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Sheker

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Everything posted by Sheker

  1. The bottom post of this thread has a fix: http://www.touchofdeathforums.com/smf2/index.php/topic,80321.msg860172.html#msg860172
  2. Oh I see, that's good. Just one more thing, the town is flamboyant red. People may not know how to fix the map tinting on there, or even know what it is for starters.
  3. Force spawning NPCs do not work when "Don't Autospawn" is checked. EDIT: You also can't press "Edit" on the new event features, other than the weather system and the chat bubble event which you can press "Edit" on perfectly fine. Tinting also does not work completely.
  4. Sheker

    Pet System

    It should work. I compared the systems in CS:DE and EO2.0 that are edited in this system, and they're practically the same. What's wrong with it?
  5. Sheker

    Pet System

    Implementing Lightning's Pet System on CS:DE, and everything works but one line. ``` ' ///////////////////////////////////////////// ' // This is used for npcs to attack targets // ' ///////////////////////////////////////////// ' Make sure theres a npc with the map If Map(mapNum).Npc(x) > 0 And MapNpc(mapNum).Npc(x).Num > 0 Then target = MapNpc(mapNum).Npc(x).target targetType = MapNpc(mapNum).Npc(x).targetType ' Check if the npc can attack the targeted player player If target > 0 Then If targetType = 1 Then ' player ' Is the target playing and on the same map? If IsPlaying(target) And GetPlayerMap(target) = mapNum Then ' melee combat TryNpcAttackPlayer x, target ElseIf targetType = 2 Then ' lol no npc combat :( DATS WAT YOU THINK If CanNpcAttackNpc(mapNum, x, MapNpc(mapNum).Npc(x).target) = True Then Call NpcAttackNpc(mapNum, x, MapNpc(mapNum).Npc(x).target, Npc(Map(mapNum).Npc(x)).Damage) End If Else ' Player left map or game, set target to 0 MapNpc(mapNum).Npc(x).target = 0 MapNpc(mapNum).Npc(x).targetType = 0 ' clear End If End If End If ' check for spells If MapNpc(mapNum).Npc(x).spellBuffer.Spell = 0 Then ' loop through and try and cast our spells For i = 1 To MAX_NPC_SPELLS If Npc(npcNum).Spell(i) > 0 Then NpcBufferSpell mapNum, x, i End If Next Else ' check the timer If MapNpc(mapNum).Npc(x).spellBuffer.Timer + (Spell(Npc(npcNum).Spell(MapNpc(mapNum).Npc(x).spellBuffer.Spell)).CastTime * 1000) < GetTickCount Then ' cast the spell NpcCastSpell mapNum, x, MapNpc(mapNum).Npc(x).spellBuffer.Spell, MapNpc(mapNum).Npc(x).spellBuffer.target, MapNpc(mapNum).Npc(x).spellBuffer.tType ' clear the buffer MapNpc(mapNum).Npc(x).spellBuffer.Spell = 0 MapNpc(mapNum).Npc(x).spellBuffer.target = 0 MapNpc(mapNum).Npc(x).spellBuffer.Timer = 0 MapNpc(mapNum).Npc(x).spellBuffer.tType = 0 End If End If End If ```"Call NpcAttackNpc" is highlighted in "Call NpcAttackNpc(mapNum, x, MapNpc(mapNum).Npc(x).target, Npc(Map(mapNum).Npc(x)).Damage)", and I tried to comment it out and it compiled properly. Does anybody know what's wrong?
  6. Any rough pointers, though? As to how? EDIT: I have VB6, by the way.
  7. Also, how do you do the same for spells?
  8. How do you make item descriptions appear in CS:DE?
  9. You don't need to write your own paperdoll script. It is impossible to import it from EO2.0 because they both have totally different rendering systems. http://www.touchofdeathforums.com/smf/index.php/topic,76976.0.html This is a tutorial to put CS:DE paperdolls in.
  10. Europe. Name: Sylkasha. Favourite Champion: Soraka Attack Speed Build (look at my recent scores, it's not a troll build)
  11. @Dream: > ``` > x = GUIWindow(GUI_MAINMENU).x + Buttons(i).x > ``` > Can you help me? ;P First time I did that, I put it in the wrong sub because some subs have same code in it which slightly differs. Check it again and put it in the right one.
  12. This compiles correctly and the client works fine. However, when I register an account or log in to character creation, it crashes with a runtime error 7 - out of memory. Can anybody help? EDIT: Nevermind! Fixed!
