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Peaverin

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Everything posted by Peaverin

  1. > Private Sub CheatCheck_Timer() > If SpeedHack + 6000 < GetTickCount Then > 'do kicking stuff here dont forget to log this > End If > SpeedHack = GetTickCount > End Sub > > Timers are affected by speed hacks, gettickcount is not, Basically, If 6 seconds goes by faster than 5 seconds, you know it Is a speed hack. > > Have a timer on the client interval 5000 with the above code, adjust it to suit your needs and it works. > > This is my old anti speedhack, So feel free to make any adjustments. Thank you, I'll add this into my game. But I still wonder if players can hack the speed not by speeding up the whole client, but by using some tool like Cheat Engine to change the Players Movement Speed (since it's a constant stored client side).
  2. Hi, I just want to be able to change the npcs/players movement speed, but I don't know in which lines of code I can do that. I suppose it has to be both client and server side, but I have no clue on how to edit it. I've checked the Sub ProcessPlayerMovement(ByVal Index As Long) in Client, but I'm a little confused with this… Is the movement handled client-side? Edit: Ok, I changed moventspeed Client-side and yes, the movement speed is handled client-side. This means that it's possible to hack the movement speed... does anyone know how to protect users from hacking the movement speed?
  3. As Xelander said, you should contact your internet provider and tell them to open the 7001 port. However they might ask you more questions and you might have to do some configs in your computer. I've always done it this way: 1st: Go to your internet conexion config. Then go to properties and in Protocol 4 (TCP/IPV4) click on properties: Set the IP as 192.168.1.__ (after the 1\. put any number, but remember it). Then put 255.255.255.0 as mask and 192.168.1.1 as default gateway. Then you're forced to choose your own DNS server. I use google's one: 8.8.8.8 and 8.8.8.4 After that, click accept and you're done with that part. 2nd: Now you have to open the ports you want (in this case 7001). For this, you'll have to enter your router's configuration. As my internet provider doesn't let me enter router's config directly, I have to call them and ask them to open the ports. They'll ask you which port you want to open and which IP. As IP you'll have to say/choose the one you entered before (192.168.1.__). 3rd: You're done. Now your friends should be able to enter your game by putting your external IP adress (180.251.166.179) and 7001 as Port. You'll be able to enter by putting localhost.
  4. Hi all. I'm kinda new in Eclipse. Although I've been registered for a long time I've never presented myself but I've always wanted to do it so here it is. Well, I created this account a long time ago but I was a kid that had no idea on programming or on doing anything so I just used to log in from time to time and see what was going on. To be honest I started to want to come back the moment I saw Eclipse IV was no more the main engine so I could start developing my own game with an open-source supported engine (Worlds). Actually, I'm still a kid (17) but I think now I'm more capable of doing more things by myself and talking better in English (since I'm from Spain my english isn't perfect at all but at least you can understand what I'm writing). I only know how to script with HTML, CSS and Javascript (I'm starting an HTML5 game using html5 canvas element), but I'm able of doing little edits to the game I'm creating with Eclipse Worlds. I'm from Barcelona, and I play basketball in a team there. I also like playing the guitar (acoustic and electric), and as you can notice in my profile picture, Naruto is one of the series I like the most. Well I hope I'm good with the community and I'll try to help as much as I can (although I'm a noob in all envolving games development or Eclipse).
  5. Ok, so I've been looking at some japanese pages, and I think I've found enough free-to-use tilesets. You can take a look here if you want some free tiles: [http://yms.main.jp/](http://yms.main.jp/) The page also links to other pages where you can find more graphics. I think you can mark the post as solved now, thanks.
  6. > * **I** guesses it will be somewhere in server code modCombat, modPlayer or gameHandleData but I don't see this. Well, in fact, it actually is in modCombat, in the first function Function GetPlayerMaxVital. The script is configurated in a way that the user's hp depends on the combat tree. If you want to change the part that has to do with the the, in Case HP, replace the formulas with the ones that you want. If you want to change the lvl part, change ((GetPlayerLevel(index) / 2) to ((GetPlayerLevel(index) * 40).
