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Whitepinkbun

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  1. click on the side bar all the way down your drawCharacter sub and then keep clicking run untill it gives the error which line was the last one it stoped out then post it and we can fix it
  2. **2\. (Unsolved)** Next up we have a healing issue. I want a NPC to heal me. So I set him up correctly (I am 100% sure of this). On the event page I wrote this: > Restore Player HP > Restore Player MP It does shows the healing animation & I think it does actually heal you, BUT it doesn't reflect correctly on the health and mana bars. (Read: Client-sides issue) it probably doesn't send update to players after it restores the hp and mp look for the restore vital event server side and add call UpdatePlayerVitals… might work ----- **3\. (Unsolved)** So, I used [this](http://www.touchofdeathforums.com/community/index.php?/topic/115191-eo-wasd-movement/#entry703214) WASD tutorial. It worked, but now I also want to change my F1, F2, F3 etc shortcuts to 1, 2, 3 etc. How can I do so? in key up replace the 'hotbar For i = 1 To MAX_HOTBAR If KeyCode = 111 + i Then SendHotbarUse i End If Next with ' hotbar For i = 1 To MAX_HOTBAR If KeyCode = 48 + i Then SendHotbarUse i End If Next –--- **5\.** **(Unsolved)** I'd also love to know how to change my spawn points (and re-spawn points separate whenever you die). in on death server side With Map(GetPlayerMap(Index)) ' to the bootmap if it is set If .BootMap > 0 Then PlayerWarp Index, .BootMap, .BootX, .BootY Else Call PlayerWarp(Index, START_MAP, START_X, START_Y) < change these > "Call PlayerWarp(Index, newmap, newx, newy)" End If End With also search for below and change them for spawning ' Default starting location [Server Only] Public Const START_MAP As Long = 1 Public Const START_X As Byte = 12 Public Const START_Y As Byte = 3 –--- **9\. (Unsolved)** Is there any way to gain special admin attributes? Such as walking through solid objects, increased running speed (anything to make mapping/eventing easier). in Function CheckDirection(ByVal Direction As Byte) As Boolean add CheckDirection = False ' check directional blocking If player(myindex).access = 2 '2 minimum CheckDirection = False Exit Function End If –--- hope i helped
  3. **2\. (Unsolved)** Next up we have a healing issue. I want a NPC to heal me. So I set him up correctly (I am 100% sure of this). On the event page I wrote this: > Restore Player HP > Restore Player MP It does shows the healing animation & I think it does actually heal you, BUT it doesn't reflect correctly on the health and mana bars. (Read: Client-sides issue) it probably doesn't send update to players after it restores the hp and mp look for the restore vital event server side and add call UpdatePlayerVitals… might work ----- **3\. (Unsolved)** So, I used [this](http://www.touchofdeathforums.com/community/index.php?/topic/115191-eo-wasd-movement/#entry703214) WASD tutorial. It worked, but now I also want to change my F1, F2, F3 etc shortcuts to 1, 2, 3 etc. How can I do so? in key up replace the 'hotbar For i = 1 To MAX_HOTBAR If KeyCode = 111 + i Then SendHotbarUse i End If Next ' hotbar For i = 1 To MAX_HOTBAR If KeyCode = 48 + i Then SendHotbarUse i End If Next –-- **4\. (Unsolved)** Whenever I have typed -anything- in the chat, but not hit enter (it's still in the box), I can no longer (auto-)loot. I have this applied, if it's of any help to you guys. –--- **5\.** **(Unsolved)** I'd also love to know how to change my spawn points (and re-spawn points separate whenever you die). –--- **6\.** **(Unsolved)** I added a new class to the game. I changed the name & base stats and you can select it when creating a new character. It also has separate skill, which is good. But how can I change the stat scaling and input any other needed information? Whenever I currently try to add a new skill for the new class, I need to set the class requirements to 'warrior'. Otherwise it doesn't work. –--- **7\.** **(Solved)** Whenever I add a NPC to my list, the Attribute NPC spawn does not update. In fact, I don't think it has ever updated at all. I currently have 1x Stinger, 1x Poison Mushroom & some other NPCs on my list, whilst the spawn shows me 4x Stinger & 1x Poison Mushroom and that's it. ![](http://i46.tinypic.com/f3gfmf.png) –--- **8\. (Unsolved)** I remember seeing a tutorial on having more skills, different kinds of skills such as roots, buffs, DoTs, HoTs etc, but I can no longer find it. Any working ones for EO 2.3? –--- **9\. (Unsolved)** Is there any way to gain special admin attributes? Such as walking through solid objects, increased running speed (anything to make mapping/eventing easier). –--- **10\.** **(Unsolved)** So I an having a new issue. Pretty game breaking. Whenever I try to make a healing spell it's also useable on enemy monsters. In fact, it will even go above their maximum heal. For example, if the monster has 50 health and I heal him trice with my healing ability (which heals for 15 HP) his health bar will disappear and get up to 95 HP. Any solutions to make it non-NPC only? –---
  4. ![](http://images.australialisted.com/nlarge/kawasaki_600cc_zx-6r_zx600_ninja_nbsp_1996_19436560.jpg)
  5. Just do this Replace in BLTPLAYER ' Reset frame If Player(Index).Step = 3 Then anim = 0 ElseIf Player(Index).Step = 1 Then anim = 2 End If With ' Reset frame If Player(Index).Step = 3 Then anim = 1 ElseIf Player(Index).Step = 1 Then anim = 1 End If and With rec .top = spritetop * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4) .Left = anim * (DDSD_Character(Sprite).lWidth / 4) .Right = .Left + (DDSD_Character(Sprite).lWidth / 4) End With with With rec .top = spritetop * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4) .Left = anim * (DDSD_Character(Sprite).lWidth / 3) .Right = .Left + (DDSD_Character(Sprite).lWidth / 3) End With and ' Calculate the X x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 4 - 32) / 2) with ' Calculate the X x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 3 - 32) / 2) and ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then anim = 3 End If Else with ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then anim = 2 End If Else and make the sprite go Walk frame 1 / walk standing / walk frame 2 I think thats it…. if that doesnt work this too..... Also I think.... you might need to replace ' 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 with ' If not attacking, walk normally Select Case GetPlayerDir(Index) Case DIR_UP If (Player(Index).YOffset > 8) Then anim = Player(Index).Step - 1 Case DIR_DOWN If (Player(Index).YOffset < -8) Then anim = Player(Index).Step - 1 Case DIR_LEFT If (Player(Index).XOffset > 8) Then anim = Player(Index).Step - 1 Case DIR_RIGHT If (Player(Index).XOffset < -8) Then anim = Player(Index).Step - 1 End Select
  6. Whoops that's odd i went to the first page of the forum and right clicked on a bunch of topics seeing if i could help my bad. Didn't think one from so old would be there.
