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Surma

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Everything posted by Surma

  1. 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)
  2. Simple Quest http://www.youtube.com/watch?v=MlW4kipefKc&feature=youtu.be
  3. Mining and Smithing http://www.youtube.com/watch?v=RCfWZNZyEmo&feature=youtu.be
  4. The Bard said I can post this. http://www.youtube.com/watch?v=g9p1gEECCg8&feature=plcp&context=C3a7c747UDOEgsToPDskJBDVmY8DfnTMCEdYPHFVZd
  5. 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
  6. *color1*Selling my account! 1 million gold!
  7. Figured it all out, thanks guys.
  8. Could someone please explain to me what the item rarity and upgrde item are for and how they work? Thanks.
  9. @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.
  10. Surma

    [EO] Alatar's Signs

    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.
  11. This is the first time I have ever posted it.
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