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

SpiceyWolf

Members
  • Posts

    142
  • Joined

  • Last visited

    Never

Everything posted by SpiceyWolf

  1. lol JC's engine autoupdates files ur missing and as for the other engines floating around either make your players redownload a client everytime or look in the tutorial section for the auto updater there was like one posted by robin and one posted by someone else back in the day ;)
  2. Sprites are dynamically rendered… just make sure you have all the numbers leading to the one you are adding and that they are all THE SAME IMAGE TYPE! example: If the image type the engine was using was bmp, they all need to be bmp type it wont load other ones.
  3. umm that persons response may or may not be correct depending on which engine you are using xD Are you using the EO 4.0 or a custom engine, OR an older version of EO?
  4. > so i got problem > > i hover my item and description windows shows all the way up same for spell description…. > > > > ![](http://gyazo.com/ffeebf7ec0d0e278eec97b65380a040a.png) > > > > > > > > blt itemdesc and blt spell decs idk if it helps but i tryed to copy same code from my older version of engines and it dont help > > ``` > Public Sub BltItemDesc(ByVal ItemNum As Long) > Dim rec As RECT, rec_pos As RECT > Dim itempic As Long > > ' If debug mode, handle error then exit out > If Options.Debug = 1 Then On Error GoTo errorhandler > > frmMain.picItemDescPic.Cls > > If ItemNum > 0 And ItemNum itempic = Item(ItemNum).Pic > > If itempic = 0 Then Exit Sub > > ' Load item if not loaded, and reset timer > ItemTimer(itempic) = GetTickCount + SurfaceTimerMax > > If DDS_Item(itempic) Is Nothing Then > Call InitDDSurf("Items\" & itempic, DDSD_Item(itempic), DDS_Item(itempic)) > End If > > With rec > .top = 0 > .Bottom = .top + PIC_Y > .Left = DDSD_Item(itempic).lWidth / 2 > .Right = .Left + PIC_X > End With > > With rec_pos > .top = 0 > .Bottom = 64 > .Left = 0 > .Right = 64 > End With > Engine_BltToDC DDS_Item(itempic), rec, rec_pos, frmMain.picItemDescPic, False > End If > > ' Error handler > Exit Sub > errorhandler: > HandleError "BltItemDesc", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext > Err.Clear > Exit Sub > End Sub > > Public Sub BltSpellDesc(ByVal spellnum As Long) > Dim rec As RECT, rec_pos As RECT > Dim spellpic As Long > > ' If debug mode, handle error then exit out > If Options.Debug = 1 Then On Error GoTo errorhandler > > frmMain.picSpellDescPic.Cls > > If spellnum > 0 And spellnum spellpic = Spell(spellnum).Icon > > If spellpic NumSpellIcons Then Exit Sub > > ' Load item if not loaded, and reset timer > SpellIconTimer(spellpic) = GetTickCount + SurfaceTimerMax > > If DDS_SpellIcon(spellpic) Is Nothing Then > Call InitDDSurf("SpellIcons\" & spellpic, DDSD_SpellIcon(spellpic), DDS_SpellIcon(spellpic)) > End If > > With rec > .top = 0 > .Bottom = .top + PIC_Y > .Left = 0 > .Right = .Left + PIC_X > End With > > With rec_pos > .top = 0 > .Bottom = 64 > .Left = 0 > .Right = 64 > End With > Engine_BltToDC DDS_SpellIcon(spellpic), rec, rec_pos, frmMain.picSpellDescPic, False > End If > > ' Error handler > Exit Sub > errorhandler: > HandleError "BltSpellDesc", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext > Err.Clear > Exit Sub > End Sub > > ``` > anyone have idea how to fix this? Just for the sake of putting it here… its been a while since ive dealt with VB6 especially DX7 xD But im going to guess try replacing this: With rec_pos .top = 0 .Bottom = 64 .Left = 0 .Right = 64 End With with this With rec_pos .top = 0 .Bottom = .top + PIC_Y .Left = 0 .Right = 64 End With
  5. I love the engine ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) just 2 things im a lil curious about, my friend tried loading the client and things were really slow(is it normal? im just trying to figure out if its his pc sucks or if the engine just has really high reqs so we can use the engine) and 2 i found a little problem with trying to place new enemies on a map(map properties) could you look into this problem plz? thank you for your time reading the post ^w^ it is greatly appreciated.
