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Krumelz

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Everything posted by Krumelz

  1. @Ninja: > ``` > [CLASS1] > Name=Knight > MaleSprite=4,10,14,49 > FemaleSprite=49,6,7,8 > Str=1 > End=1 > Int=1 > Agi=1 > Will=1 > StartItem1=1 > StartValue1=500 > StartItem2=5 > StartValue2=1 > StartItem3=6 > StartValue3=1 > StartItem4=2 > StartValue4=1 > StartItem5=10 > StartValue5=10 > StartItem6=11 > StartValue6=10 > StartItem7=7 > StartValue7=1 > StartItem8=0 > StartValue8=0 > StartItem9=0 > StartValue9=0 > StartItem10=0 > StartValue10=0 > ```no such thing as Spr, and your attributes are in the wrong order, that might help. Thanks, but i remember you telling me that you are using WN, so it'll prolly be different to EO's. Thanks anyway ^^
  2. Reopened topic cause of another problem i've got. Well, i got my 17 classes to work on the char selection screen, but when i want to add class req. to like the spell editor, it only shows me the first class in the combo box, the other spots are blank, even tho it saves the class number etc. Well, that wouldnt be a further problem if it wasn't that hard to get the right class without seeing its name. here an example pic: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/2c2e68ec1ca69fa86a465de7d397c48b.jpg) hope someone can help me. ~Krumelz
  3. nice job ^^. But i think you should make a different sub like Sub DrawPlayerLevel so players got the option to turn it on/off. ~Krumelz
  4. well yea, merry christmas everyone :3
  5. Happy Birthday Admiral ;D
  6. I got >! ![](http://ecx.images-amazon.com/images/I/31RtOBRA8uL.jpg) 1TB External Harddrive
  7. @Captain: > @Krumelz: > > > @Ninja: > > > > > it works now, tysm. > > > > np. Happy that I could help you. ^^ > > > > @Ertzel: > > > > > Why not already have the worldmap.bmp set as the pictureboxes background so that way you don't have to store it in the game files and load it up each time… > > > > well, you'd have to update the client each time you made changes to the worldmap, which takes longer than updating a .bmp. > > Make it load up in the Sub Main() hm, good idea. Guess i'll do that. Updating main post. ^^
  8. wow, this looks really good :D
  9. @Ninja: > it works now, tysm. np. Happy that i could help you. ^^ @Ertzel: > Why not already have the worldmap.bmp set as the pictureboxes background so that way you don't have to store it in the game files and load it up each time… well, you'd have to update the client each time you made changes to the worldmap, which takes longer than updating a .bmp.
  10. k, replace the frmmaingame in my code with frmmain.
  11. hm, ok. Maybe the frmMainGame has a different name there. Whats the Form called where the picscreen etc. are on?
  12. what version of eclipse/origins are you using? also, did you put the Picturebox at FrmMainGame/onto the picscreen?
  13. With this code you can add a simple worldmap to your game. First add a Picturebox on your picscreen. Set its name to picworldmap, AutoSize to true and visible = false, now doubleclick it and add; ``` picworldmap.visible = false ``` so it closes when you click on it. you could also add another pic or command button in it and insert the code there. in frmmaingame search for Form_Load() after: ``` picCurrency.Top = txtMyChat.Top ``` add: ``` PicWorldMap.Picture = LoadPicture(App.Path & "\data files\graphics\worldmap.bmp") ``` next search for ``` Select Case Command(0) ```or ``` Select Case LCase$(Command(0)) ``` right under it add: ``` Case "/worldmap" If frmMainGame.PicWorldMap.Visible = False Then frmMainGame.PicWorldMap.Visible = True Else frmMainGame.PicWorldMap.Visible = False End If ``` now you only need to put your worldmap image, which has to be a .bmp and be called worldmap as long as you dont change the code, into your client/data files/graphics folder, where the blood.bmp and misc.bmp should be. If it doesnt work just report to me. ~Krumelz