  7. You deleted ' Prevent hacking For i = 1 To Len(Msg) If AscW(Mid$(Msg, i, 1)) < 32 Or AscW(Mid$(Msg, i, 1)) > 126 Then Exit Sub End If Next ?
  8. It might not be changing because when you change a spell it's not changing Spell_Changed(EditorIndex) = True make sure it's not doing something like this With Spell(EditorIndex) ' loop for stats For i = 1 To Stats.Stat_Count - 1 frmEditor_Spell.scrlStatBonus(i).Value = .Stat_Req(i) Next End With You see if you have this in there and you dont have 1 To Stats.Stat_Count - 1 of frmEditor_Spell.scrlStatBonus then it wont recognize it as changed…. If I just lost you then do the following (place the little red dot) ![](http://i45.tinypic.com/8wecer.png) Now run the game and try editing a spell and when you change your spell selection if it doesn't pause the game and jump to this it means the sub is exiting out before it can tell the program that the spell has been changed! For instance perhaps with If frmEditor_Spell.cmbType.ListIndex = SPELL_TYPE_PROJECTILE Then frmEditor_Spell.Frame4.Visible = True With Spell(EditorIndex).ProjecTile frmEditor_Spell.scrlProjectileDamage.Value = .Damage frmEditor_Spell.scrlProjectilePic.Value = .Pic frmEditor_Spell.scrlProjectileRange.Value = .Range frmEditor_Spell.scrlProjectileSpeed.Value = .Speed End With End If any of these following might be named incorrectly and so exits the sub Frame4, scrlProjectileDamage, scrlProjectilePic, scrlProjectileRange, scrlProjectileSpeed
  9. Wow I didn't even think of that in mine I just added a list box and made it hidden then show it when I opened the menu just ment the actual list wasn't see through…. hell of a lot easier thou xDD
  10. **Id do it something like this** Public Const MAX_FactionGroup As Byte = 10 Public FactionGroup(1 To MAX_FactionGroup) As FactionGroupRec FactionGroupRec Name as String Status(1 To MAX_FactionGroup) As Byte ' FactionGroup.status(1) = 1 friendly , = 2 Enemy End Rec Add FactionGroup to npcrec Add faction.form Add button to load faction.form or a /command ![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected1_zps0ac82d6f.png)![](http://i1127.photobucket.com/albums/l632/EsoGuildPB/projected3_zps81b2e8ac.png)
  11. Well the only solution I can think of is 3 get functions or something like this If Item(itemnum).ClassReq > 0 Then Select Case Item(itemnum).ClassReq Case 1 If GetPlayerClass(index) 1 and GetPlayerClass(index) 9 and GetPlayerClass(index) 17 and GetPlayerClass(index) 18 then PlayerMsg index, "Hidden", BrightRed Exit Sub End If Case 2 If GetPlayerClass(index) 2 and GetPlayerClass(index) 10 and GetPlayerClass(index) 19 and GetPlayerClass(index) 20 then PlayerMsg index, "Hidden", BrightRed Exit Sub End If Case 3 ETC… End Select End If This work? Ditch the get evolution function? It would now select which class.req the item has then see if a player is that level or the corresponding evolution levels. It's a bit more typing and I hate using select case but at least it'd work lol.
  12. oh I'm an idiot just seen the If Item(itemnum).ClassReq > 0 Then If Not GetPlayerEvolution(index) = Item(itemnum).ClassReq Then PlayerMsg index, "Hidden", BrightRed Exit Sub End If End If How about this ; If Item(itemnum).ClassReq > 0 Then If Not GetPlayerEvolution(index) = Item(itemnum).ClassReq or Not GetPlayerEvolution2(index) = Item(itemnum).ClassReq or Not GetPlayerEvolution2(index) = Item(itemnum).ClassReq or Then PlayerMsg index, "Hidden", BrightRed Exit Sub End If End If Then do the GetPlayerEvolution sub 3 times with the other 2 equaling the other values….. Something to this effect >.>
  13. …. when you call GetPlayerEvolution its asking what you want to equal... Basicaly your telling it to equal two different numbers why would you do this? If you can explain a little more of what your trying to do I might be able to offer a better solution.
  14. Hmmm, you could add a check in server side when npc is following a player in server loop if Tile(player(target).map, player(target).x ,player(target).y).type = Tile_type_npcavod…..clear target.... Im not a hundred percent sure if thats the name of the tile or not or even if I refrenced the tile correctly... but its a start.
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