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flrp

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  1. @DrNova: > Alot of work for a minor bug that will probably be fixed eventually yea right but still xD
  2. @Gohan: > @flrp: > > > Before I post this I tried search on the forum but I could not find anything > > related to what I want to do, so I decided to post. > > > > Is there a way to disable PK in certain maps? I tried Safe Zone but nothing happens PK is still enabled. > > > > Thx for any support :P. If possible explain step by step. > > PK should be disabled if you use safe zone, well melee anyways. Spells bypass it. oh yea sorry i forgot to say that, yea the melee get disable but spells still bypassing it, is there a way to fix that? so in safe zone no melee or spells against other player.
  3. Before i post this i tried search on the forum but i could not find anything related to what i want to do, so i decided to post. Is there a way to disable PK in certain maps? I tried Safe Zone but nothing happens PK is still enabled. Thx for any support :P. If possible explain step by step.
  4. @Yami: > In the server source there's a sub that checks whether a player can move or not.. Change it so it doesn't check if there's a player around anymore. :) > > EDIT : Hmm, apparently the CanMove sub is on the client side.. That's asking for speed hacking? Anyways, this should do the trick: > ``` > Function CanMove() As Boolean > Dim I As Long > Dim X As Long > Dim Y As Long > > CanMove = True > > If Player(MyIndex).Moving 0 Then > CanMove = False > Exit Function > End If > > ' Make sure they haven't just casted a spell > If Player(MyIndex).CastedSpell = YES Then > If GetTickCount > Player(MyIndex).AttackTimer + 1000 Then > Player(MyIndex).CastedSpell = NO > Else > CanMove = False > Exit Function > End If > End If > > X = GetPlayerX(MyIndex) > Y = GetPlayerY(MyIndex) > > If DirUp Then > Call SetPlayerDir(MyIndex, DIR_UP) > Y = Y - 1 > ElseIf DirDown Then > Call SetPlayerDir(MyIndex, DIR_DOWN) > Y = Y + 1 > ElseIf DirLeft Then > Call SetPlayerDir(MyIndex, DIR_LEFT) > X = X - 1 > Else > Call SetPlayerDir(MyIndex, DIR_RIGHT) > X = X + 1 > End If > > If Y < 0 Then > If Map(GetPlayerMap(MyIndex)).Up > 0 Then > Call SendPlayerRequestNewMap(DIR_UP) > GettingMap = True > End If > CanMove = False > Exit Function > ElseIf Y > MAX_MAPY Then > If Map(GetPlayerMap(MyIndex)).Down > 0 Then > Call SendPlayerRequestNewMap(DIR_DOWN) > GettingMap = True > End If > CanMove = False > Exit Function > ElseIf X < 0 Then > If Map(GetPlayerMap(MyIndex)).Left > 0 Then > Call SendPlayerRequestNewMap(DIR_LEFT) > GettingMap = True > End If > CanMove = False > Exit Function > ElseIf X > MAX_MAPX Then > If Map(GetPlayerMap(MyIndex)).Right > 0 Then > Call SendPlayerRequestNewMap(DIR_RIGHT) > GettingMap = True > End If > CanMove = False > Exit Function > End If > > If Not GetPlayerDir(MyIndex) = LAST_DIR Then > LAST_DIR = GetPlayerDir(MyIndex) > Call SendPlayerDir > End If > > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_BLOCKED Or Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_SIGN Or Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_ROOFBLOCK Then > CanMove = False > Exit Function > End If > > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_CBLOCK Then > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Data1 = Player(MyIndex).Class Then > Exit Function > End If > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Data2 = Player(MyIndex).Class Then > Exit Function > End If > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Data3 = Player(MyIndex).Class Then > Exit Function > End If > CanMove = False > End If > > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_GUILDBLOCK And Map(GetPlayerMap(MyIndex)).Tile(X, Y).String1 GetPlayerGuild(MyIndex) Then > CanMove = False > End If > > If Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_KEY Or Map(GetPlayerMap(MyIndex)).Tile(X, Y).Type = TILE_TYPE_DOOR Then > If TempTile(X, Y).DoorOpen = NO Then > CanMove = False > Exit Function > End If > End If > > For I = 1 To MAX_MAP_NPCS > If MapNpc(I).Num > 0 Then > If MapNpc(I).X = X Then > If MapNpc(I).Y = Y Then > CanMove = False > Exit Function > End If > End If > End If > Next I > End Function > ``` > It's on the client side, just replace the whole function with that.. Do note that this is from the Eclipse Stable source. :) Note however that in rare occasions the player sprites WILL mess eachother up.. for example paperdoll being rendered mixed up, or the head/body from two players where it should render just one. HUUUUUH!!! :lipsrsealed: not dam working for me ;C :sad:
  5. @Soul: > One way would be just to put Walkthrough tiles in every narrow passageway (Mapeditor). > > A better way would be to go into the server source's CanMove function and remove the part where it checks the other people's coordinates. Thanks a lot :P, but could u specifie the second way?