  14. This is a tutorial for EO 1.1.0\. I'ts actually a little edit of Mitus' code ([http://www.touchofdeathforums.com/smf/index.php/topic,65296.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,65296.0.html)) > 2* –-------- In modGeneral > > Find > ``` > Public DX7 As New DirectX7 ' Master Object, early binding > ``` > and add below one line > > ``` > ' file host > Private UpdateURL As String > > ' stores the variables for the version downloaders > Private VersionCount As Long > ``` > Find "Public Sub Main()" and find > > ``` > ' Reset values > Ping = -1 > ``` > and add below one line > ``` > If Not FileExists(App.Path & "\Data Files\updaterInfo.ini") Then DestroyUpdater > UpdateURL = GetVar(App.Path & "\Data Files\updaterInfo.ini", "UPDATER", "updateURL") > ``` > Next find "Public Function isStringLegal" > and add below of that > > ``` > Public Sub DestroyUpdater() > ' kill temp files > If FileExists(App.Path & "\tmpUpdate.ini") Then Kill App.Path & "\tmpUpdate.ini" > ' end updater > Unload frmMenu > End > End Sub > > Public Sub Update() > Dim CurVersion As Long > Dim FileName As String > Dim I As Long > > AddProgress "Connecting to server..." > > ' get the file which contains the info of updated files > DownloadFile UpdateURL & "/update.ini", App.Path & "\tmpUpdate.ini" > > AddProgress "Connected to server!" > AddProgress "Retrieving version information." > > ' read the version count > VersionCount = GetVar(App.Path & "\tmpUpdate.ini", "FILES", "Versions") > > ' check if we've got a current client version saved > If FileExists(App.Path & "\Data Files\version.ini") Then > CurVersion = GetVar(App.Path & "\Data Files\version.ini", "UPDATER", "CurVersion") > Else > CurVersion = 0 > End If > > ' are we up to date? > If CurVersion < VersionCount Then > ' make sure it's not 0! > If CurVersion = 0 Then CurVersion = 1 > ' loop around, download and unrar each update > For I = CurVersion To VersionCount > ' let them know! > AddProgress "Downloading version " & I & "." > FileName = "version" & I & ".rar" > ' set the download going through inet > DownloadFile UpdateURL & "/" & FileName, App.Path & "\" & FileName > ' us the unrar.dll to extract data > RARExecute OP_EXTRACT, FileName > ' kill the temp update file > Kill App.Path & "\" & FileName > ' update the current version > PutVar App.Path & "\Data Files\version.ini", "UPDATER", "CurVersion", Str(I) > ' let them know! > AddProgress "Version " & I & " installed." > Next > ' let them know the update has finished > AddProgress "" > AddProgress "Update Complete!" > AddProgress "You can now exit the updater.", False > AddProgress "" > Else > ' they're at the correct version, or perhaps higher! > AddProgress "" > AddProgress "You are completely up to date!" > AddProgress "You can now exit the updater.", False > AddProgress "" > frmMenu.cmdEnter.Visible = True > End If > > End Sub > > Public Sub AddProgress(ByVal sProgress As String, Optional ByVal newline As Boolean = True) > ' add a string to the textbox on the form > frmMenu.txtProgress.text = frmMenu.txtProgress.text & sProgress > If newline = True Then frmMenu.txtProgress.text = frmMenu.txtProgress.text & vbNewLine > End Sub > > Private Sub DownloadFile(ByVal URL As String, ByVal FileName As String) > Dim fileBytes() As Byte > Dim fileNum As Integer > > On Error GoTo DownloadError > > ' download data to byte array > fileBytes() = frmMenu.inetDownload.OpenURL(URL, icByteArray) > > fileNum = FreeFile > Open FileName For Binary Access Write As #fileNum > ' dump the byte array as binary > Put #fileNum, , fileBytes() > Close #fileNum > > Exit Sub > > DownloadError: > MsgBox Err.Description > ```End Sub > > 3* –-------- modDatabase > > Find "Public Function FileExist" > > And add below sub > new sub > > ``` > Public Function FileExists(ByVal FileName As String, Optional RAW As Boolean = False) As > > Boolean > If LenB(Dir(FileName)) > 0 Then FileExists = True > End Function > OBS: Need add new Public FUnction FileExist"S" not use "Public Function FileExist" > ``` ok, after you've done that, replace the whole Public sub update with: ``` Public Sub Update() Dim CurVersion As Long Dim FileName As String Dim I As Long ' get the file which contains the info of updated files DownloadFile UpdateURL & "/update.ini", App.Path & "\tmpUpdate.ini" ' read the version count VersionCount = GetVar(App.Path & "\tmpUpdate.ini", "FILES", "Versions") ' check