  6. Im trying to reconfigure some of the source so I can just add a new mod with pre-defined features… whereas so if i release a custom engine all people will have to do is make a simple (editable) mod for you to upload to your project (and i have a mod where you would add a code to call a sub within that mod so you can add the entire mod and its features in one line of code) -- Basicly create the BEST engine (as far as getting help on it) for noobs. Ive gotten everything down aside from one issue... I am trying to make the server and client Public Enum's have a call feature built in so that when you add a new Enum type in the module it will automaticly pick it up (not sure if im looking or needing this to go by the order that my "import" module calls the mod into the program) but im also trying to prevent people from getting confused by making it in case's or loading name type example - Public enum add(1) , Public Enum add(2) ect through a predefined amount of numbers, and needing to go back and forth finding out which number/names havent been used to list the next one (BASICLY ENUMS HAS TO FIGURE OUT ON ITS OWN TO CATCH A NEW PUBLIC ENUM TYPE AND ADD IT TO THE PREDEFINED LISTS) Does anyone have any idea how i could create this kind of system? ~Dearest Reguards - SpiceyWolf H H OOO RRR OOO HHH O O RRRR O O H H OOO R R OOO
  7. On ur issue of needing to delete all of your maps… its REALLY simple and in the past i was angry when i found out how simple it was and people made it out to be confusing and hard... Anyway There is a save map and load map sub... Whatever changes you are making make sure they appear in the SAVE map and not the load map sub... then run your server... it will convert all the maps for you... then after all ur maps are saved, go back in the source and make the same change to the LOAD map. Now it will function properly and all your maps are converted. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) happy playin
  8. lol i havent been on here in forever… i gave up eclipse and vb 6 cuz it just sucks to be honest... but i never knew someone would appreciate my tutorial even tho i still believe its a terrible one XD thanx for the credit on it tho i felt really special ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)
  9. i wasnt waisting "your" time… i was telling someone about the bugs so if they dislike then ur not waisting THEIR time
  10. it does but u might as well use resource… it does the same thing and with this u can stand in front of it and keep cutting when nothing is there and it will still drop items
  11. uhhhh…. ok..? o.o thanks robin! im glad i have ur permission to use it :P
  12. I keep getting User Type not Defined on this line of code in DX Show Private m_objBasicAudio As IBasicAudio I looked through all the chat on the topic but no one else seems to have this problem, what could be my mistake?
  13. robin is this to mod EO2 or fix something on ur CS source?
  14. :/ im sorry robin i didnt really read this (and try to add) till today, just acknowledged that there was a tut for adding it… i feel really bad about not thankin u now too Dx but here i am in a further reply to say hell i love ur work and i thank u for every bit even the stuff i havent seen cuz i know it has to be simply amazing :D
  15. *Hugz* THANK YOU SO MUCH!!!! i just spent the passed 2 days tryna figure out why this wasnt working when i tried to convert it X.X but now i dun have to worry anymore!!!
  16. lol nice tutorial Dx wish i could add it but ive practically added to every form and mod so i cant really replace anything without messing SOMETHING up XD
  17. SpiceyWolf

