Chronous
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Posts posted by Chronous
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Earthbound
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After some long thought i decided to port over to origins, i like its set up better after checking it out, and it already comes with a bunch of features that i wanted to incorporate. :D
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I think the map looks pretty good, definitely got a naruto feel to it. The only bad thing i have to say about it at a first glance is that the hokage's heads dont really go with the cliff, maybe a more detailed cliff background would make the heads look less out of place. I
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Thanks for the suggestions, I used the handlekeypresses method, its working right now :D.
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Ok so im trying to write some code for a player to fish, ive got it set up to be a scripted tile, that calls my fishing sub when stepped on. So my problem come up because I want my server to watch whether or not a player hits enter while he is on that scripted tile, and if he does it will then execute my "fishing code". I know how to watch for a keypress, but Im not sure how to have the server watch the player while they are in a scripted tile, because its set up to only watch for when a scripted tile is walked onto, but not to continue to watch it, im not sure how to change it or if its possible to do without causing an infinite loop, any help or suggestions on a different way to do fishing system?
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Found the problem, I left out an if statement to check for a scripted before calling the Sub
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Added some of my GUI's, should be finished with them all in a day or two :D, then on to the next task.
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I did originally want to make that follow the background picture, however it doesnt seem that you can set txtboxes to have their backgrounds be pictures, but i did change it to black, will upload shortly.
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Alright theres the first map, i should have a world map by monday. Let me know what you all think of the mapping and gui plz, with suggestions for any changes of course.
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In progress
Haven't started
Should be/Is done
Probably still need work
**Name**: Zephiral Arcadia
**Eclipse Version**: Origins (With some editing)
**Type**: Fantasy
**Story Outline**
You were the leader of the strongest mercenary army in the world before your second in command betrayed you and left you to die. He caught you off guard, and left with all of your priceless and powerful equipment. Now you must travel the world, and hunt him down. Along the way you must regain your strength and find new equipment, if you hope to stand a chance against him. Finding him should be easy since he is now on the warpath, trying to take over the Kingdom of Zephiral Arcadia. By the time you finally catch up to your old army they are already knocking down the door to the capital city of Arthanos. You must fight your way through your old army to speak to the king, whose informants finally found the location of your old friend, . He however has heard that you are alive, and is waiting for you with his new found strength to take you on, but without your legendary gear do you stand a chance on your own? Only time will tell.
**Factions**
Zephiran Elite – The army of chosen elite guards which protects the Royal Family. They are one of the most respected and feared nationally aligned armies in the world, for what the lack in number they make up for in skill.
Zephiran Army – Zephiral Arcaidas' citizen army, filled mostly with civilian recruits that have little training.
Chaotic Avengers – The strongest and largest mercenary army in the world, and with their recent change in leadership they have gone on the warpath in an attempt to claim the land of Zephiral Arcadia for their own.
Night Walkers – A strong mercenary army that has taken advantage of the war to take some of Zephiral Arcadias' land and claim it for their own, in an attempt to start their own empire.
Holy Crusaders – A religious army based on another continent, which is closely watching the current situation of distress in the land of Zephiral Arcadia. Perhaps they are waiting for their chance to swoop in and take the land for their own? No one knows, as they are known for their secracy.
**Important People**
You – The hero of the story, you must rise back to strength, get the help of a few elite warriors(other players) and bring down the leader of Chaotic Avengers, your old friend, Kashak.
Kashak – Used to be the second in command of the Night Walkers until he attacked you and left you for dead. After taking command he quickly rallied the army into attacking Zephiral Arcadia to take it for their own.
Sortec - The leader of the Chaotic Avengers skilled in the art of persuasion, and a natural born leader, perhaps with his new found power he would be willing to lend you a hand in your quest for revenge.
**Graphics**
GUI
Mapping
World Map
Tiles,Sprites, Items – Using preexisting Tiles from online sources
**Classes**
Warrior - The only class that can use two handed swords, dealing great damage to their enemies in one swoop.