  7. > The eula in the graphic pack says it can be used in any engine. > > > > Also the creator of the graphics advertised on the site: > > [http://www.eclipseorigins.com/community/index.php?/topic/133778-rpg-resources-for-sale/?hl=%2Bhigh+%2Bfantasy](http://www.eclipseorigins.com/community/index.php?/topic/133778-rpg-resources-for-sale/?hl=%2Bhigh+%2Bfantasy) Oh, sorry, then it's me the one that understood it wrong. Then I might considering buying that pack. Sorry for saying you're wrong, and thanks for the explanation!
  8. Listening to some Arctic Monkeys Albums I found while tidying up my room. I especially like this one: [media]https://www.youtube.com/watch?v=iV5VKdcQOJE[/media]
  9. Thanks for the info Seth, I was wondering if someone knows where to obtain more of those tilesets, since I lack a lot of them, and it seems that the fsm page is down… > The High Fantasy Graphic packs can be used outside rpgmaker, and one can usually get them on sale from steam or the site. @[member="Dungeon Master"]: Thanks for the answer, but I think you're wrong. If you look at rpg maker page, you'll find non-rpgmaker usable tilesets here: [http://www.rpgmakerweb.com/products/non-rm](http://www.rpgmakerweb.com/products/non-rm) and only-rpgmaker tilesets here: http://www.rpgmakerweb.com/products/graphics (I read that on their forums). As you can see, the High Fantasy Graphics are listed in rpg maker tilesets. It's a pity, since I was thinking about buying that pack until I found out it's only for rpg maker.
  10. Hi, I'd like to know if someone knows a good source of graphics not created by Enterbrain. I heard that using rpg maker graphics outside rpg maker is illegal. Does anyone know a page where I can found nice non-rpgmaker graphics? I'm looking mostly for tilesets and characters, as well as animations.
  11. I had some problems because the forum didn't let me to put all the tutorial in just one post. But it's done now. Enjoy and report any bug if found!
  12. Add this: ``` If (cmbType.ListIndex = ITEM_TYPE_CSCRIPT) Then fraCScript.Visible = True Else fraCScript.Visible = False End If ``` ->In Public Sub ItemEditorInit() before End With, add: ``` 'custom script If (frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_CSCRIPT) Then frmEditor_Item.fraCScript.Visible = True frmEditor_Item.scrlCScript.Value = .CScriptNumber Else frmEditor_Item.fraCScript.Visible = False End If ``` ->In Private Function generateItemsForTab. After this: ``` Case ITEM_TYPE_RECIPE ret = populateSpecificType(tempItems, ITEM_TYPE_RECIPE) ``` Copy this: ``` Case ITEM_TYPE_CSCRIPT ret = populateSpecificType(tempItems, ITEM_TYPE_CSCRIPT) ``` We're done with client now. 3rd: Server Side Now, in Server, in Public Sub Useitem, before End Select, copy this: ``` 'Custom Script Case ITEM_TYPE_CSCRIPT 'get the item script number n = Item(ItemNum).CScriptNumber Call CustomScript(index, n) Call TakeInvSlot(index, InvNum, 1) ``` Note: If you want the item to be reusable, delete this line: ``` Call TakeInvSlot(index, InvNum, 1) ``` Using Custom Scripts This is an example of custom scripts, in mod CustomScripts in Server: ``` Public Sub CustomScript(index As Long, caseID As Long) Dim n As Byte Select Case caseID Case "0" PlayerMsg index, "You just activated custom script " & caseID & ". It works hell yea.", BrightRed Case "1" n = Random(0, 20) If (n < 1) Then Call GiveInvItem(index, 10, 1, 110, 3, True) PlayerMsg index, "You've obtained the Eclipse Sword!", Magenta ElseIf (n < 5) Then Call GiveInvItem(index, 3, 1, 110, 3, True) PlayerMsg index, "You've obtained a diamond!", White Else Call GiveInvItem(index, 1, 20, -1, 3, True) PlayerMsg index, "You obtain 20 gold!", Black End If Case Else PlayerMsg index, "You just activated custom script " & caseID & ". This script is not yet programmed.", BrightRed End Select End Sub ``` So if Custom Script Number is 0, it'll say "You just activated custom script 0\. It works hell yea." And if Custom Script Number is 1, it'll give you a random item with 5% chances to obtain the Eclipse Sword, 20%chances to obtain a diamond and 75% to obtain 20 gold. Custom Scripts can be used for many things, it just depends on your imagination, so having the option to call a custom script with an item is pretty good. If you have any problem, please report it, although I might not be able to solve it if it's something dificult, to be honest i don't really know anything about vb6, I just looked at the code in order to work out how to do little edits.
