SpiceyWolf
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Posts posted by SpiceyWolf
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>.> 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 -
Great tutorial :P thanks pal (yay u have first reply XD)
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:P i saw someone responded and i was like o.o Crap hes probly gunna be like
NO! THIS WAS A DEAD POST U SHOULD NOT HAVE REVIVED IT U SELFISH CRAP HEAD! -
lol im a lil confused why u needed to even look at my lil codes XD ur far more advanced are u just looking to see if i made mistakes?
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I second erwin's comment… it would be great for eo2... id figure out how to tweek it but its pretty lengthy and i am too busy with stuff X.X
Maybe in a week Ill look at it and post a tut for eo2 fix >.> -
Eh its available in case he didnt get it fixed :P
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lol it looks to me like that part is only a messege? is it possible to just make it not give a messege? X.X i dont even want a messege in there anyway… could i just delete that line altogether and not have an issue?
EDIT: forgot to say, i can do with the error on the switch all i gotta do is put directional block since they shouldnt walk on it anyway... but the key is only one having that prob now. -
The reason i came up with this whole code is cuz i have been on games in the past where other mods wanna double cross u… so i made this so u make ur name something stupid and change it with this mod that way they cant do stuff to u like set ur access lower or ban you and stuff... only u can mod urself :P
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Ok this is more of if ur like the leader and you want specific people to have a difference in their name… example like with my old tutorial of having the gm tags mix with level...(also works with player name) u could completely void that for certain players... changing color of name ect...
(If you have any other mods that are a slight tweek to this lemme know ill do my best to get it :P)
Lol i know i seem to only like doing modtext tut's but that will change eventually... when i can get something working 100% bug free somewhere else >.>
LETS BEGIN
Ok first begin by searching for the name code again... (u can just go to modtext and search
"Name =" )
And start of by putting
```
Select Case Index
Case 1
(Player Mods Code)
Case 2
(The universal player name mods like my last ones)
End Select
```
Ok now you can make however player mods u like, but u have to put them in separate cases. ALSO make sure however many u add that the code that pretty much works for all players last…
NOW heres how to make specif player mods... (works with levels)
example u put
```
If Trim$(Player(Index).Name) = "(this is the player name in quotes)" Then
(this is the custom mod to name... you can change name, or w/e...)
End If
```
If u want to change color from a certain name (main point of this is if you want to make urself stand out) then add under that top code or at least "A" line under "Then"
```
color = QBColor(color name here)
```
DONE example for what i have in my game is
```
Select Case Index
Case 1
If Trim$(Player(Index).Name) = "SpiceyWolf" Then
Name = "THE BOSS OF THE GAME" & GetPlayerLevel(Index) + 2
Color = QBColor(Cyan)
End If
Case 2
If frmMain.ChkPlyr = 1 Then
If frmMain.ChkLv = 1 Then
If GetPlayerAccess(Index) = 0 Then
Name = Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 1 Then
Name = "[Moderator] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 2 Then
Name = "[Mapper] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 3 Then
Name = "[Developer] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 4 Then
Name = "[Adminitrator] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 5 Then
Name = "[Co-Owner] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 6 Then
Name = "[Creator/Owner] " & Trim$(Player(Index).Name)
End If
Else
If GetPlayerAccess(Index) = 0 Then
Name = Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 1 Then
Name = "[Moderator] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 2 Then
Name = "[Mapper] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 3 Then
Name = "[Developer] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 4 Then
Name = "[Adminitrator] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 5 Then
Name = "[Co-Owner] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 6 Then
Name = "[Creator/Owner] " & Trim$(Player(Index).Name)
End If
End If
Else
If frmMain.ChkLv = 1 Then
If GetPlayerAccess(Index) = 0 Then
Name = " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 1 Then
Name = "[Moderator] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 2 Then
Name = "[Mapper] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 3 Then
Name = "[Developer] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 4 Then
Name = "[Adminitrator] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 5 Then
Name = "[Co-Owner] " & Trim$(Player(Index).Name) & " Lv" & GetPlayerLevel(Index)
ElseIf GetPlayerAccess(Index) = 6 Then
Name = "[Creator/Owner] " & Trim$(Player(Index).Name)
End If
Else
If GetPlayerAccess(Index) = 0 Then
ElseIf GetPlayerAccess(Index) = 1 Then
Name = "[Moderator] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 2 Then
Name = "[Mapper] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 3 Then
Name = "[Developer] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 4 Then
Name = "[Adminitrator] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 5 Then
Name = "[Co-Owner] " & Trim$(Player(Index).Name)
ElseIf GetPlayerAccess(Index) = 6 Then
Name = "[Creator/Owner] " & Trim$(Player(Index).Name)
End If
End If
End If
```
I changed my name specifically out of all players… gave myself a color that no one else will ever have(i changed access colors too) and made it look like my level was 2 higher >.>
ANYWAY i figured this out all on my own. So i hope u enjoy :P I can feel proud i didnt get any help from other tut's to do this -
lol i aint payin attention to no times… he had a prob, no one seemed to tell him how to fix it only called him a retard so i was just replying...
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lol i meant fresh eo2.0
and anyway i finally added it all(went some places >.>) so sorry it took a while to get to u again…
i probably should explained a lil more about the prob... its if i try to use a key or walk on a switch from the south side of attribute... and the left one it gives me that error... the top and right side dont seem to do that...
and about that thing u were tellin me... the only stuff that comes up is index = 1 on each index word... and on bright red it sais brightred = 12
any clue what my prob is?
