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Whitepinkbun

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Everything posted by Whitepinkbun

  1. So im wondering if no one knows whats wrong with it. XD
  2. I used this just under ' Check to see if the map tile is blocked ``` ' Check to see if the map tile is Water and class is water type or not If Map.Tile(x, y).Type = TILE_TYPE_WATER Then If GetPlayerClass(index) = 7 Or 8 then CheckDirection = True Exit Function End If End If ``` kinda working but now its just blocking for all classes any ideas? Ive now tried a bunch of different things no clue why its not working ``` ' Check to see if the map tile is blocked or not If Map.Tile(x, y).Type = TILE_TYPE_WATER Then If GetPlayerClass(MyIndex) = 1 or 2 Then CheckDirection = True Exit Function End If End If ``` ``` Select Case GetPlayerClass(MyIndex) Case 1 If Map.Tile(x, y).Type = TILE_TYPE_WATER Then CheckDirection = True End If Exit Function Case 2 If Map.Tile(x, y).Type = TILE_TYPE_WATER Then CheckDirection = True End If Exit Function Case Else If Map.Tile(x, y).Type = TILE_TYPE_WATER Then CheckDirection = False End If Exit Function End Select ``` ``` ' Check to see if the map tile is blocked or not If Map.Tile(x, y).Type = TILE_TYPE_WATER Then Select Case GetPlayerClass(MyIndex) Case 1 CheckDirection = False Exit Function Case 2 CheckDirection = False Exit Function Case Else CheckDirection = True Exit Function End Select End If ``` I'm not getting errors but they just don't block any classes at all >.< got all excited when i seen If Map.Moral = MAP_MORAL_SAFE Then Exit Function above my code…. but still doesnt work when i move it above this :( Well have to go to work 4 hours on this and I'm still at a loss >,
  3. Thanks so much!, I know im new but i can't believe I didn't think of that … I think i was trying to make it to complicated... Some of the people here would shoot me if they looked at my source code... so messy lol
  4. I think this would be helpful for many different games I imagine playing as a fire character and being able to walk on lava rocks only as that class. I first tried to create a water tile for my Pokemon game that only water Pokemon can use - and a stat to define a character as water. Adding the Public Const tile type for the water and the type constants for the Pokemon I then added a check if the tile type is water and if Pokemon is a water type to see if the tile is walkable but it didn't work. I have custom tiles enabled on my game and am wondering if it would be better to create a custom tile and have it blocked for all but my water type Pokemon seams easier and it means I can add custom tiles for other classes but I'm at a loss on how to do the custom tiles…. I looked for ages and found nothing in the way of custom tiles to block certain levels or classes. So if anyone can point me to a tutorial or give me some code similar to what im looking for you'd be my legend! I'm sorry im new to vb6 and have to much crap from GML stuck in my bloody head and for the record I didn't just go straight her first bit of trouble i have had and beg for help I tried many different things first >.<
  5. Hello everybody my name is Hayden, friends call me Peddles. I am 22, Live in Australia and am a full time cook. Engaged and soon to be Dad, I am very interested in learning coding and becoming as much of a part of this community as i can. Now to the point :) I am using EO 2.0 and I am working on a game in my very limited spare time (couple of hours a day) and am looking for some help in the coding as I have limited time to learn VB6 Coding. I have made plenty of mini games in gamemaker and had decided to find a engine for making a online game to play with all my friends who live far away, and others who wish to play of course. I found this wonderful forum with the best open source MMO maker I have seen with weeks of searching. I have been playing around with it for half a year now and am finally starting work on my actual game. My game is called Poke'World Online it is a Pokemon game where you play as a Pokemon however it will have a much more mature target audience (Blood, actual death of npc etc). Humans have all but been killed by a war between Pokemon and humans the legendary Pokemon have become unstable and must be stopped before the world is destroyed in a dungeon instance like setting. All my friends, myself and those who help