if we've got a current client version saved If FileExists(App.Path & "\Data Files\version.ini") Then CurVersion = GetVar(App.Path & "\Data Files\version.ini", "UPDATER", "CurVersion") Else CurVersion = 0 End If ' are we up to date? If CurVersion < VersionCount Then ' make sure it's not 0! If CurVersion = 0 Then CurVersion = 1 ' loop around, download and unrar each update For I = CurVersion To VersionCount ' Start Updater Shell (App.Path & "\autoupdater.exe") Call DestroyGame Next Else 'Do nothing End If ``` Now go to frmMenu and Search for Form_Load() right at the beginning add: ``` Call update() ``` replace the whole Public Sub DestroyUpdater() with: ``` Public Sub DestroyUpdater() ' kill temp files If FileExists(App.Path & "\tmpUpdate.ini") Then Kill App.Path & "\tmpUpdate.ini" ' end updater Unload frmMenu End End Sub ``` last, find: ``` If Not FileExists(App.Path & "\Data Files\updaterInfo.ini") Then DestroyUpdater UpdateURL = GetVar(App.Path & "\Data Files\updaterInfo.ini", "UPDATER", "updateURL") ``` and replace it with: ``` If Not FileExists(App.Path & "\Data Files\updaterInfo.ini") Then DestroyGame UpdateURL = GetVar(App.Path & "\Data Files\updaterInfo.ini", "UPDATER", "updateURL") ``` Edit sorry, forgot to tell you that you have to put the unrar.dll and autoupdater.exe in your client folder, also you gotta put the updaterInfo.ini in your Client's data files folder, where the config.ini should be. now it should start the updater when there's an update avaible. Its maybe not the best way of doing it, but it works. If it gives you an error or just wont work, just reply here, chances are that I forgot to tell you to edit or add something. ~Krumelz
  15. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/fb846b29d4bd4a03684eec9c42d19b46.jpg)
  16. Krumelz

    [EO] Boss Npc's

    This is a tutorial for Eclipse Origins v.1.1.0\. It will allow you to set NPC's to Bosses, after you defeat them it'll warp you to the set map and give you the dropped items, so stronger players cant just camp at the boss and wait for it to respawn, while the less strong player have to wait until the stronger player's bored of killing it. Excuse my not perfect english, im german. Client Side: First you need to change the NpcRec, so Ctrl + F NpcRec and before ``` End Type ``` Add: ``` Boss As Long BossMap As Integer BossX As Integer BossY As Integer ``` Do the same for the server's NpcRec! Next you'll add a few things to the NpcEditor, add: Type (Name) 1 checkbox (chkBoss) Caption: Boss 1 frame (frmBoss) Place the Frame above the one with the Npc's drop. on the frame: 3 scrollbars (ScrlBossMap, ScrlBossX, ScrlBossY) 3 Labels (lblBossMap, lblBossx, lblBossY) 1 Button (cmdBoss) here's a little example pic of what mine looks like: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/f504fbd0f20e2903ed505298adaf65ed.JPG) Now doubleclick chkBoss and add: ``` If chkBoss.Value = 1 Then frmBoss.Visible = True Else frmBoss.Visible = False End If Npc(EditorIndex).Boss = chkBoss.Value ``` Doubleclick scrlBossMap and add: ``` If scrlBossMap.Value < 1 Then scrlBossMap.Value = 1 End If lblBossMap.Caption = "Map: " & scrlBossMap.Value Npc(EditorIndex).BossMap = scrlBossMap.Value ``` Doubleclick ScrlBossX and add: ``` If scrlBossX.Value < 1 Then scrlBossX.Value = 1 End If lblBossX.Caption = "X: " & scrlBossX.Value Npc(EditorIndex).BossX = scrlBossX.Value ``` Doubleclick ScrlBossY and add: ``` If scrlBossY.Value < 1 Then scrlBossY.Value = 1 End If lblBossY.Caption = "Y: " & scrlBossY.Value Npc(EditorIndex).BossY = scrlBossY.Value ``` Doubleclick cmdBoss and add: ``` frmBoss.Visible = False ``` Ok, now search for ``` Public Sub NpcEditorInit() ``` and after ``` .txtEXP.text = Npc(EditorIndex).EXP ``` add ``` .scrlBossMap.Value = Npc(EditorIndex).BossMap .scrlBossX.Value = Npc(EditorIndex).BossX .scrlBossY.Value = Npc(EditorIndex).BossY .chkBoss.Value = Npc(EditorIndex).Boss ``` Client side done. Server Side ok, I hope you've added the same code to the NpcRec as in the client. Now find ``` Sub AttackNpc(ByVal Attacker As Long, ByVal MapNpcNum As Long, ByVal Damage As Long, Optional ByVal spellnum As Long) ``` and replace: ``` ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If n = 1 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).x, MapNpc(MapNum).Npc(MapNpcNum).y) End If ``` with: ``` ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If n = 1 Then If Npc(NpcNum).Boss = 1 Then Call PlayerWarp(Attacker, Npc(NpcNum).BossMap, Npc(NpcNum).BossX, Npc(NpcNum).BossY) If FindOpenInvSlot(Attacker, Npc(NpcNum).DropItem) = 0 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, Player(Attacker).X, Player(Attacker).Y) Else Call GiveInvItem(Attacker, Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, True) End If Else Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).X, MapNpc(MapNum).Npc(MapNpcNum).Y) End If End If ``` Edit Remove: ``` If Npc(NpcNum).Boss = 1 Then Call PlayerWarp(Attacker, Npc(NpcNum).BossMap, Npc(NpcNum).BossX, Npc(NpcNum).BossY) End If ``` Change: ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If n = 1 Then If Npc(NpcNum).Boss = 1 Then GiveInvItem Attacker, Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, True Else Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).X, MapNpc(MapNum).Npc(MapNpcNum).Y) End If End If to: ``` ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If n = 1 Then If Npc(NpcNum).Boss = 1 Then Call PlayerWarp(Attacker, Npc(NpcNum).BossMap, Npc(NpcNum).BossX, Npc(NpcNum).BossY) If FindOpenInvSlot(Attacker, Npc(NpcNum).DropItem) = 0 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, Player(Attacker).X, Player(Attacker).Y) Else Call GiveInvItem(Attacker, Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, True) End If Else Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).X, MapNpc(MapNum).Npc(MapNpcNum).Y) End If End If ``` With this edit it spawns the item you would've got at your new loaction if your inventory is full. Edit 2 There was a little bug, it only warped you when you got the item, just change ``` ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If n = 1 Then If Npc(NpcNum).Boss = 1 Then Call PlayerWarp(Attacker, Npc(NpcNum).BossMap, Npc(NpcNum).BossX, Npc(NpcNum).BossY) If FindOpenInvSlot(Attacker, Npc(NpcNum).DropItem) = 0 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, Player(Attacker).X, Player(Attacker).Y) Else Call GiveInvItem(Attacker, Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, True) End If Else Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).X, MapNpc(MapNum).Npc(MapNpcNum).Y) End If End If ``` to: ``` ' Drop the goods if they get it n = Int(Rnd * Npc(NpcNum).DropChance) + 1 If Npc(NpcNum).Boss = 1 Then Call PlayerWarp(Attacker, Npc(NpcNum).BossMap, Npc(NpcNum).BossX, Npc(NpcNum).BossY) If n = 1 Then If FindOpenInvSlot(Attacker, Npc(NpcNum).DropItem) = 0 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, Player(Attacker).x, Player(Attacker).Y) Else Call GiveInvItem(Attacker, Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, True) End If End If Else If n = 1 Then Call SpawnItem(Npc(NpcNum).DropItem, Npc(NpcNum).DropItemValue, MapNum, MapNpc(MapNum).Npc(MapNpcNum).x, MapNpc(MapNum).Npc(MapNpcNum).Y) End If End If ``` Now it should work without any bugs. ^^ Done, thats it. Hope some people like it, if there are any bugs please report them. ^^ No credits needed. ~Krumelz
  17. Could someone tell me how to increase the lenght of an NPC's Attacksay? Hope someone can help me. ~Krumelz EDIT: nvm. Fixed it myself. Topic will be locked.
  18. well, let me ask another question .. what could i probably have made wrong so those errors appear?
  19. Well, im bumpin this topic because i found out something. When i use a fresh, unedited copy of eo, everything just works fine, i dont receive any packet errors. But when i use my edited version, i receive them. Could there be any reason why those errors appear except the fault socket, like robin said? yours sincerely, krumelz.
  20. open your project with vb6\. in the FrmMainMenu change the size of the buttons and then compile it. yours sincerely, krumelz.
  21. *bump* hm, aint there anyone that can help me?
  22. what exactly do you mean by "entering the values of the ip" ? Instead of the no-ip use for example 83.142.xxx.xxx?
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