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chuchoide

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Everything posted by chuchoide

  1. Ok thanks, so I should add a little bit more long grass to my maps, right?
  2. For some reason, my player can walk through other players, but can also walk through NPCs. Any help on why this is happening? Here's my CheckDirection Function: ``` Function CheckDirection(ByVal Direction As Byte) As Boolean Dim x As Long Dim y As Long Dim i As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler CheckDirection = False ' check directional blocking If isDirBlocked(Map.Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex)).DirBlock, Direction + 1) Then CheckDirection = True Exit Function End If Select Case Direction Case DIR_UP x = GetPlayerX(MyIndex) y = GetPlayerY(MyIndex) - 1 Case DIR_DOWN x = GetPlayerX(MyIndex) y = GetPlayerY(MyIndex) + 1 Case DIR_LEFT x = GetPlayerX(MyIndex) - 1 y = GetPlayerY(MyIndex) Case DIR_RIGHT x = GetPlayerX(MyIndex) + 1 y = GetPlayerY(MyIndex) End Select ' Check to see if the map tile is blocked or not If Map.Tile(x, y).Type = TILE_TYPE_BLOCKED Then CheckDirection = True Exit Function End If ' Check to see if the map tile is tree or not If Map.Tile(x, y).Type = TILE_TYPE_RESOURCE Then CheckDirection = True Exit Function End If ' Check to see if the key door is open or not If Map.Tile(x, y).Type = TILE_TYPE_KEY Then ' This actually checks if its open or not If TempTile(x, y).DoorOpen = NO Then CheckDirection = True Exit Function End If End If If Map.Moral = MAP_MORAL_SAFE Then Exit Function ' Check to see if a player is already on that tile For i = 1 To Npc_HighIndex If MapNpc(i).num > 0 Then If MapNpc(i).x = x Then If MapNpc(i).y = y Then CheckDirection = True Exit Function End If End If End If Next For i = 1 To Player_HighIndex If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then If GetPlayerX(i) = x Then If GetPlayerY(i) = y Then CheckDirection = True Exit Function End If End If End If Next i ' Error handler Exit Function errorhandler: HandleError "checkDirection", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Function End Function ```
  3. Awesome, you know I was about to PM you yesterday about this? Thanks a lot!
  4. Thanks. About the cliff, yeah I noticed that. Thanks for telling me. EDIT: New map.
  5. Hey, so I started practicing with RMXP tilesets, and I'm posting here the maps I get done with them. Hope you like :)
  6. I already done tiles… I already done sprites... I already done paperdolls... I already done items...
  7. And guess why I am asking for a pixel artist. The way the graphics are currently, is the style I'm looking for. That's the graphic style I like. I understand that I need practice, yes. How do you know no one is interested? You know I've got PMs about it? And if you're wondering why I got PMs, and I am still looking for a team, it is because they haven't replied back. How would it slow my project down? I'm working on it as we talk, is that slowing down? No. Thanks for the comment, though, I understand the help you are giving me. (not sarcasm)
  8. chuchoide

    Main Menu

    Download Eclipse Origins. Eclipse 2.7 or EE is very outdated. EO includes the source.
  9. Could you send me in a PM what you mean?
  10. @Minikloon: > Hello. > > The colours are found in different locations trough the sources. I guess that if you want to change them in the chat you might as well want to change them in the map. Unless you really just want to change the colours in the chatbox, but then you'd have even more than you need anyway. ;) > > Note that you can modify the color with any valid color function. The one I'd personally prefer (As those numbers mean something to me) is RGB(r, g, b) ([http://www.chennaiiq.com/developers/reference/visual_basic/functions/rgb.asp](http://www.chennaiiq.com/developers/reference/visual_basic/functions/rgb.asp)), simple enough isn't it? :cheesy: There's also QBColor(color), as referenced here : [http://www.chennaiiq.com/developers/reference/visual_basic/functions/qbcolor.asp](http://www.chennaiiq.com/developers/reference/visual_basic/functions/qbcolor.asp). QBColor's constants are found in the modConstants file and goes as follow : > > In the modText file at line ~56 there's the comment ' Check access level , in the Sub DrawPlayerName(ByVal Index As Long). This function is meant to draw the player's name as you see it on the map. You will see this code under the comment : > ``` > If GetPlayerPK(Index) = NO Then > > Select Case GetPlayerAccess(Index) > Case 0 > color = RGB(255, 96, 0) > Case 1 > color = QBColor(DarkGrey) > Case 2 > color = QBColor(Cyan) > Case 3 > color = QBColor(BrightGreen) > Case 4 > color = QBColor(Yellow) > End Select > > Else > color = QBColor(BrightRed) > End If > > ``` > I guess it's pretty intuitive. :P (Do not forget the else statement if you want to edit admin's color.) > > Regarding your chatbox problem… It's located in file modHandleData at line ~ 2073 in the Sub HandleSayMsg(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) function, who's job is to write player's stuff in the txtChat form, also known as "Chatbox". It's exactly the same code as above. > > Also note that the Sub AddText(ByVal Msg As String, ByVal color As Integer) subprocess found in the modText file at line ~283 does as different job from HandleSayMsg one, as you can judge by it's arguments. The latter is solely used to declare stuff on the chatbox, as the message of the day. It has a color argument but if you're planning on a chatbox mod system or whatever, built it in the HandleSayMsg to keep the remaining of your sources clean. > > Hope you learnt some and **HOPE I didn't say shit about your sources, Robin.** :embarrassed: > > :rstar: :rstar: :rstar: Hey man, thank you very much! This is the best answer I ever got. Thanks a lot, really!
  11. Hello, I would like to know where I can change the color for when an Admin, Developer, or whatever says a message in the Global chat. Thanks :)
  12. I don't get it, the box USED to appear before, now it doesn't D: What happened?
  13. I don't want to sound rude, but that doesn't look good. If you can show a better example, you may join. By the way, looking for coders still :)
  14. And how that will be done? I can't make the NPC just teleport me after ending.
  15. Hello. I would want to know how I can make it so that when you start the game, the player MUST talk to the tutorial NPC before proceeding to the next map, like, you can't proceed until you talk to him. I can't really find a way to do it :/ Thanks in advance.
  16. Nice, this looks amazing. I wish you a lot of luck :)
  17. I got it installed, but I don't find where it says to add the Adding and Removing labels.. EDIT: Nvm
  18. The updater was working, then I changed the domain, and I'm getting RTE 13 "Type mismatch". Any help?
  19. I don't really know… sorry.
  20. @Mr.: > You would need a powerful computer and a strong internet to hold 1000 players. But, no offence, I don't think an eclipse game will ever have over 30 players on at one time. The max I have seen is around 15-20. I've seen an Eclipse EVOLUTION game with over 100 players.
  21. Hey, good job on those graphics. How much did it take?
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