  6. Is there a way to remove the player touch? For example if a player go against another, that player cant continue walking because the other player is in front of him, is there a way to make it like ghost, so they could go witouth touch the player. Some players like to make places unreachable by staying afk in front of it. I guess you get my point :P, help plz :3 If possible, tell me how o.o step by step ;)
  7. OMG THx a LOT I Love you!!! =D. (it worked ;)
  8. @Soul: > :| > Seriously. > > Now, post your OnDeath.ess for me. ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Module: OnDeath.ess ' ' Author: Stephan J.R. van Schaik ' ' Date: August 30th, 2009. ' ' Version: 1.0.0 ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Function: OnDeath ' ' Brief: executes when a player dies outside of an arena. ' ' Parameters: ' ' Index: the index number of the player who died. ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Sub OnDeath(Index) If GetMapBootMap(Index) > 0 Then Call PlayerWarp(Index, GetMapBootMap(Index), GetMapBootX(Index), GetMapBootY(Index)) Else Map = CInt(GetVar("Classes\Class" & GetPlayerClass(Index) & ".ini", "CLASS", "Map")) X = CInt(GetVar("Classes\Class" & GetPlayerClass(Index) & ".ini", "CLASS", "x")) Y = CInt(GetVar("Classes\Class" & GetPlayerClass(Index) & ".ini", "CLASS", "y")) Call PlayerWarp(Index, Map, X, Y) End If Call SetPlayerHP(Target, GetPlayerMaxHP(Target)) Call SetPlayerMP(Target, GetPlayerMaxMP(Target)) Call SetPlayerSP(Target, GetPlayerMaxSP(Target)) Call SendPlayerData(Target) End Sub
  9. @Robin: > **Line no. 10.** > > Not the entire bloody thing. >_> Public Const BLACK = 0 >.>
  10. @נυиgℓєтσє: > Post line 10 of your Main. Main.ess file: ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Module: Main.ess ' ' Author: Stephan J.R. van Schaik ' ' Date: August 30th, 2009. ' ' Version: 1.0.0 ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Constants & Globals ' Color Constants Public Const BLACK = 0 Public Const BLUE = 1 Public Const GREEN = 2 Public Const CYAN = 3 Public Const RED = 4 Public Const MAGENTA = 5 Public Const BROWN = 6 Public Const GREY = 7 Public Const DARKGREY = 8 Public Const BRIGHTBLUE = 9 Public Const BRIGHTGREEN = 10 Public Const BRIGHTCYAN = 11 Public Const BRIGHTRED = 12 Public Const PINK = 13 Public Const YELLOW = 14 Public Const WHITE = 15 ' Admin Constants Public Const ADMIN_PLAYER = 0 Public Const ADMIN_MONITOR = 1 Public Const ADMIN_MAPPER = 2 Public Const ADMIN_DEVELOPER = 3 Public Const ADMIN_CREATOR = 4 Public Const ADMIN_OWNER = 5 ' Alignment constants Public Const LEFT = 0 Public Const RIGHT = 1 Public Const CENTER = 2 ' Stat constants Public Const STAT_STRENGHT = 0 Public Const STAT_DEFENCE = 1 Public Const STAT_MAGIC = 2 Public Const STAT_SPEED = 3 ' Key constants Public Const KEY_PAGEUP = 1 Public Const KEY_PAGEDOWN = 4 Public Const KEY_DELETE = 2 Public Const KEY_END = 3 ' Element type constants Public Const ELEMENT_PICTURE = 1 Public