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mitlark

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Everything posted by mitlark

  1. If it was only moving the hotbar and "status bars", it would not be a problem –neither doing the window larger--,just assure to search the picHotbar_MouseMove function in frmMain, and change this ``` y = y + Picture6.top + 1 ```to this one ``` y = y + Picture6.top - 1 - picItemDesc.height ```and the second one into this ``` y = y + Picture6.top - 1 - picSpellDesc.height ```I'm pretty sure you know what I'm talking about :P. If you have made any other change, it probably doesn't has anything to do with this mod, so I would not be able help D: (or not on this topic). Hope that it helps you, L'ark Mitsinikos
  2. @7: > EDIT: Just noticed; "Melancholy in Heaven: Jannah". ??? Sorry if I'm "late" (more than a month, one day and a month), well… that name is used at every release from the mod I'm/was working at. So I suppose that he didn't changed the title name .-. (BTW, I don't mind if it's used for a new game (was intended to be my own but probably it will never exist lol, and Jannah is islamic paradise). -- To the "pack maker", I would appreciate if you mention that you used the mod. It would help to centralize a little the feedback. He put a "somewhat disclaimer" regarding names, but anyway, would appreciate a less-lazy memory :P (try at least to investigate about the graphical autors). I don't need credit though, but I didn't did it alone. -- As a sidenote, this pack includes the EOXtendMod 0.4.1 (based on EO1.5). If any problem occurs (regarding the client functionalities), try to "update" it to 0.5 (uses EO2.0.0 and has some more bugfixes). You can find the post in this forum, so I will try to not spam (more than I did). Sorry if I'm being a nuisance, have a good day, L'ark Mitsinikos
  3. Sorry for not posting, I was… away :P. Anyway, I THINK I have new release. I changed a little more the GUI (it was intended to be for my own game but anyway, I would not have the time for it D:U). Major changes are compatibility issues, so any bug/error/whatever, just say it and I will try to fix it. -- As for the quest system, It doesn't uses scripting stuff... it's what's called "hardcoded". You open the server in our nice and reliable VB6 and voilà(modQuest). I prefer it like that by many reasons: much more powerful, faster, and was easier to make (well, at least I think so, the entire system was made by Richy, credits to him). And, just MHO, but besides the fact that you need to recompile at every change, it's the same thing! -- And here's the "new" client, now with my own "example" GUI. Also, I forgot that I added a customizing feature, the hair. Now when the player creates a character, he can select a hair graphic. More info about the hair stuff in the spoiler. >! The hair works like equipment (not visible from the stats panel). Now the class info on the class.ini looks like this… >! > (…)More stuff(...) > > [CLASS1] > Name=Angeloi > MaleSprite=1,3,5 > FemaleSprite=2,4,6 > ;Numbers for hair sprites are item IDs, they aren't graphic numbers. > MaleHairSprite=254,255 > FemaleHairSprite=254,255 > Strength=5 > Endurance=5 > Intelligence=5 > Agility=5 > Willpower=5 > > (…)More stuff(...) >! So, to make new hair, you need two things: 1.Make the paperdoll item (there's a new category named Hair) 2.Put the ID onto the MaleHairSprite/FemaleHairSprite, that if you want to make it an obtainable hair (see below). >! BUT remember that hair is still another equipment! So, if you make monsters to drop hair, you can equip it. I made it as a cheapy attempt to make something similar to "premium stuff" (in this case, I would name it "you are friend of staff" stuff x'D). And that's all. CHANGES: EO XtendZone Mod 0.5.c
  4. Knowing about compatibilities is everything you need, the features between mobos aren't that different (at least I don't mind about that). So I think that it's better to decide first the exact processor you're going to choose, and then see their compatibility. Hope it helps you, L'ark Mitsinikos
