Surma
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Everything posted by Surma
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Clan Capes. You choose 1 of 5 clans to be in when you create your account. ![](http://www.funtouchgamer.com/ambardiarebirth/index.php?action=dlattach;topic=100.0;attach=152;image)
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Simple Quest http://www.youtube.com/watch?v=MlW4kipefKc&feature=youtu.be
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Mining and Smithing http://www.youtube.com/watch?v=RCfWZNZyEmo&feature=youtu.be
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The Bard said I can post this. http://www.youtube.com/watch?v=g9p1gEECCg8&feature=plcp&context=C3a7c747UDOEgsToPDskJBDVmY8DfnTMCEdYPHFVZd
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[EO2.0]Ranged Projectiles(Arrows, Bullets and more)[RELEASE]
Surma replied to evilbunnie's topic in Source
Whenever I copy and paste code my paste in vb6 does not keep the formatting. I have to manually go in and ad spaces and tabs. Is there some way of pasting the code and maintaining the codes format? Thanks example: ' player ProjectilesPublic Sub BltProjectile(ByVal Index As Long, ByVal PlayerProjectile As Long)Dim x As Long, y As Long, PicNum As Long, i As LongDim rec As DxVBLib.RECT ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ' check for subscript error If Index < 1 Or PlayerProjectile < 1 Or PlayerProjectile > MAX_PLAYER_PROJECTILES Then Exit Sub ' check to see if it's time to move the Projectile If GetTickCount > Player(Index).ProjecTile(PlayerProjectile).TravelTime Then With Player(Index).ProjecTile(PlayerProjectile) ' set next travel time and the current position and then set the actual direction based on RMXP arrow tiles. Select Case .Direction ' down Case 0 .y = .y + 1 ' check if they reached maxrange If .y = (GetPlayerY(Index) + .Range) + 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub ' up Case 1 .y = .y - 1 ' check if they reached maxrange If .y = (GetPlayerY(Index) - .Range) - 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub ' right Case 2 .x = .x + 1 ' check if they reached max range If .x = (GetPlayerX(Index) + .Range) + 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub ' left Case 3 .x = .x - 1 ' check if they reached maxrange If .x = (GetPlayerX(Index) - .Range) - 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub End Select .TravelTime = GetTickCount + .Speed End With End If ' set the x, y & pic values for future reference x = Player(Index).ProjecTile(PlayerProjectile).x y = Player(Index).ProjecTile(PlayerProjectile).y PicNum = Player(Index).ProjecTile(PlayerProjectile).Pic ' check if left map If x > Map.MaxX Or y > Map.MaxY Or x < 0 Or y < 0 Then ClearProjectile Index, PlayerProjectile Exit Sub End If ' check if we hit a block If Map.Tile(x, y).Type = TILE_TYPE_BLOCKED Then ClearProjectile Index, PlayerProjectile Exit Sub End If ' check for player hit For i = 1 To Player_HighIndex If x = GetPlayerX(i) And y = GetPlayerY(i) Then ' they're hit, remove it If Not x = Player(MyIndex).x Or Not y = GetPlayerY(MyIndex) Then ClearProjectile Index, PlayerProjectile Exit Sub End If End If Next ' check for npc hit For i = 1 To MAX_MAP_NPCS If x = MapNpc(i).x And y = MapNpc(i).y Then ' they're hit, remove it ClearProjectile Index, PlayerProjectile Exit Sub End If Next ' if projectile is not loaded, load it, female dog. If DDS_Projectile(PicNum) Is Nothing Then Call InitDDSurf("projectiles\" & PicNum, DDSD_Projectile(PicNum), DDS_Projectile(PicNum)) End If ' get positioning in the texture With rec .top = 0 .Bottom = SIZE_Y .Left = Player(Index).ProjecTile(PlayerProjectile).Direction * SIZE_X .Right = .Left + SIZE_X End With ' blt the projectile Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Projectile(PicNum), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' Error handler Exit Suberrorhandler: HandleError "BltProjectile", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub -
*color1*Selling my account! 1 million gold!
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Figured it all out, thanks guys.
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Could someone please explain to me what the item rarity and upgrde item are for and how they work? Thanks.
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@Night©: > This is made from Eclipse Evolution… It is nice but I suggest on transfering on EO... > But it is your choice... :) It's 100% EO. It is also in its infancy and the buttons need to be changed to reflect more of a space theme.
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There is a much better way of having signs in your game with no source editing or having to delete any maps. Just make a friendly NPC say whatever you want your sign to say. Then make a new character sprite that is just a picture of a sign and place your NPC inside of some NPC blocks. Works fantastic for me and looks great as well.
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Some new screen shots.
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This is the first time I have ever posted it.
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Sample SS of my game.