Const ELEMENT_FIELD = 2 Public Const ELEMENT_LABEL = 3 ' Tile type constants Public Const TILE_TYPE_WALKABLE = 0 Public Const TILE_TYPE_BLOCKED = 1 Public Const TILE_TYPE_WARP = 2 Public Const TILE_TYPE_ITEM = 3 Public Const TILE_TYPE_NPCAVOID = 4 Public Const TILE_TYPE_KEY = 5 Public Const TILE_TYPE_KEYOPEN = 6 Public Const TILE_TYPE_HEAL = 7 Public Const TILE_TYPE_KILL = 8 Public Const TILE_TYPE_SHOP = 9 Public Const TILE_TYPE_CBLOCK = 10 Public Const TILE_TYPE_ARENA = 11 Public Const TILE_TYPE_SOUND = 12 Public Const TILE_TYPE_SPRITE_CHANGE = 13 Public Const TILE_TYPE_SIGN = 14 Public Const TILE_TYPE_DOOR = 15 Public Const TILE_TYPE_NOTICE = 16 Public Const TILE_TYPE_CHEST = 17 Public Const TILE_TYPE_CLASS_CHANGE = 18 Public Const TILE_TYPE_SCRIPTED = 19 'Public Const TILE_TYPE_NPC_SPAWN = 20 Public Const TILE_TYPE_HOUSE = 21 'Public Const TILE_TYPE_CANON = 22 Public Const TILE_TYPE_BANK = 23 'Public Const TILE_TYPE_SKILL = 24 Public Const TILE_TYPE_GUILDBLOCK = 25 Public Const TILE_TYPE_HOOKSHOT = 26 Public Const TILE_TYPE_WALKTHRU = 27 Public Const TILE_TYPE_ROOF = 28 Public Const TILE_TYPE_ROOFBLOCK = 29 Public Const TILE_TYPE_ONCLICK = 30 Public Const TILE_TYPE_LOWER_STAT = 31 ' Data.ini (config) settings. Public GameName Public WebSite Public Port Public HPRegen Public HPTimer Public MPRegen Public MPTimer Public SPRegen Public SPTimer Public NPCRegen Public Scrolling Public ScrollX Public ScrollY Public Scripting Public ScriptErrors Public PaperDoll Public SaveTime Public SpriteSize Public Custom Public PKMinLvl Public Level Public Email Public VerifyAcc Public Classes Public Stat1 Public Stat2 Public Stat3 Public Stat4 Public SPAttack Public SPRunning ' Data.ini (max) settings. Public MAX_PLAYERS Public MAX_ITEMS Public MAX_NPCS Public MAX_SHOPS Public MAX_SPELLS Public MAX_MAPS Public MAX_MAP_ITEMS Public MAX_GUILDS Public MAX_GUILD_MEMBERS Public MAX_EMOTICONS Public MAX_ELEMENTS Public MAX_LEVEL Public MAX_PARTY_MEMBERS Public MAX_SCRIPTSPELLS Public MAX_MAP_X Public MAX_MAP_Y Public MAX_STAT ' MOTD Public MOTD ' Events ' Initialisation & Reloading #include #include #include ' Interactivity #include #include #include #include #include #include ' Joining & Leaving #include #include #include ' Death #include #include #include #include #include ' Attacks #include #include #include ' Scripted #include #include #include #include ' Leveling #include #include ' Misc #include #include #include ' Modules #include #include #include ' Functions ' General #include #include ' For testing the script. #include
  11. hi guys im getting a problem ;C. All the time a player die in the client, the server gets bugged. And then the hp, monsters, money,npcs and etc ingame get bugged too. All the time a player die, the server application get this bug: ![](http://img94.imageshack.us/img94/5987/subscripterror.png) what should i do to fix O___o. (i already tried redownload )
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