Wizard - Uses strong spells to bring down their foes from a distance
Holy Knight - A combination of damage and healing spells makes him quite formidable
Assassin - Quick attacks in vital areas sets this class apart
Scout - With a fast hand and a steady aim the Scout shoot his enemies from afar
Dark Knight - A combination of physical damage and magical spells makes this class one to fear
Feral Spirit - Uses a wide variety of transformation spells to grant them strength in battle
**Stats**
Strength - Controls your melee and ranged damage
Defense - Increases your resisitance to all damage
Constitution - Increase your max health
Dexterity - Increases you chance of performing a critical strike
Intelligence - Controls your Spell Damage
Wisdom - Increases you max mana
**Scripting**
Pet System (Maybe haven't decided whether or not to pursue this option yet, though I think it would be a great addition)
Certain Bosses
Profession System(Mining, Smithing, Fishing, Herb Gathering, Woodcutting, Cooking, Potion making)
NPC vs NPC Areas
Class Scripting
**Lists**
Skills & Spells List
Monsters & Enemies List
Well that's what I got so far, I will update as things get done, and new ideas as/if I come up with them. Im currently working on it practically alone, one of my friends hops in a does stuff for me every so often. If anyone wants to help then pm me with what you can/would like to do. All criticism and suggestions to add to my game are encouraged and appreciated at all stages of my development.
Updated GUI'S the background of menus and the logout button, Let me know what you think of the layout and the text please. :D (Still need to edit all of the text that is just basic black so no need to comment on that text)
[![](http://img202.imageshack.us/img202/5949/menuya.png)](http://img202.imageshack.us/i/menuya.png/)
[![](http://img163.imageshack.us/img163/286/gamegui.jpg)](http://img163.imageshack.us/i/gamegui.jpg/) -
Ok this fix seems to have worked for the incorrect base stat issue, incase anyone else has the same problem im posting my fix. Go to your server in modHandleData find the Packet_UseStatPoint, and replace it with my code below. This fix simply takes off the boost from stats from the users stats before adding the extra stat point. Also note that this fix is for the Crypto Version, and if you are using another version then the same general idea should work.
```
Public Sub Packet_PlayerStatsPacket(ByVal STR As Long, ByVal DEX As Long, ByVal CON As Long, ByVal INTEL As Long, ByVal WIS As Long, ByVal CHA As Long, ByVal MaxExp As Long, ByVal Exp As Long, ByVal lvl As Long)
Dim SubStr As Long, SubDex As Long, SubCon As Long, SubIntel As Long, SubWis As Long, SubCha As Long
SubStr = 0
SubDex = 0
SubCon = 0
SubIntel = 0
SubWis = 0
SubCha = 0
If GetPlayerWeaponSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerWeaponSlot(MyIndex))).AddCHA
End If
If GetPlayerArmorSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerArmorSlot(MyIndex))).AddCHA
End If
If GetPlayerShieldSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerShieldSlot(MyIndex))).AddCHA
End If
If GetPlayerHelmetSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddCHA
End If
If GetPlayerLegsSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddCHA
End If
If GetPlayerRingSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRingSlot(MyIndex))).AddCHA
End If
If GetPlayerNecklaceSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddSTR
SubDex = SubDex + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddDEX
SubCon = SubCon + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddCON
SubIntel = SubIntel + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddINTEL
SubWis = SubWis + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddWIS
SubCha = SubCha + Item(GetPlayerInvItemNum(MyIndex, GetPlayerNecklaceSlot(MyIndex))).AddCHA
End If
If SubStr > 0 Then
frmStable.lblSTR.Caption = Val(STR) - SubStr & " (+" & SubStr & ")"
Else
frmStable.lblSTR.Caption = Val(STR)
End If
If SubDex > 0 Then
frmStable.lblDEX.Caption = Val(DEX) - SubDex & " (+" & SubDex & ")"
Else
frmStable.lblDEX.Caption = Val(DEX)
End If
If SubCon > 0 Then
frmStable.lblCON.Caption = Val(CON) - SubCon & " (+" & SubCon & ")"
Else
frmStable.lblCON.Caption = Val(CON)
End If
If SubIntel > 0 Then
frmStable.lblINTEL.Caption = Val(INTEL) - SubIntel & " (+" & SubIntel & ")"
Else
frmStable.lblINTEL.Caption = Val(INTEL)
End If
If SubWis > 0 Then
frmStable.lblWIS.Caption = Val(WIS) - SubWis & " (+" & SubWis & ")"
Else
frmStable.lblWIS.Caption = Val(WIS)
End If
If SubCha > 0 Then
frmStable.lblCHA.Caption = Val(CHA) - SubCha & " (+" & SubCha & ")"
Else
frmStable.lblCHA.Caption = Val(CHA)
End If
frmStable.lblEXP.Caption = Val(Exp) & " / " & Val(MaxExp)
frmStable.shpTNL.Width = (((Val(Exp)) / (Val(MaxExp))) * 150)
frmStable.lblLevel.Caption = Val(lvl)
Player(MyIndex).Level = Val(lvl)
End Sub
``` -
Ok I think I might have found the issue. Whenever the program is calculating players stats it adds in the Stats boost from weapons and returns the player strength, which is now the weapon strength + the base Strength from the player. So if you are getting a stat boost from a weapon that is equipped and try to add your stat point, the server checks only for playerStrength which is has been calculated to be their Stat + there weapon boost stat. So now you add a stat point, and it resets your base strength to be Your Base + Your Weapon + 1, so I think all i have to do is edit the servers use stat point area so that is subtracts the weapon boost from the playersStat before it adds 1\.