  13. I'll enter. Here's mine: Elaine, Jack and Daryn each rode through the roads of Halendire, their horses side by side, differing and their hooves hitting the ground, creating a huge dust cloud. Through the city of Halendire, they could see the giant decorations hung up and the flickering lights around them which passed by so quick that it gave the illusion of them moving along with them, but slowing down and stopping behind them. Elaine turned to face Jack and Daryn, who were too concentrated on riding their horses, and decided not to shout out to them. Despite this, she opened her mouth and started yelling at them. "Do you have ANY idea when we will arrive in the cursed village?" She asked loudly, muffled by the sound of clopping. There was a sudden silence between the three, and she could not even hear the panting from them. Daryn turned to Elaine slowly and had a stern stare on her. "Soon," he said bluntly. As the guards opened the city gates and let the three through, the environment around them was just a huge forest, mystifying and dark. The three looked around, careful not to go through the wrong split roads. While they were riding, they started to hear somewhat chilling noises- like the howl of the wolves in the distance, or what seemed to be the moans of the undead. They rode for what seemed like hours, the three being silent after Elaine had asked her question, the area around them only filled with creepy noises and the clopping of the horse feet. In the distance, they could see a small town, lit by ominous blue lights. "Are you ready?" Jack shouted to the other two. Elaine and Daryn nodded their heads, and swiftly rode through the village gates. They slowed down and eventually stopped, the clopping stopping and rendering the entire village silent, but they would hear soft whispers in the distance, as if someone was right next to them. They got off their horses and realised there was an ambient drum, constantly beating. They looked around to see that the village was filled with old oil lamps which had a flickering blue flame inside, which chilled even Elaine to the bone- even if she was a high-priestess. This was expected- however- as the three were just young, assigned on a job to investigate an isolated village. They left their horses at the wooden gates and started to walk through the village. There, they saw all sorts of people, all dressed in dirty black robes, carrying pumpkins which had a flaring green colour coming out of their eyes. As they walked, Elaine stroked her hair and whispered ancient words, making her hand glow with patterns of ancient runes. Jack glanced at her. "What are you doing?" He asked, confused by Elaine's cautious behavior. Elaine looked back, her eyes with a look of fear… and determination. "You can never be too safe, Jack," she replied with a trembling voice. As the group walked through the village, they just took a glance at every corner. "There doesn't seem to be anything wrong," Daryn said in an assuring voice. Elaine and Jack just kept walking. "Don't you think it's a little... strange? I mean, they're all in hoods," Elaine replied in a voice mixed of curiosity and fear. At that moment, a little child walked up in his dark robes with a pumpkin in his hand. The child placed the pumpkin on the ground as the three stared at him with a strange look. The miniature figure slowly took his hood off, and at the corner of Elaine's eye, swore that she saw the green colour emanating from the pumpkin getting stronger and stronger. As soon as the child took off the hood, he lunged at Elaine, who screamed and planted her palm onto the child's face, and the child started to crumble to ash. "What did you do?" Jack shouted in contempt at Elaine. But his look of anger against her was slowly replaced by a look of deep, deep fear, as he saw the child's corpse slowly crumbling. His face- No- It's face was half rotten and had several scars on it, with a smirk fixed to it's jaws. The three panicked to see that the people around them were slowly advancing onto them, taking