  13. Hi, I though it was already possible to call a custom script with an Item in E.Worlds, but it isn't, so there's a tutorial for those who want to do it. It is very basic but some people may need it: 1st: Both Client and Server side >! ->In modConstants, after the last item constant, you put: >! ``` Public Const ITEM_TYPE_CSCRIPT As Byte = 10 ``` In my case is ten because the last item constant I had was 9, but you'll have to put the next to the last number. This will set a new item type. >! >! >! ->In modTypes, in Public Type ItemRec, add this before the End Type: >! ``` CScriptNumber As Byte ``` This will create a new property for items, that indicates the Custom Script number. >! Note: If you want to have more than 255 Custom Scripts (I doubt that), set it As Long instead of As Byte. 2nd: Client Side >! In Frm Editor_Item: >! ->Create a new frame, named fraCScript. Inside this frame create a new label named lblCScript (its caption should be Custom Script: 1). Also, create a scrollbar named scrlCScript. Set the scrollbar max to 255 if you set the CScriptNumber as Byte before, or set it at more if you set it at As Long. This way, you won't be able to exced 255 and won't cause any bug. Double click the scrollbar and paste this code: >! ``` Private Sub scrlCScript_Change() If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub ' If debug mode, handle error then exit out If App.LogMode = 1 And Options.Debug = 1 Then On Error GoTo ErrorHandler lblCScript.Caption = "Custom Script: " & scrlCScript.Value Item(EditorIndex).CScriptNumber = scrlCScript.Value Exit Sub ' Error handler ErrorHandler: HandleError "scrlCScript_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear End Sub ``` ->Then, in Private Sub cmbType_Click() after this: >! ``` If (frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_RECIPE) Then fraRecipe.Visible = True Else fraRecipe.Visible = False End If ``` Add this: >! ``` >! If (cmbType.ListIndex = ITEM_TYPE_CSCRIPT) Then fraCScript.Visible = True Else fraCScript.Visible = False End If ``` ->In Public Sub ItemEditorInit() before End With, add: >! ``` >! 'custom script If (frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_CSCRIPT) Then frmEditor_Item.fraCScript.Visible = True frmEditor_Item.scrlCScript.Value = .CScriptNumber Else frmEditor_Item.fraCScript.Visible = False End If >! ``` >! ->In Private Function generateItemsForTab. After this: ``` >! Case ITEM_TYPE_RECIPE ret = populateSpecificType(tempItems, ITEM_TYPE_RECIPE) ``` Copy this: >! ``` >! Case ITEM_TYPE_CSCRIPT ret = populateSpecificType(tempItems, ITEM_TYPE_CSCRIPT) ``` We're done with client now. 3rd: Server Side Now, in Server, in Public Sub Useitem, before End Select, copy this: ``` 'Custom Script Case ITEM_TYPE_CSCRIPT 'get the item script number n = Item(ItemNum).CScriptNumber Call CustomScript(index, n) Call TakeInvSlot(index, InvNum, 1) Call SendInventoryUpdate(Index, invNum) ``` Note: If you want the item to be reusable, delete this line: ``` Call TakeInvSlot(index, InvNum, 1) ``` Using Custom Scripts This is an example of custom scripts, in mod CustomScripts in Server: ``` Public Sub CustomScript(index As Long, caseID As Long) Dim n As Byte Select Case caseID Case "0" PlayerMsg index, "You just activated custom script " & caseID & ". It works hell yea.", BrightRed Case "1" n = Random(0, 20) If (n < 1) Then Call GiveInvItem(index, 10, 1, 110, 3, True) PlayerMsg index, "You've obtained the Eclipse Sword!", Magenta ElseIf (n < 5) Then Call GiveInvItem(index, 3, 1, 110, 3, True) PlayerMsg index, "You've obtained a diamond!", White Else Call GiveInvItem(index, 1, 20, -1, 3, True) PlayerMsg index, "You obtain 20 gold!", Black End If Case Else PlayerMsg index, "You just