    [EO2]Signs

    thats a bad idea the way u want it XD If you want a fancy sign… use the face npc editor tutorial and then make signs out of npc's
  18. it doesnt HAVE to be a multiple of 32… just make a size for your npc that will be the general size area for every frame..(frame size MUST be same for all frames to come out evenly...) so say they would all fit into a 72x89 area tile just make sure u copy that area and have 4 tiles long and 4 high... it will work the game seems to center the enemies spot to the bottom middle of the sprite
  19. @ axis Ahh… anyway... so this is the most complicated thing i have done bug free >.> so lemme know when u added and to make sure its working test it and tell me the results... cuz i have added and removed from the notepad i was makin the tutorial on many times i mighta messed something up.. at least in the tutorial standard
  20. lmao whats the hell post supposed to be? just something really long and complicated no ones gunna wanna put? XD
  21. EDIT: Sorry this was not 100% bug free… the ini write and read would work... but u couldnt use that attribute more then once cuz it just wouldnt warp players even if u put another attribute down... so if u added this change the read and write ini code from the bottom in the server source handle data...(changing in the actual tut also) to this ``` If ReadINI(GetPlayerName(Index), "HasWarped" & GetPlayerMap(Index) & "," & GetPlayerX(Index) & "," & (GetPlayerY(Index)), App.Path & "\data\WarpEIT.Dat", "0") = "0" Then Call WriteINI(GetPlayerName(Index), "HasWarped" & GetPlayerMap(Index) & "," & GetPlayerX(Index) & "," & (GetPlayerY(Index)), "1", App.Path & "\data\WarpEvent.Dat") ``` Hey everybody, I promised when I finally made something 100% bug free I'd post it… So without further A-do... Here is my first tutorial OUTSIDE OF ModText! (yaaaaay) Ok I was inspired by events i saw in pokemon and cutscenes i wanted to have for my zelda fan game...and im too lazy to put flash vids for all meh cutscenes, and who wants ur players seeing these EVERY time you re-enter a place?(id say if it crossed some peoples minds they just didnt add anything like such because it would be a hassle... and i personally think mmo's in stuff like this would be better with 'em!) Ok so what this mod does... is similar to the Chest Attribute tutorial, except It's for warping... (warp one time to a map with a flash or picture on it or something for ur own custom cutscenes!) So we'll start off FIRST with the Client-Side. First we wanna make the attribute which is pretty much a same tutorial for every attribute tutorial... Looking for something and adding an attribute effect with the adding to attribute crap... So Search these... 1. ``` ' slide If frmEditor_Map.optSlide.Value Then .Type = TILE_TYPE_SLIDE .Data1 = MapEditorSlideDir .Data2 = 0 .Data3 = 0 End If ``` 2. ``` Case TILE_TYPE_SLIDE DrawText TexthDC, tX, tY, "S", QBColor(BrightCyan) ``` 3. ``` Public Const TILE_TYPE_SLIDE As Byte = 14 ``` Now we wanna put the Number post under the corresponding search up top… (ex 1 goes to 1 2 goes to 2 ect...) 1. ``` '~SpiceyWolf~ 'WarpEvent for Cutscenes :P If frmEditor_Map.optWarpEvent.Value Then .Type = TILE_TYPE_WARPEVENT .Data1 = EditorWarpMap .Data2 = EditorWarpX .Data3 = EditorWarpY End If '/~Spiceywolf~ ``` 2. ``` '~SpiceyWolf~ Case TILE_TYPE_WARPEVENT DrawText TexthDC, tX, tY, "S", QBColor(BrightGreen) '/~SpiceyWolf~ ``` 3. ``` Public Const TILE_TYPE_WARPEVENT As Byte = 15 ``` Now go to your Map editor Form… Make a New OPTION Bubble thingy... its the circle one.. Place it wherever you like... and call it "optWarpEvent" without the quotes, and make the caption whatever you want. Double click the option box you just made and paist this in... ``` ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ClearAttributeDialogue picAttributes.Visible = True fraMapWarp.Visible = True scrlMapWarp.Max = MAX_MAPS scrlMapWarp.Value = 1 scrlMapWarpX.Max = MAX_BYTE scrlMapWarpY.Max = MAX_BYTE scrlMapWarpX.Value = 0 scrlMapWarpY.Value = 0 ' Error handler Exit Sub errorhandler: HandleError "optWarp_Click", "frmEditor_Map", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub ``` Now search SMSG and above the comment in the S list put SWarpEvent and in the C list do the same(can search CMSG) CWarpEvent In ModClientTCP at the bottom add ``` Sub WarpEvent(ByVal Index As Long) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong CWarpEvent SendData Buffer.ToArray() Set Buffer = Nothing End Sub ``` Search ``` HandleDataSub(SPartyVitals) = GetAddress(AddressOf HandlePartyVitals) ``` and put under ``` HandleDataSub(SWarpEvent) = GetAddress(AddressOf HandleWarpEvent) ``` Now at the bottom of modHandleData add: ``` Private Sub HandleWarpEvent(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer Dim X As Long Dim Y As Long Set Buffer = New clsBuffer Buffer.WriteBytes Data() X = Buffer.ReadLong Y = Buffer.ReadLong If Map.Tile(X, Y).Type = TILE_TYPE_WARPEVENT Then Call WarpEvent(Index) End If End Sub ``` SERVER SIDE NOU!!! YAY! Search for ``` Public Const TILE_TYPE_SLIDE As Byte = 14 ``` and under put ``` Public Const TILE_TYPE_WARPEVENT As Byte = 15 ``` At the bottom of the CMSG and SMSG lists right above the coment part that sais those in it… add these ``` SWarpEvent CWarpEvent ``` At the Bottom of ModServerTCP add ``` Sub SendWarpEvent(ByVal mapNum As Long, ByVal x As Long, ByVal y As Long) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong SWarpEvent Buffer.WriteLong x Buffer.WriteLong y SendDataToMap mapNum, Buffer.ToArray() Set Buffer = Nothing End Sub ``` Then look for Sub PlayerMove and at the bottom of the sub (just before End With) Add: ``` If .Type = TILE_TYPE_WARPEVENT Then mapNum = .Data1 x = .Data2 y = .Data3 Call PlayerWarp(Index, mapNum, x, y) Moved = YES End If ``` Add this to the bottom of modHandleData ``` Sub HandleWarpEvent(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_WARPEVENT Then If ReadINI(GetPlayerName(Index), "HasWarped" & GetPlayerMap(Index) & "," & GetPlayerX(Index) & "," & (GetPlayerY(Index)), App.Path & "\data\WarpEIT.Dat", "0") = "0" Then Call WriteINI(GetPlayerName(Index), "HasWarped" & GetPlayerMap(Index) & "," & GetPlayerX(Index) & "," & (GetPlayerY(Index)), "1", App.Path & "\data\WarpEvent.Dat") Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Data1, Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Data2, Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Data3) End If End If End Sub ``` Search for ``` HandleDataSub(CPartyLeave) = GetAddress(AddressOf HandlePartyLeave) ``` and under that put ``` HandleDataSub(CWarpEvent) = GetAddress(AddressOf HandleWarpEvent) ``` Some where near the top of modDatabase put ``` Public Sub WriteINI(INISection As String, INIKey As String, INIValue As String, INIFile As String) Call WritePrivateProfileString(INISection, INIKey, INIValue, INIFile) End Sub Public Function ReadINI(Section As String, KeyName As String, filename As String, Default As String) As String Dim sRet As String sRet = String$(255, Chr$(0)) ReadINI = Left$(sRet, GetPrivateProfileString(Section, ByVal KeyName, Default, sRet, Len(sRet), filename)) End Function ``` THATS ALL! you are done and now u can use it :P if you have a problem lemme know i should know how to help ya fix it XD
  22. how would i go about making this so if you cut the grass when its not there another item doesnt spawn?
  23. lol when i put it in the server it came out lookin great XD
  24. >.> maybe u replaced the wrong sub :P It shouldnt give u error on loading the game unless u messed that up BADLY u got a backup? try adding it again and read carefully all areas before u replace stuffs
×
×
  • Create New...