their hoods off to reveal hideous faces, deformed and rotten. Jack raised his sword and Daryn quickly pulled out two knives from his belt. Elaine fixed her hands together, as if she was praying. The undead slowly advanced and when they were only a few meters away from the group, they quickly lunged at them, attempting to claw their faces off- but Jack slashed their heads off and severed their limbs, Daryn drew more knives to throw (which was effortless, as the undead just rose up again) and Elaine took out a staff, trying to bash the advancing undead and casting spells on the remaining ones. Soon, they were becoming overwhelmed, and had no chance. Elaine looked everywhere and saw a lamp and a switch flicked off in her mind. "Daryn!" She shouted. "Yeah?" Daryn replied, confused. "See that lamp over there? Throw a knife at it! I'll cast a spell and engulf these monsters in the flames of hell!" At that moment, Daryn smiled and took out four knives, throwing each one madly at a lamp. Each lamp smashed and fell down from the hooks they were put on, and a small flame was flickering between the broken glass. Elaine chanted ancient words and her eyes began to glow along with both her hands, the four fires started to flicker madly and expanded quickly, engulfing all the undead in flames. Suddenly, a zombie jumped out of the sweeping blue fire which danced in the pale moonlight and attempted to claw his face off, but Jack cut it's head off, which flew into the flames and let out a blood-curdling scream. The three, shortly after, returned to the village, rewarded for their tremendous courage. At the ceremony, they all drank excessive amounts of beer and wine- even Elaine (who wasn't supposed to as a Priestess) and they celebrated. The Knight Leader and his two assistants each sat on a chair high up on a wooden platform shouted. "We all welcome you to our ceremony to celebrate Lady Elaine, Knight Jack and Assassin Daryn's first mission and success which saved many lives in the future!" The Leader shouted, particularly at the three. They stood up and walked up to the wooden platform and bowed to the many knights and mercenaries at the feast. To their surprise, the Knight Leader and his assistants were wearing black hoods, slightly pulled back. "Haha! Take those hoods off silly!" Elaine laughed, hiccuping after from all the beer. She then quickly threw back their hoods and revealed three rotting faces. Everyone started screaming madly, as the three zombies leapt at the audience, feasting on their flesh, and turning them into one of them. The three tried to fight off the growing population of the undead, and started hacking and slashing through the crowd. "Well, that was a long night!" Jack shouted, triumphantly standing over a pile of the zombies. Elaine and Daryn laid down on the grass, Elaine's blonde hair drooping over each blade. "So, what do we do now? All our friends are now freakin dead.... undead..." Daryn asked, particularly to Elaine. "Dunno. Maybe we should stay for a night or two... and hopefully none of US becomes a zombie!" She laughed out. The three laughed and the last of the lights in the village flickered out from the strong winds, making the entire surroundings as dark as the robes of the undead.
  14. You have to change the "unique index" By default, all the unique indexes are 0. To change it, you have to go to the spell editor and in the bottom-right corner you have to change your unique indexes to something else. This is used because spells are levelable in CS:DE (Next spell being the spell it will level up to, required level is the level required to advance the spell, and uses being the uses required to level it up) So if you have a spell like "Fireball" that is going to advance into "Fire Blast" after let's say, 100 uses at level 15, set the "uses" to 100, level requirement to "15" and the next spell to "Fire Blast" and then set both of them TO THE SAME UNIQUE INDEX so you can't learn fireball again along with Fire Blast. This prevents abuse.
  15. Sheker

