6 > Endurance=6 > Intelligence=17 > Agility=7 > Willpower=14 > > StartItemCount=3 > StartItem1=1 > StartValue1=100 > StartItem2=2 > StartValue2=1 > StartItem3=5 > StartValue3=1 > > [CLASS1] > Name=Knight > MaleSprite=1,2,3,4 > FemaleSprite=3,2 > Strength=14 > Endurance=15 > Intelligence=7 > Agility=8 > Willpower=8 > > StartItemCount=3 > StartItem1=1 > StartValue1=100 > StartItem2=2 > StartValue2=1 > StartItem3=5 > StartValue3=1 > > [CLASS2] > Name=Priest > MaleSprite=2 > FemaleSprite=3 > Strength=6 > Endurance=6 > Intelligence=14 > Agility=7 > Willpower=17 > > StartItemCount=3 > StartItem1=1 > StartValue1=100 > StartItem2=2 > StartValue2=1 > StartItem3=5 > StartValue3=1 > ```and all classes other than 1 and 2 come in to play with no 100 health and 100 mana, which I assume is a bug in it of it's self because they are one shotted and can't cast, this leads me to believe the client reads a lack of a value and shows 100 and 100 and then returns any actions based on those as if it were zero, it doesn't matter what order the classes are in the only thing that matters is the number 1 and 2 always work, 3 and 4 always do not. Is this a bug or what am I doing wrong, I have tried just about everything and am fairly sure it is a bug. I have this same exact problem. Glad to see I'm not alone.
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