ALSO i forgot to add it seems if i take out that yellow line it doesnt give me that problem but it will give me another error on actually using the switch >.> -
kk i have to redo adding all the code again >.> if i dont get the problem again ill let u know XD but i just grabbed a fresh copy of eo so unless thats for an older one thats not the problem
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it was rte 9
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i really want to use this door thingy soooo badly but im getting an error on that extremely long code u had me put in the case dir area…. its on all four directions it gives me this error... im tryna fix it on my own but it dont seem to work... heres a pic...
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lol i dont know if u guys knew about it but i seen a tutorial in sources to add scripting to eo… dont know if its still there but there were a few tutorials to it IN sourcing that make like quests that were really cheezy available by scripting them... (source edit to make scripting quests dont make sense to me... either source it or script it... not both XD im still new tho to this so w/e) and if hes using a game that was built with eo with a custom script engine in it from the ol tutorial that might be where his trouble lies...
Anyway bro... if u ARE using eclipse origins... id see about removing whatever scripts themselves are giving u a problem and then sourcing the effect in if u cant just start over from a fresh copy of eo. -
lol i dont know if anyone had said this but u dont have to make sure the box is right size… just set it close to the size so stuff doesnt overlap and turn on autosize to true it will make sure it fits the image :P
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LOL oh u meen like setting cloths and stuff u wear before u start? *includes head and body in what i meen* lol last time i seen that was stable… when i used it RIGHT after it came out >.>
and never again XD -
XD axis thats funny and uhh Dude what do u meen by custom character? O.o the only thing that makes characters custom is changing the basic default sprites by male and female(with multi options) and changing classes which have their own sprite sets >.> anything else involves paper doll.
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Umm darth tyllo i dont really understand whatu meen… like i know what u meen for working on a projectiles... but wabbits? whats that?
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At angus if u still have the problem… he said that line ur getting error on goes at the top... delete that line and look up... its the same one jsut missing the X part in the end of it
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lmao its not checking if its "special" its checking if its THE Special… an addon to the spell menu... look at the tutorial mentioned above... the mea one or w/e the name was(its so hard to remember that name o.o)
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No actually (even tho it might have been clear as hell to most people with a brain which i dont have half the time >.>) you helped me realize why i was getting it wrong… i found out how to make my own spell scaling mods out of it after u helped me see what was wrong with it XD
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Ok if the title wasnt clear enough, this is a tutorial for Anyone that used mmearrccii's Adding specific damage formula for each spell mod and wants to have a spell scaling mod mixed with it… also teaches how to make your own spell scaling formulas for people with/without the damage calculator
Also teaches spell scaling for AoE spells :)
The place that helped me learn this... is McAdams Int/level affecting spell mod.
OK first off... normal part with the vitals calculation in damage calculator looks like this
```
If Spell(spellnum).Special > 0 Then
Select Case Spell(spellnum).Special
Case 1 'Fire Spell
Vital = Spell(spellnum).Vital + (GetPlayerStat(index, Intelligence) * (10 * GetPlayerLevel(index)))
Case Else 'Anything else
Vital = Spell(spellnum).Vital
End Select
Else
Vital = Spell(spellnum).Vital
End If
```
The only parts that are important are the vital = (whatever information is there already)
in a vanila copy i think theres only one vital mod…
So how this works is firstt set all the vitals to the base mod u want(what it multiplies for as a base example being the player level times 8 or something and thats only mod u want..., u put the player level index code * 8 (any other mods its just finding what u want it to multiply by or add too... its just making a simple math problem ud do in algebra or something... set up how ud need it in a calculator.. its simple to think of in your head how a calculator would take it...) ANYHOW you can leave it as that(OR you can make a second level mod... which is like the MCadams tutorial kind) which is
```
vitals = vitals +/* bla 'replace + with / for divide, - or * for whatever u want...
```
Put this above the vitals code u first had <–
ok thats the same thing as the last mod except it takes that whole origional code which the engine uses in its final copy... and tells the engine the final copy vitals are going to be vitals(the code below u first edited or chose not too erm w/e) and adds yet another calculation on to the vitals below.
now for every area of the damage spell mod u have to have that above the vitals... cuz fire spell is one case... then it has if its not the fire then its just base vitals(no mods to it... if u want mods still u have to add them to that directly... still post the vitals = vitals bla above vitals = (base code)
to the best of my knowlege(correct me if im wrong) within those cases the bottom unmodded vitals is only damage types... and after case ends... and theres that lonely vitals thats unmodded still outside of that all (within the damage mod) is all other spells outside of the damage type... same concept still applies.
To make that for area of affect spells... just replace vitals with AoE and its the same tutorial...
For people with the single vitals area ... its all the same except that vitals affects everything vitals does... theres no separation between types of spells (fire non fire and healing ect... need i go on?)
For people who need a lil more by visually seeing a code that has these applied its below.
```
If Spell(spellNum).Special > 0 Then
Select Case Spell(spellNum).Special
Case 1 'Fire Spell
Vital = Spell(spellNum).Vital + (GetPlayerStat(index, Intelligence) * (4 * GetPlayerLevel(index)))
Case Else 'Anything else
Vital = Vital * (Player(index).Level * 2) + GetPlayerStat(index, Stats.Intelligence) * 3
Vital = Spell(spellNum).Vital
End Select
Else
Vital = Spell(spellNum).Vital
End If
AoE = AoE * (Player(index).Level * 2) + GetPlayerStat(index, Stats.Intelligence) * 3
AoE = Spell(spellNum).AoE
Range = Spell(spellNum).Range
```
Once again… credit to McAdams and mmearrccii for their tutorials and code... i only take credit for explaining how putting that bit together worked out for custom vitals >.>
If i missed something, something is unclear, or i went by too quick and made something incorrect please let me know so i can fix this... i want to help with anything i can...
[EO] Access Level by Server
in Source
Posted