  5. Well, at least it do the trick, so it's good =). As for the server status checker, take a look at this: ``` Function IsConnected() As Boolean ```You then use the port change and then call the IsConnected and save that value somewhere. With that, you can check if connection is possible. Something like this: ``` lblServerStat(1).Caption = "Offline" lblServerStat(2).Caption = lblServerStat(1).Caption 'not sure, but there probably exist better ways... I'm bad at this stuff ya know? Select Case Index Case 1 frmMain.Socket.RemotePort = Options.Port frmMain.Socket.Close frmMain.Socket.Connect I = IsConnected lblServerStat(Index).Caption = "Online" if I = True Case 2 frmMain.Socket.RemotePort = Options.Port frmMain.Socket.Close frmMain.Socket.Connect I = IsConnected lblServerStat(Index).Caption = "Online" if I = True End Select ```I think that it should do the trick Good luck, L'ark Mitsinikos
  6. Whoah! So you made it all, congrats! Things like the skill levels and quest log are just neat, and everything else looks fine. As for the face in the chatbox, I can say that is pretty easy, so go for it! I'll leave all the fun to you. I'm still in debt with you for things like the quest system… so if you need something, and I can help you, ask me for *almost* anything. Well, good luck, L'ark Mitsinikos
  7. The reply seems to have grown up =P… inside the spoiler I gave some answers, maybe it would give some idea about what this mod wants to be... and other stuff. >! @Ambard: >! > Are there any plans to incorporate the resources to work as a proper skill system? >! I haven't thought of that, but I'll leave it as maybe. The purpose of this mod is not much of incorporating loads of new features (well, the resource being skill is a mod), the features that are being added by now are just some essentials like quests and stuff, that are very common and almost always planted as necessary for every (MM or M, depending on your spectations) ORPG. Things like pets, houses and that stuff are just complicated to do, and not inside that general need. >! @Sr_Sirius: >! > You will adapt to v2.0? >! I'm in that ;). >! @Neno: >! > The blending was laggy and the npc health bar doesn't go down. Needs more work but amazing job. >! That NPC has lots of HP, I have discharged all my MP and it didn't moved at all. I did it like that just playing with it, and testing some limiters I did here and there. So, I think that if nearly-billion HP isn't sufficient for a raid/normal boss, nothing will be. I gave the experience, gold and HP a limiter, it is set to billion. And I is there because Longs are limited to 2147483647 (31 bits for number, and 1 bit for +/- sign). I though that the billion was a good number to be limiter. (Also, there's is a bug that appears sometimes when you get a VERY high number of experience points, but it has to be near the billion too). >! I'm gonna answer about the blending in the next quote… >! @Duders: >! > The lag is just a small issue and the HP bar actually does go down, the angel just has too much health to affect it. > > But there are two bugs I have found: > -The chat box goes over the shop GUI > -You can't accept or decline trade requests, buttons don't work > > Other than that, great mod :cheesy: >! Well, since I knew that it could be laggy, and even if it doesn't lags, it just gets flashy, I added the activate/deactivate blending. It's supposed to stop the blending drawing, so if it doesn't helps with the lag, feedback would be appreciated. As for the shopVSchat, that's a known issue, I'll try to fix it the easy way (which is deactivate blending when shop is there). And thanks for the trade not working report, I'll fix it immediately. Thanks to everyone for commenting, and feedback, L'ark Mitsinikos
  8. Oh Lord, those versions are just cute
  9. Seems pretty good, congratulations. But you can use the center position property to make some windows appear in the screen center, like the battle window. Well, that is if your recording was centered. And for the animations, you can use BltFast and BltToDC, you need first to set/reuse a DDSurface first. That way you can use the transparent color. At least I think so, good luck with the project, L'ark Mitsinikos
