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CoonHunter

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  1. One bug you dont have listed, that I have, is kinda like the one, killing players in Non-PVP with spells. Except, its works with a Bow as well.
  2. @teh: > sweet it works, thanks:) > > now the last thing, colouring the text. > when you right-click on a item on the list, you can choose between a few colours e.g. Red, White, Blue, Orange, Green and when you click a colour, it will colour the text you selected. > > how'll I do that? You will need to use a context menu component. When you right-click on the listbox. Grab the X and Y for the mouse, and return it to the context menu's location. I would give you more info, but I'm someone who promotes self-learning as much as I can.
  3. @Ballie: > Well, walkthrough tiles only work in the areas where you lay them. I personally think it's less advanced to cut out a few lines of code rather than fill maps with attributes. Plus, if someone is blocking a warp or a heal tile or something, walkthroughs can't help there. It is a bit more advanced, to a point. If you have no prior knowledge with other programming languages, and this is your first langauge, it can be confusing to try to figure out. I personally know about 6 langauges, so it was no problem after I found the method you spoke of, and it solved the issue. Now, I will be looking for a way to check if you and another player are on the same tile, and if so, to make his character invisible, until one of you moves off of the tile.
  4. I have recently had the problem of players blocking entry to other maps by standing there afk. I can teleport them away, but that is something i dont want to keep doing. What I'm wanting to do: Basically, you can walk through players. The main part I want to do, is if 2 or more players are on the same tile, you only see your character. I am looking through the servers source right now, to see if this 'walking through players' can be done there, but I'm not sure.
  5. @Ballie: > @CoonHunter: > > > EDIT: Would I be able to use the SpriteSize long to differentiate between images? > > Yeah. Just assign the new SpriteSize to 2, and add conditionals in the few areas needed. I hate to ask this, since ive never had to do it before when trying to add something completely new to a client, but for the life of me i cant figure out whats going wrong. If i upload the source, would you be willing to help me figure out why, i can get the NPC to load on NPCEditor menu. But, when i save it, and go back in to edit, it is back to using Sprites.bmp
  6. @Ballie: > If you want to do that, I suppose you could. Here's a little bit to get you started. > > ``` > ' Init sprite ddsd type and load the bitmap > DDSD_Sprite.lFlags = DDSD_CAPS > DDSD_Sprite.ddsCaps.lCaps = DDSCAPS_SYSTEMMEMORY > Set DD_SpriteSurf = DD.CreateSurfaceFromFile(App.Path & "\GFX\Sprites.bmp", DDSD_Sprite) > SetMaskColorFromPixel DD_SpriteSurf, 0, 0 > ``` > That's where the Sprite surface is loaded. You'll basically duplicate this, but rename the variables to SmallSprite instead of Sprite. From there, you'll want to search the whole project for "DD_SpriteSurf", and basically duplicate the code for "DD_SmallSpriteSurf". In all the places you'll have to edit, there will already be code there for 32x32 that you can use. You can probably get away with copying and pasting the whole code, making the change to say "SmallSprite" in the places it counts. The only places you really need to copy anything is in InitDirectX, DestroyDirectX, and BltNPCBody. That will get you the graphics part. The rest is just adding a button that changes the "SpriteSize" variable on the editor. Already have all of this done. I need to work out some bugs in the checkbox's, but its working decently. My only problem now, is differentiating the NPC sheet it uses after it saves. I have it loading it and stuff. When I click 'Save' it goes back to using "Sprites.bmp" EDIT: Would I be able to use the SpriteSize long to differentiate between images?
  7. @Ballie: > Considering that Eclipse uses a 32x32 grid, the 32x32 sprites are 1 square unit. That's the smallest you _can_ get. > > @CoonHunter: > > > I mean adding a new image-set. Not loading from one that already exists. Would it already load it? I have not done allot of research on this, as I am still looking in the source to learn it. > > > > What im wanting to do: Add a new button, under the "Big NPC" button, that will load a different NPC image-set, my question, will these work, without any more edits than on the edit NPC panel. Im thinking, yes, alot more than that, but thats just a simple statement. > > The reason we have "Big" NPCs is because they wouldn't fit in the small grid. A "small" NPC _would_ fit in that grid. If your NPC, for example, is 16x16 pixels, it will fit in a 32x32 box. > > You don't need another image set to accomplish this. Just format your sprite to fit on your sheet. I know this, your not quite getting what i am saying. I do not care about the grid-size at all. I know these npc's are within the 32x32 grid. I just do not wish to transfer these onto another sheet. I want to load this sheet as a 3rd possible NPC sheet.
  8. @Marsh: > Just use the 32 x 32 option but make the actual sprite smaller, make the area around it transparent. I wouldn't see why you would need it much smaller then that. There is a few small sprites floating around that use that system and it works fine. I mean adding a new image-set. Not loading from one that already exists. Would it already load it? I have not done allot of research on this, as I am still looking in the source to learn it. What im wanting to do: Add a new button, under the "Big NPC" button, that will load a different NPC image-set, my question, will these work, without any more edits than on the edit NPC panel. Im thinking, yes, alot more than that, but thats just a simple statement.
  9. CoonHunter

    Stats

    @Gohan: > Okay I have a working VB6 now :D(thx Robin) > > So, anyone know how to change the names of these stats? You will need to open the form: frmStable On it, find the control (may be misspelled, but it should be named something like): picCharStats In its properties, find the 'Top' section. Now, I suggest writing that number down, but you will decrease the Top value to 0, to bring it up to a visible level. Then, just point and click the label you want to change. NOTE - There will be allot more edits, but this will get the interface-edit done.
  10. Now the only problem is when i save the NPC i wanted to use in the NPC Editor panel, it actually reverts back to using Sprites.bmp, instead of my Animals.bmp like i had saved it using.
  11. @Soul: > Make Custom=0 in data.ini, and restart the server + client. > > EDIT: Wait, I don't get what your saying. Do you mean the background or the customization or what? Naa, it was the data.ini fix you had said. The background was my doing, and I have been working with the GUI to change it around.
  12. So you can see what I mean: Before: ![](http://i49.tinypic.com/17fr4x.png) After: ![](http://i45.tinypic.com/npp6bd.png) How can I change this back to what it was before? What I did: Fixed the character stats page.
  13. @Robin: > Well it's a choice between having a working copy of VB6 or not. Well after about another 5 different copies i attempted. I finally got a working VB6 onto a 1GB thumb-drive.
  14. @Robin: > You'll have problems trying to install it onto a thumb drive. > > Just install it normally on your PC. Normally i would agree with you, but my current laptop is a 2002 Toshiba Satellite 1115-S103, with only a 20GB harddrive. My harddrive only has around 1.2GB left of space, but i have around 10GB of things installed on thumb-drives as well. Trying to keep my harddrive space from dropping below 1.2GB to result in loss of speed.
  15. One of the copies I had gotten was from Microsoft.com, thats why I was asking. I will continue to look, but do you happen to know one that will work on windows XP? The ones im finding are Windows 95-2000
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