Does this sound right or way off base? Im gonna try it out and ill update this post after i test it -
Im not sure if this is an issue with just the Crypto version or not, but when you equip an item that offers a stat boost, and take it off, it shows your stats weird. For example you equip a weapon that gives 5 STR points.
STR before equiping weapon 12
(All Variations that happen from equipping and un-equipping)
STR 12(+5) (I assume this is the correct way it is supposed to display)
STR 7(+5) (After the weapon is unequipped, which is technically the correct amount of points, but they should all be base)
STR 17 (While equiped)
Im not sure if this is changing the actual stat or if it is just messing with the display. I was just wondering if anyone knew of this problem and / or a fix for it. If not just letting me know where the items stats are added to the players stats in the coding would be a great help so i dont have to go searching through it all. Thanks. Also yes i know that the added up values are always correct however it just bothers me that it switches between having (+5) and not having it.
Also I just tested it a little further, and if i level up STR while the weapon with the +5 stat boost is equiped it changed my stat by 6 instead of by 1.
Before using a stat point STR = 12(+5)
After using stat point STR = 18(+5)
and unequiping the weapon shows a base stat of 18 from then on out. -
Thanks that fixed it
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Ok so im not exactly asking for a fix but i find this a bit weird. So I open up the source code for the first time, move the GUI for frmStable around a little bit, so that the picPlayerSpells is on the right side of the game screen. Now i go into the source code and remove any like that says picPlayerSpells.Visible = False. Now when I learn or unlearn a spell it doesnt update the list until you log off and log back into the game. It doesn't seem like just changing lines that change visibility should have this effect on the list being updated. And I am sure that I havent accidentally changed any code other than removing picPlayerSpells.Visible, Ive done this a couple of time to make sure that this is what was causing the problem.
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Sorry about not updating this sooner, I switched over to origins, which has 6 different stats like I want, and I dont think Ill have a problem editing how they work. Thanks though :D
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Thanks that was the issue. I feel silly that it was such an easy fix :D
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Im trying to change my MAX_CHAR constant to 7 however whenever I changed it off of the "3" that it comes scripted with I get a "Subscript out of range" error. On the line of code Name = parse(n) from the block of code at the end of this. Its running through this line at least 4 times, creating the error 5th. However Im not sure why this is going out of range, since im not exactly sure what range it is trying to stay within. Any help would be appreciated thanks.
```
If casestring = "allchars" Then
n = 1
frmChars.Visible = True
frmSendGetData.Visible = False
frmChars.lstChars.Clear
For i = 1 To MAX_CHARS
Name = parse(n)
If Trim$(Name) = vbNullString Then
frmChars.lstChars.addItem "Free Character Slot"
Else
Msg = parse(n + 1)
Level = Val(parse(n + 2))
frmChars.lstChars.addItem Name & " a level " & Level & " " & Msg
End If
n = n + 3
Next i
frmChars.lstChars.ListIndex = 0
Exit Sub
End If
```
Zephiral Arcadia
in Old Eclipse Projects (Inactive)
Posted