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Repercussionist

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Everything posted by Repercussionist

  1. If you did it properly, then as long as members is below Admin_Monitor, they won't have access to anything because all of the access checks use those constants and rule out access from the bottom up. But from what you posted, something's fishy. Your new constants should be as listed below, unless there's something else you've added under monitor. ``` ' Admin constants Public Const MEMBERS As Byte = 1 Public Const ADMIN_MONITOR As Byte = 2 Public Const ADMIN_MAPPER As Byte = 3 Public Const ADMIN_DEVELOPER As Byte = 4 Public Const ADMIN_CREATOR As Byte = 5 ```Regular players who are not assigned access are 0 by default.
  2. Open frmMain in vb6 and drag picScreen to a length and width that is a multiple of 32\. Then, in both the client and server modConstants, change Max_MapX and Max_MapY to ((picScreen width / 32) - 1) and ((picScreen height / 32) - 1) respectively. You will need to make some other changes to the gui as well if you do this, things you should be able to pick up on pretty easily (such as visibility and layering issues).
  3. Pretty much, except the existing .ini file in the client folder is config.ini.
  4. Yes. I'll use max_players as an example. Take it out of modConstants and put them into the .ini (max_players= 70). Go to public sub LoadOptions in modDatabase and under Else, add Options.max_players = Val(GetVar(fileName, "Options", "max_players")). Then, everywhere Max_Players (the old constant) appears, put Options.max_players.
  5. Repercussionist

    IP

    @janpan40: > yeah open cmd and type in ipconfig > if you have windows… > and than you will get your **GATEWAY ADDRESS**, type that into yoru adress bar. Fixed that for ya. ;)
  6. Oops. Was looking at the wrong set of UDT's. Sex is defined in the server, not the client. Adding it to the UDT was the first thing I suspected, but it doesn't help if I'm looking in the wrong window. :embarrassed:
  7. Make yourself an admin. Go to the admin panel. Click Item Editor. Create an item, make it's type currency.
  8. @im66sick You have to create that scrollbar. @gianni Add Sex As Byte into the client modTypes, under player rec. Silly mistake on my part.
  9. Well, I went back and looked it over and I got the same problem on compile. I took that function out entirely and it fixed the problem, from what I can tell. It seems that there's a lot of loose code in my tutorial. I'll have to go back and clean that up. If you could try it and let me know what you get that would be appreciated.
  10. @shlominet 1\. The best option would be to find, if you have one, a friend who can translate for you. (I'm only assuming you've tried an electronic translator. If not, try that.) That link is way more beneficial to you than me trying to reexplain it here. 2\. I can only describe to you ways that I think it could work, for two reasons: I have never done the code myself, and you wouldn't become any better of a programmer if I gave you the code. Developing a game != copy and pasting code from the internet to your engine. Draken would be your best bet here, but I'm not entirely sure he'd be willing to help. 3. Do not use Evolution. It's pretty much unsupported and your life will be much better off if you stick to using EO. I believe the only people who use EE anymore are people who already had a substantial project before EO was released, and I doubt they would be likely to offer the tutorials and help that you can get using EO. @janpan Unless there is a substantial population of Hebrew speaking people on this site, then it will be of no help.
  11. This is an old tutorial that contains a mute command. You should be able to pull what you need from this. http://www.touchofdeathforums.com/smf/index.php/topic,67810.msg731557.html#msg731557
  12. http://www.touchofdeathforums.com/smf/index.php/topic,68317.0.html That is a start for NPC speech. I don't know how to do the cars, but I'd assume he created a new NPC or tile attribute that, when activated, changed your sprite to a car. Also, he was using EE at the time, but it's doable in EO. modConstants is a file in your vb project. Open client.vbp and server.vbp and load it. Change the values you want and compile it.
  13. I wanted to do a vertical experience bar instead of the typical horizontal one, so I edited the code to fetch the height and whatever, but it draws the image from top to bottom (see spoiler), when I want it to go from bottom to top. I've considered adding some code to retrieve what the difference would be and add it to the top margin, but it's still going to draw the actual image from top to bottom (the borders being the problem there). I was just curious if anyone knew how to invert it so that it draws in the opposite direction? Thanks, >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/42b4b91ba29173273dccf55e6914acea.jpg)
  14. Answer 1: I have no idea what you are trying to say. Answer 2: Actually, Draken had a game that had operational automobiles, so yeah. It's possible. Answer 3: To change max_pretty much anything, edit the values in modConstants in the server and client. Answer 4: http://www.touchofdeathforums.com/smf/index.php/topic,70981.0.html This would probably be your best bet, but it's not the absolute best way to do this.
  15. @janpan40: > I know, thats why i hate math it doesnt make sence logicaly > but it sometimes works. > I failed that test btw lol Your logic, infallible it is… /sarcasm Seriously though, It appears that, in addition to changing the statement to what lightning suggests, that you'll need to put a check on being 15 levels under as well.
  16. I'm assuming this is a complement to your pvp and safe server thread. I'd suggest, since you're only going to have those two servers to connect to, using option buttons. Declare IP and Port as public variables without values, then set frmMain.Socket.RemoteHost = IP and frmMain.Socket.RemotePort = Port. Then create your option buttons and set it so that it assigns IP and Port values based on which option is selected. If you ever did have more than 2 servers you needed, you could easily do the same thing with a drop down list. I apologize for not answering your question directly, but this way would be a little more user friendly. They wouldn't have to remember the IP and Port (nor can they type it in incorrectly) and you could mask that information (using Safe and PvP as your button captions).
  17. Repercussionist