  10. I think that playernames and stuff are always redrawed, so it's just updating the stored variable. Probably you used the draw_playername as a base to the title drawing. So what you need is to define a server package that sends the update info when some client sends also a title change package. Client1 -> SendTitleChange -> Server -> SendTitleUpdate -> AllClients Hope it helps you, L'ark Mitsinikos
  11. I forgot something. You can also use SamuGames' transparent chatbox tutorial to make the RichTextbox… transparent. That is if that plain background color mess up your stylish GUI. [The link to Samu's tutorial](http://www.touchofdeathforums.com/smf/index.php/topic,68816.0.html) Well, that's it, L'ark Mitsinikos
  12. Well, I wanted to make some contribution to the community, so I thought about this. It's a very simple and not useful modification to the vanilla news. So here it goes. And everything is client-sided, so feel free of worries, your game will work even if you fail (that's petty impossible with this stuff). So, let's start. CLIENT-SIDE *-First, you can either delete, hide, eat, whatever, the lblNews. You will not need it, or if you want you can use it as a title or something (but you can also insert that title in the rich textbox). 1-Make a RichTextBox object, place it inside of the picMain picturebox. Make it the size you want, the reason of this is to get it larger, but if all you want is format, feel free to do it normal size. 2-Now, name the richtextbox… mmm let's say _'txtNews'_ (without quotes). You can also set a background color, and if you don't like it, remove the borders. For that stuff revise and adjust properly the Appearance, BackColor and BorderStyle properties. 3-There's the textbox, now to the code! We will now change a little things there. Search in the frmMenu the following: ``` ' load news Open App.Path & "\data files\news.txt" For Input As #1 Line Input #1, tmpTxt Close #1 ' split breaks tmpArray() = Split(tmpTxt, " ") lblNews.Caption = vbNullString For I = 0 To UBound(tmpArray) lblNews.Caption = lblNews.Caption & tmpArray(I) & vbNewLine Next ```You know what? Erase it all. Yes, don't worry, trust me, it will not be used. 4-And now replace it with ``` txtNews.LoadFile App.Path & "\data files\news.rtf", rtfRTF ``` And that's it. Now, just remember to create a rtf file named _'news'_. You can create rtf files with either MSWord, WordPad, OpenOfficeWriter, whatever. Any word processor will do it (not sure if WordPerfect would). (By now, I think that the news files are updated only when you update the client itself, like using some auto-updater or something, so take it in consideration when "composing" your honourable and very well presented news) –~~-- As for screenshots, well, just imagine a RTF file instead of plain text. Thanks for your time, L'ark Mitsinikos
  13. I'm here for chocolates, more than that, today is just a day .-. although I'm not going to receive anything hahaha. Love it, hate it, or just pass it, I prefer the last, it's cheaper ;), L'ark Mitsinikos
  14. Well, thanks to everyone for their comments, they're really appreciated :). –~~-- ~~This is… 0.4 time! or something like that... anyway, here is the download. Topic will be shortly updated.~~ Sorry, there was a bugfix ¬¬. Now this is fourth release, 0.4.1. http://www.mediafire.com/?lids5i8ootuduyw CHANGES: -Kill NPC and item retrieve quest support.. Along with Item/Tile coding support (Richy) -Yes/No/Close option support for speech box (Richy) -Transparent (alphablended) chatbox. -Activate/deactivate chatbox blending (game options). Fixes: -Party system now functional. -Some position fixes to some pictureboxes. -Editor numerical restrictions. -Gold/experience limit. -(0.4.1) Closing NPC Speechbox when logout. If you're going to use this mod, remember to do a great pedestal to Richy (jk)! Best regards, L'ark Mitsinikos
  15. mitlark