activated custom script " & caseID & ". This script is not yet programmed.", BrightRed End Select End Sub ``` So if Custom Script Number is 0, it'll say "You just activated custom script 0\. It works hell yea." And if Custom Script Number is 1, it'll give you a random item with 5% chances to obtain the Eclipse Sword, 20%chances to obtain a diamond and 75% to obtain 20 gold. Custom Scripts can be used for many things, it just depends on your imagination, so having the option to call a custom script with an item is pretty good. If you have any problem, please report it, although I might not be able to solve it if it's something dificult, to be honest i don't really know anything about vb6, I just looked at the code in order to work out how to do little edits. Enjoy and report any bug if found!
  14. That donation bar is a nice addition to the site. Although I haven't got much money now, it encouraged me to donate a little bit.
  15. > I still have the source. I'll touch it up and throw it back online. Nice news, Rob! I think I'll make my game with your engine if everything works good!
  16. > Peavrin, in modRendering add the following snippet just BEFORE it says "If Not isConstAnimated(GetPlayerSprite(Index)) Then" > > ``` > ' Reset frame > If Player(Index).Step = 3 Then > anim = 0 > ElseIf Player(Index).Step = 1 Then > anim = 2 > End If > ``` Rob, thanks for the help, but that didn't work. But I finally fount out the solution. I'll post here if anyone's interested (this is for SuperMMORPGmakerbox custom engine): This in Sub DrawPlayer, in ModRendering: Change this lines after "If Not isConstAnimated(GetPlayerSprite(Index)) Then": ``` ' Reset frame Anim = 1 ``` for the ones you gave me: ``` ' Reset frame If Player(Index).Step = 3 Then Anim = 0 ElseIf Player(Index).Step = 1 Then Anim = 2 End If ``` In order to make the attack animation work properly, change this: ``` If Player(Index).Attacking = 1 Then Anim = 0 End If ``` for this: ``` If Player(Index).Attacking = 1 Then Anim = 1 End If ``` Then change this one: ``` If Player(Index).Anim >= 3 Then Player(Index).Anim = 1 ``` For this one: ``` If Player(Index).Anim >= 4 Then Player(Index).Anim = 0 ``` Now, to make the walking animation work properly, go to ModGameLogic, inside Sub ProcessMovement: Change all for this (I just don't remember what was the code like before changing it): ``` Sub ProcessMovement(ByVal Index As Long) Dim MovementSpeed As Long If Options.Debug = 1 Then On Error GoTo ErrorHandler ' Check if player is walking, and if so process moving them over Select Case Player(Index).Moving Case MOVING_WALKING: MovementSpeed = WALK_SPEED '((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X)) Case MOVING_RUNNING: MovementSpeed = RUN_SPEED ' ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) Case Else: Exit Sub End Select Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).yOffset = Player(Index).yOffset - MovementSpeed If Player(Index).yOffset < 0 Then Player(Index).yOffset = 0 Case DIR_DOWN Player(Index).yOffset = Player(Index).yOffset + MovementSpeed If Player(Index).yOffset > 0 Then Player(Index).yOffset = 0 Case DIR_LEFT Player(Index).xOffset = Player(Index).xOffset - MovementSpeed If Player(Index).xOffset < 0 Then Player(Index).xOffset = 0 Case DIR_RIGHT Player(Index).xOffset = Player(Index).xOffset + MovementSpeed If Player(Index).xOffset > 0 Then Player(Index).xOffset = 0 End Select ' Check if completed walking over to the next tile If Player(Index).Moving > 0 Then If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then If (Player(Index).xOffset >= 0) And (Player(Index).yOffset >= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 1 Then Player(Index).Step = 3 Else Player(Index).Step = 1 End If End If Else If (Player(Index).xOffset