    Help

    Two options: One, make sure that they are in the 4x4 layout like the ones below the first horizontal rule. The gray one has too many frames, so you would have to edit it to the standard layout. Make sure it's a .bmp file, and throw it into the Client/datafiles/graphics/characters folder making sure to follow the existing naming convention (incrementing numbers). The other option is to recode the engine to read the sprites how you want them to be. Depending on what you want, this could require some hefty work. Maplestory is a side-scroller. EO is not. You could have an artist create maplestory-like tiles that are compatible with EO (maybe there are some already out there on the internet). Just make sure that they conform to the existing requirements for tilesets.
  18. @Gin-ji: > Nice advice but, don't you hate when people tell you to go learn it yourself when this is suppose to be a gaming forum like there's plenty help around here good coders who may have time on their hand(just saying be more gentle give him some direction act like a member. > > Smile :D We're here to help him learn how to develop a game, not develop it for him. The purpose of questions and answers is to point them in the right direction to creating the code themselves, which I did, not to do it for them. It's called "tough love." Also, don't double post, especially if it has nothing to do with the original question. ;)
  19. The means of incorporating a sprite change on triggering the run command are also in that thread. Read it again, all the way through, slowly.
  20. http://www.touchofdeathforums.com/smf/index.php/topic,71576.0.html
  21. If you spent as much time playing in the code as you do bumping this thread, you probably could have figured it out by now… You'll need to modify the source. You could create a new type of spell, add that to the dropdown list and change the spell editor to incorporate what you want the new spell to do. Look at how the other spells are handled and mimic that.
  22. @Gianni: > its not, if you make the height and lenght divisible by 32(i think) When changing the size of picScreen, it needs to be divisible by 32, then you divide the new dimensions by 32 and subtract 1 from each of them. These are the new MAX_MAP_X and MAX_MAP_Y in modConstants. Of course, you can't /only/ resize picScreen since some of the other elements of the gui won't display over it without some editing as well.
  23. Those are not sprite makers, they are graphic tutorials… Anyway. You say you need to change sprites because you're getting some error. Tell me what you have done, what you are trying to achieve and what error you are getting.
  24. You still need to compile your code. Let me correct that statement. You can't successfully edit EO's source without vb6\.
  25. You can't edit EO's source without vb6\. If you mean the .ini files, yes they update automatically.
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