    Target help

    The problem with that code is that it's not erasing player's target, instead is making NPC to forget his own target. –~~-- Look for this in modCombat: ``` TempPlayer(I).target = 0 TempPlayer(I).targetType = TARGET_TYPE_NONE SendTarget I ```If you mimic that stuff, the player target will be reset when you do anything. Just remember to replace "I" (without quotes) by the player index, I don't know, probably it will be just "index". Good luck, L'ark Mitsinikos
  16. I bet that he refers to scrolling picture. And I would also have interest in something like that, making loop scrolling… by blit-ing it could be possible, BUT not a good option. Or it could be tiled bliting... Also, there's the option of using two (or more if you're using a diagonal movement) separated pictures and just doing a positional loop (like celuloid film frames). >! …......... > '''''''''''''''' > ===== ===== > ............ > '''''''''''''''' '''''''''''''''' > ===== > ............ _:F that would be good, right?_ So, to the easiest option, that is two separated pictures. Make two pictures, and do something like this: ``` if picture1.top >= form1.height then picture1.top = 0 - picture1.height end if if picture2.top >= form1.height then picture2.top = 0 - picture2.height end if picture1.top = picture1.top + 8 picture2.top = picture2.top + 8 ```For that code to work you need some timed routine. You can use as example one timer for this, or if possible, something that doesn't uses a control (something cheaper). Then you need to have one picture above the other one, not overlapping, and each picture being the same size as the form. Hope it helps you, it's not as just copy paste, so you still have some work to do >=). Cheers, L'ark Mitsinikos
  17. I REALLY like your project ya know! I'm hoping to see it in my HD someday. And so will be following it, very closely. Cheers! L'ark Mitsinikos
  18. Well, I'm not pretty sure, but you can always check the way used to draw the map's name. If you already did, then forget what I said xD. That's because all I can see that could be giving errors is the position, in which case it's the Camera.Bottom the one that appears to be the problem (at least in my client that variable doesn't exist or at least has never been used). And for that, instead of Camera.bottom, you can also use "Camera.top + ScreenY" (without quotes of course). If that's not even a problem, excuse me, L'ark Mitsinikos
  19. Yeah, it is in the Map Editor. It's the one called Boot X/Y/Map. You need to set it to every map. Good luck, L'ark Mitsinikos
  20. mitlark

    My Sprite

    Change the background color, of course :P. After that, you better do the shading in a different way, because the light direction is messed up, and fells like if it was a concave bisel. As for the chest muscles, try to not use too many details, remember that you have reduced space, and you need to select properly which details you want to add (and too much detail shades tend to mess up with the shape). Hope it helps you, good luck, L'ark Mitsinikos
  21. mitlark

    Spawn Point.

    For the starting point, take a look at Classes.ini at the Server/data folder. As for the second question, take a look at the source tutorials, there is already one tut for that. http://www.touchofdeathforums.com/smf/index.php/topic,68426.0.html Good luck, L'ark Mitsinikos
  22. So, F Bomber has been arrested by wrong book selection? That review is very well done, although it doesn't have anything to do with the 'nipple book'. It was fun, L'ark Mitsinikos
  23. Make it in this order: 1.Put the spell property on it. 2.Select a spell on the Spell slide, the one in the Spell Data section. The error occurs when it doesn't finds the spell name, when re-reading the item information. Since the initial value in the spell property is 0, it gives that error. And that's because 'Spell 0' doesn't and will never exist. At least that's my bet about that error, L'ark Mitsinikos
  24. Sorry for doubleposting, but I answered myself D:. When you don't really take a good look at the already posted tutorials you make questions that you can already answer (not exactly) by yourself. Although my method is ugly, I need to say it D:U. I still appreciate any contribution to the topic. _What I did is using the RichTextBox transparency (like SamuGames said/did on his tutorial). The problem is that when the chatbox picture is redrawn, the text is "erased". So I put some refresh instructions here and there. That's why is ugly!._ Thanks, L'ark Mitsinikos
  25. Well, I am on the "alphablend chatbox" stuff now, and I already did the alphablending to the picturebox that contains the chatbox (a Rich textbox). But now, of course, I can't use the blending with the rich box directly. –~~-- Last thing to say, I'm using the Alphablending API. Of course, after doing all of this, for performance sake I will add a little option to enable/disable the "effect". ``` 'As a filler, met with the AlphaBlend API x'D (if you haven't). Public Declare Function AlphaBlend Lib "msimg32.dll" (ByVal hdc As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal hdc As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal lInt As Long, ByVal BLENDFUNCT As Long) As Long ``` **Q: And SO, the question is…** A: That I'm kind of stuck by now x'D. I don't have ideas to workaround it or something. Using labels is a no, and TextBoxes leaves me in a similar position. "Can you help me?" can be the question. So, that's my question, thanks in advance, L'ark Mitsinikos
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