  17. Rob, thank you very much for the help! Now the character works correctly, but when I stop walking the character sprite looks like if he was walking although he's not. ![](http://i.imgur.com/XzTcdCh.png)
  18. > Peaverin, the way you're asking for is how EO does it by default in 3.0 and older I believe > > > > But if you're using a custom version that uses a different method, it's quite simple to change back. > > > > **[Client Side]** > > > > Step 1: In client, modGraphics, find Sub DrawPlayer, find where it says 'Set the Left and replace it with the following. > > ``` > ' Set the left > Select Case GetPlayerDir(Index) > Case DIR_UP > spritetop = 3 > Case DIR_RIGHT > spritetop = 2 > Case DIR_DOWN > spritetop = 0 > Case DIR_LEFT > spritetop = 1 > End Select > > ``` > Step 2: in modGraphics, find DrawNPC, and replace the lines after 'Set the left with the following, > > ``` > ' Set the left > Select Case MapNpc(MapNpcNum).Dir > Case DIR_UP > spritetop = 3 > Case DIR_RIGHT > spritetop = 2 > Case DIR_DOWN > spritetop = 0 > Case DIR_LEFT > spritetop = 1 > End Select > > ``` It's already like this on my custom engine, that's why I don't know how to change it. Here's the source code of my custom engine client so maybe you can see what's the problem here. [http://www.mediafire.com/download/6b01e5oy4sreco1/Data.rar](http://www.mediafire.com/download/6b01e5oy4sreco1/Data.rar)
  19. Hi Rob. I'm currently using an eclipse custom version that handle's the character and paperdoll sprites this way: ![](http://i.imgur.com/bLQ2uzq.png) So it is: First row looking up, second looking left, third looking down and fourth looking left. I'd like you to help me to change it to allow this kind of sprites: ![](http://i.imgur.com/AMpPZ5d.png) First row looking down, second looking left, third right and fourth up (like all normal eclipse origins do). But i don't know how many lines i have to edit to make it work. If you want, i can send you the source of the engine by PM. PS: I was suppossed to be the mapper of a game you were going to create like 1 year ago, but you dissappeared and never said something about it.
  20. > Ty ! > > yes of corse you can remove dynamic sprites system.. you need visual basic 6 for that,litl bit hard if you are new,,, > > hmm you gived me idea maybe i soon make just like [sub version](http://projectangels.get-forum.com/t10-sub-version-of-project-angels) whit just left and right sprites ^^ > > so any other [ideas](http://projectangels.get-forum.com/t9-tell-me-what-you-want-in-v9) for update? Well, I have found many little bugs: -Every time i connect to the game, the inventory window is shown. -Can't see the correct description of some items(same for skills): >! ![](http://i.imgur.com/GRpOJk9.png) -When I open the game, this options aren't selected: >! ![](http://i.imgur.com/HORZptt.png) -If I set char off in the options menu and then set it on, the chat appears bugged: >! ![](http://i.imgur.com/n7EtLwJ.png) -If I jump and drop an item, the item seems to be "in the air"(maybe that's not a bug but it would be better for me if the item falls down to the floor): >! ![](http://i.imgur.com/JWPZMh4.png)
  21. Hey Zopto, nice engine. Is it possible to continue using normal characters (4x4)? Im creating a game with this but i haven't got characters with all those animations.
  22. Incredible, i thought it was a joke, but then i downloaded it and saw it wasn't. The only problem I notice is that the server window is too big and i can't see all the options, and that i would like to be able to modify the source code.
  23. Hmmm, Rob, are you still doing this? Where are you, Rob?
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