    [CS:DE] Paperdoll

    Can anyone make the code for me?
  16. Sheker

    [CS:DE] Paperdoll

    So sorry! I didn't understand the first time.. I finally got that fixed! But now it has an error in here: ``` For i = 0 To UBound(PaperdollOrder) If GetPlayerEquipment(index, PaperdollOrder(i)) > 0 Then If Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll > 0 Then Call BltPaperdoll(x, y, Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll, Anim, spritetop) End If End If Next ``` highlighting UBound saying "Compile Error - Expected Array"
  17. Sheker

    [CS:DE] Paperdoll

    Changed it, but it still says "argument not optional" call bltpaperdoll when I add "byval index as long" to Sub BltPaperdoll. Adding index as a long fixes the Rendertexture "argument not optional" but makes an error in a whole new sub.
  18. Sheker

    [CS:DE] Paperdoll

    Thank you! Now the error doesn't come up for that sub, but now it appears for drawplayer! Here's both subs code: ``` Public Sub BltPaperdoll(ByVal x2 As Long, ByVal y2 As Long, ByVal Sprite As Long, ByVal Anim As Long, ByVal spritetop As Long, ByVal index As Long) Dim x As Long, y As Long Dim Width As Long, height As Long Dim rec As GeomRec ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If Sprite < 1 Or Sprite > Count_Paperdoll Then Exit Sub With rec .top = spritetop * (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .height = (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .left = Anim * (D3DT_TEXTURE(Tex_Char(Sprite)).Width / 4) .Width = .left + (D3DT_TEXTURE(Tex_Char(Sprite)).Width / 4) End With ' clipping x = ConvertMapX(x2) y = ConvertMapY(y2) Width = (rec.Width - rec.left) height = (rec.height - rec.top) ' Clip to screen If y < 0 Then With rec .top = .top - y End With y = 0 End If If x < 0 Then With rec .left = .left - x End With x = 0 End If RenderTexture Tex_Paperdoll(Sprite), ConvertMapX(x), ConvertMapY(y), rec.left, rec.top, rec.Width, rec.height End Sub ``` ``` Public Sub DrawPlayer(ByVal index As Long) Dim Anim As Byte Dim i As Long Dim x As Long Dim y As Long Dim Sprite As Long, spritetop As Long Dim rec As GeomRec Dim attackspeed As Long ' pre-load sprite for calculations Sprite = GetPlayerSprite(index) 'SetTexture Tex_Char(Sprite) If Sprite < 1 Or Sprite > Count_Char Then Exit Sub ' speed from weapon If GetPlayerEquipment(index, Weapon) > 0 Then attackspeed = Item(GetPlayerEquipment(index, Weapon)).speed Else attackspeed = 1000 End If If Not isConstAnimated(GetPlayerSprite(index)) Then ' Reset frame Anim = 1 ' Check for attacking animation If Player(index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(index).Attacking = 1 Then Anim = 2 End If Else ' If not attacking, walk normally Select Case GetPlayerDir(index) Case DIR_UP If (Player(index).yOffset > 8) Then Anim = Player(index).Step Case DIR_DOWN If (Player(index).yOffset < -8) Then Anim = Player(index).Step Case DIR_LEFT If (Player(index).xOffset > 8) Then Anim = Player(index).Step Case DIR_RIGHT If (Player(index).xOffset < -8) Then Anim = Player(index).Step End Select End If Else If Player(index).AnimTimer + 100 = 3 Then Player(index).Anim = 0 Player(index).AnimTimer = GetTickCount End If Anim = Player(index).Anim End If ' Check to see if we want to stop making him attack With Player(index) If .AttackTimer + attackspeed < GetTickCount Then .Attacking = 0 .AttackTimer = 0 End If End With ' 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 With rec .top = spritetop * (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .height = (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .left = Anim * (D3DT_TEXTURE(Tex_Char(Sprite)).Width / 4) .Width = (D3DT_TEXTURE(Tex_Char(Sprite)).Width / 4) End With ' Calculate the X x = GetPlayerX(index) * PIC_X + Player(index).xOffset - ((D3DT_TEXTURE(Tex_Char(Sprite)).Width / 4 - 32) / 2) ' Is the player's height more than 32..? If (D3DT_TEXTURE(Tex_Char(Sprite)).height) > 32 Then ' Create a 32 pixel offset for larger sprites y = GetPlayerY(index) * PIC_Y + Player(index).yOffset - ((D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) - 32) - 4 Else ' Proceed as normal y = GetPlayerY(index) * PIC_Y + Player(index).yOffset - 4 End If For i = 1 To UBound(PaperdollOrder) If GetPlayerEquipment(index, PaperdollOrder(i)) > 0 Then If Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll > 0 Then Call BltPaperdoll(x, y, Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll, Anim, spritetop) End If End If Next RenderTexture Tex_Char(Sprite), ConvertMapX(x), ConvertMapY(y), rec.left, rec.top, rec.Width, rec.height, rec.Width, rec.height End Sub ``` EDIT: Whoops. Forgot to mention that Call BltPaperdoll was highlighted as "Argument not optional" after I fixed the first sub.
  19. Sheker

    [CS:DE] Paperdoll

    I am completely clueless at coding in VB6. ``` Public Sub BltPaperdoll(ByVal x2 As Long, ByVal y2 As Long, ByVal Sprite As Long, ByVal Anim As Long, ByVal spritetop As Long) Dim x As Long, y As Long Dim width As Long, height As Long Dim rec As GeomRec ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If Sprite < 1 Or Sprite > Count_Paperdoll Then Exit Sub With rec .top = spritetop * (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .height = (D3DT_TEXTURE(Tex_Char(Sprite)).height / 4) .left = Anim * (D3DT_TEXTURE(Tex_Char(Sprite)).width / 4) .width = .left + (D3DT_TEXTURE(Tex_Char(Sprite)).width / 4) End With ' clipping x = ConvertMapX(x2) y = ConvertMapY(y2) width = (rec.width - rec.left) height = (rec.height - rec.top) ' Clip to screen If y < 0 Then With rec .top = .top - y End With y = 0 End If If x < 0 Then With rec .left = .left - x End With x = 0 End If RenderTexture Tex_Paperdoll(Sprite), ConvertMapX(x), ConvertMapY(y), rec.left, rec.top, rec.width, rec.height, rec.height End Sub ```Could anyone fix this code for me? Whenever I try to compile, it says that RenderTexture is not an optional argument.
  20. Sheker

    [CS:DE] Paperdoll

    Hello? Could anybody help me?
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