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MCADAMS

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Posts posted by MCADAMS

  1. I scoured the boards for appropriate help before made this thread. Out of the few "solutions", none of them worked or just said "delete everything you've made".

    Anyway, whenever I try to log onto my server, I get run-time error 7: out of memory. I assume it happened when I transitioned my files from EO 1.2 to EO 1.3.1\.

    So I decided to try running the server in vb6\. When I got the error, I debugged and got:

    ```
    ReDim sBytes(sLength - 1)
    ```
    Does anyone know how to fix this? :/
  2. If you haven't successfully implemented the drop fix I suggest you look how to here:
    http://www.touchofdeathforums.com/smf/index.php/topic,67899.0.html

    Besides that;

    Chance out of: Determines the chance of getting a drop. 1 out of 10 chance would be a 10% chance of the item being dropped.

    Spawn Rate: Determines how long it takes the NPC to respawn after it is killed, based on seconds.

    Hope this helped ;O
  3. I keep getting RTE 9 (Subscript out of range) whenever I turn on my server, it gets to "Loading classes…." so I assume that's the problem. My class options look like this:
    ```
    [INIT]
    MaxClasses=4

    [CLASS1]
    Name=Warrior
    MaleSprite=1
    FemaleSprite=8
    Strength=10
    Endurance=8
    Intelligence=2
    Agility=4
    Willpower=6

    StartItemCount=3
    StartItem1=1
    StartValue1=1000
    StartItem2=3
    StartValue2=1
    StartItem3=3
    StartValue3=1

    StartSpellCount=0
    StartSpell1=0

    [CLASS2]
    Name=Mage
    MaleSprite=9
    FemaleSprite=6
    Strength=2
    Endurance=4
    Intelligence=10
    Agility=6
    Willpower=8

    StartItemCount=3
    StartItem1=1
    StartValue1=1000
    StartItem2=3
    StartValue2=1
    StartItem3=4
    StartValue3=1

    StartSpellCount=1
    StartSpell1=1

    [CLASS3]
    Name=Rogue
    MaleSprite=4
    FemaleSprite=7
    Strength=8
    Endurance=6
    Intelligence=4
    Agility=10
    Willpower=2

    StartItemCount=3
    StartItem1=1
    StartValue1=1000
    StartItem2=2
    StartValue2=1
    StartItem3=3
    StartValue3=1

    StartSpellCount=0
    StartSpell1=0

    [CLASS4]
    Name=Priest
    MaleSprite=4
    FemaleSprite=5
    Strength=2
    Endurance=4
    Intelligence=10
    Agility=6
    Willpower=8

    StartItemCount=3
    StartItem1=1
    StartValue1=1000
    StartItem2=3
    StartValue2=1
    StartItem3=4
    StartValue3=1

    StartSpellCount=1
    StartSpell1=1
    ```
    But I can't spot the problem, any help? :l
  4. ```
    If Player(Index).Step = 3 Then
            Anim = 0
        ElseIf Player(Index).Step = 1 Then
            Anim = 2
        End If
    ```
    ```
    ' If not attacking, walk normally
            Select Case GetPlayerDir(Index)
                Case DIR_UP
                    If (Player(Index).YOffset > 8) Then Anim = Player(Index).Step
                Case DIR_DOWN
                    If (Player(Index).YOffset < -8) Then Anim = Player(Index).Step
                Case DIR_LEFT
                    If (Player(Index).XOffset > 8) Then Anim = Player(Index).Step
                Case DIR_RIGHT
                    If (Player(Index).XOffset < -8) Then Anim = Player(Index).Step
            End Select
        End If
    ```are what I get from searching it. I appreciate you trying to teach me this but I fail to understand it.
  5. Using these sprites:
    ![](http://i.imgur.com/Cv82J.png)
    and this code:
    ```
    With rec
            .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
            .left = Anim * (DDSD_Character(Sprite).lWidth / 4)
            .Right = .left + (DDSD_Character(Sprite).lWidth / 4)
        End With
    ```My characters looked like this:
    ![](http://i.imgur.com/eI8DF.png)

    Now, I changed that code to this:
    ```
    With rec
            .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
            .left = Anim * (DDSD_Character(Sprite).lWidth / 3)
            .Right = .left + (DDSD_Character(Sprite).lWidth / 3)
        End With
    ```And they look like this:
    ![](http://i.imgur.com/7Ipru.png)
    …when not moving

    The moving frames look perfect, but every 2 or 3 tiles my character will disappear and then reappear.
    ![](http://i.imgur.com/YeKIF.png)

    Is anyone aware of how to remedy this?  :confused:
  6. @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
  7. @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.
  8. @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
  9. 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?
  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. @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.
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