Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

RyokuHasu

Members
  • Posts

    1938
  • Joined

  • Last visited

    Never

Posts posted by RyokuHasu

  1. For a completly VB6 quest system I sugest doing these 3 tutorials in order. It ends up with a graphical quest system that can give EXP as rewards, however, it uses basic quest scripting in VB6 and you have to compile your server for every new quest you make.

    =/ not shure if you ment scripting as using script files or scripting your own in general…. =X but if you want full control, this is the only way i can think of that only uses VB6

    Also these work well for making multi stem quests, lke one where you kill monsters then also gather items. The quests can also be made repeteable.

    #1
    http://www.touchofdeathforums.com/smf/index.php/topic,68426.0.html

    #2
    http://www.touchofdeathforums.com/smf/index.php/topic,69062.0.html

    #3
    http://www.touchofdeathforums.com/smf/index.php/topic,69793.0.html
  2. @Yukiyo:

    > You could change the "Disband Pet" option to give back the item used to spawn the pet.
    >
    > And if you want this system to be different compared to all the other pet and summon modifications, you could do what I did and add in a handler for when you right-click a pet npc, it renders the pet menu at the mouse click. :)

    SHUSSSHHH XD dont tell them that lol the point is one time use scrolls or items im not gona share re-useables… They can make thier own. lol
  3. Feed back please. =D

    Did you know, all classes you make can only have the max stats of a warrior by default? This will Show you the simple way to change that.

    And if you changed your first 2 classes THIS IS ALSO FOR YOU, more than new classes.

    SERVER

    In modCombat RIGHT AT THE TOP under "Function GetPlayerMaxVital"

    Under "Case HP" before "Case Else"  add

    ```

    Case # ' the number of the class you want to create a new stat type for

    GetPlayerMaxVital = ((GetPlayerLevel(index) / 2) + (GetPlayerStat(index, Endurance) / 2)) * INCREASE + STARTING HP

    ```
    Under "Case MP" before "Case Else" add:

    ```

    Case # ' the number of the class you want to create a new stat type for

    GetPlayerMaxVital = ((GetPlayerLevel(index) / 2) + (GetPlayerStat(index, Endurance) / 2)) * INCREASE + STARTING MP

    ```

    * * *

    EXAMPLE:

    I have a class, Tamer, Tamers control pets and the pets do most of the fighting for them, thus they have little ability to use magic of defend themselves. So they would have low HP and MP Max

    Tamer HP

    ```
    Case 3 ' Tamer, the 3rd class in my classes file

            GetPlayerMaxVital = ((GetPlayerLevel(index) / 2) + (GetPlayerStat(index, Endurance) / 2)) * 5 + 80

    ```
    Tamer MP

    ```

    Case 3 ' Tamer, the 3rd class in my classes file

            GetPlayerMaxVital = ((GetPlayerLevel(index) / 2) + (GetPlayerStat(index, Endurance) / 2)) * 4 + 20

    ```
    The results, ONE WEAK CLASS, however I give them 1 basic  summoning scroll (multi use) to start out with, the pets will make up for thier weaknesses.
  4. If your talking about…

    ```
    'Prevent multiple pets for the same owner
                If TempPlayer(index).TempPetSlot > 0 Then
                    Call GiveInvItem(index, npcNum, 0)
                Exit Sub
                End If           
                    PlayerMap = GetPlayerMap(index)
                    PetSlot = 0
                        For i = 1 To MAX_MAP_NPCS
                            If Map(PlayerMap).Npc(i) = 0 Then
                            PetSlot = i
                        Exit For
                End If
            Next

    ```
    Read it closely… I just tabed it wrong, it spose to look like...

    ```
    'Prevent multiple pets for the same owner

                If TempPlayer(index).TempPetSlot > 0 Then
                    Call GiveInvItem(index, npcNum, 0)
                    Exit Sub
                End If 

                PlayerMap = GetPlayerMap(index)
                PetSlot = 0

                For i = 1 To MAX_MAP_NPCS
                    If Map(PlayerMap).Npc(i) = 0 Then
                          PetSlot = i
                          Exit For
                    End If
              Next

    ```
    ummm….  Is that what you where talking about?

    other than that, there are dubble ifs... =P but i will re-tab the part in question... sorry for the confusion, if you have changed this, please revert it back to normal.
×
×
  • Create New...