me enough will be aloud to choose there favorite Pokemon (within reason) and that Pokemon will be locked for them alone to play. Possibly the shiny of that Pokemon and possibly a legendary Pokemon depending on your contribution. I can not pay for help I make enough to pay for what I have and support my family and that is all. Features I have managed to add thanks to many tutorials in this forum: - Pet system (For substitute moves etc) - Quests - extra/different equipment slots - new GUI, Transformation spells (For Evolving :D) - Friends list - chat/movement options - Recipe items (transmutation) - MP3 Support, Features I'm yet to implement but shouldn't have a problem with: - Water - usable only by water types - A HP cost bar for spells so they don't just use mana but also HP Features I'm having problems with implementing are: -Buff system (for moves like sword dance etc) -Spell to increase movement (agility type move) -Stats changed to a more Pokemon like stats (attack def S.attack S.defense etc etc) a little more on this Attack:basic dmg with auto attack. Defense:reduces dmg from auto attack. S.attack:Increases dmg with special attack moves S.defense:Reduces dmg from special attacks. Speed: how quick you auto attack. Accuracy: Chance to hit with attacks (possibly harder to hit higher lvl targets) -A spell DMG type for dmg hp spells and a weakness resistance system for Pokemon types. -Giving Pokemon an attack and cast animation preferably with a new sprite sheet not by editing the existing one and changing the programing to be part of it being as adding 400+ Pokemon sprite sheets with my attack / cast animations will be much easier then editing the 400+ existing ones. -Changing tile set from 64x64 to 32x32 (not necessary but would make my life easier) -Idle sprite making the 1st and 3rd slot of a sprite on each row be a idle "animation" I apologize if any of my grammar spelling etc is off but i just worked 14 hours and it is now 10 am here lol… I would upload screenshots but there is not much to show being as I am mostly working on the programing until I am happy the engine has everything people may want. So please respond with any tips or guides i may have missed that could help or to let me know you will come up with a way to implement any of these features or even if you have any ideas as to what i could add to this game it is all appreciated.
  6. Wont that get rid of the spell effect for my actual heals too :D? Thanks for the response btw :) Ah never mind lol. Made a new spell type fixed the problem by duplicating the heal case and removing the part you said too :D Thanks for the help man!
  7. Hey guys i am tryin to get the transformation spell working in my game…. for pokemon evolutions but when i use it i get the heal with 0+ constantly pooring above my head.... any ideas? \ Select Case SpellCastType Case 0 ' self-cast target Select Case Spell(spellnum).Type Case SPELL_TYPE_HEALHP SpellPlayer_Effect Vitals.HP, True, index, Vital, spellnum If Spell(spellnum).Sprite > 0 Then SendAnimation MapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index SetPlayerSprite index, Spell(spellnum).Sprite Call SendPlayerData(index) End If DidCast = True Case SPELL_TYPE_HEALMP SpellPlayer_Effect Vitals.MP, True, index, Vital, spellnum If Spell(spellnum).Sprite > 0 Then SendAnimation MapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index SetPlayerSprite index, Spell(spellnum).Sprite Call SendPlayerData(index) End If DidCast = True Case SPELL_TYPE_WARP SendAnimation MapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index PlayerWarp index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y SendAnimation GetPlayerMap(index), Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, index DidCast = True Case SPELL_TYPE_PET SpawnPet index, GetPlayerMap(index), Spell(spellnum).PetNum DidCast = True End Select ^ think itd be in there any help is apreciated cheers
  8. Does it mater what flash player version I am using? edit: WOOT PROBLEM SOLVED! For all those having problems saving the frm the problem is caused by the version of Flash you have you need to downgrade to a lower version I chose 9 and now its working links _> Uninstaller http://kb2.adobe.com/cps/141/tn_14157.html _> Link to previous Versions http://kb2.adobe.com/cps/142/tn_14266.html Thank god for that because I love this Modification and now that I can properly add to it definitely using it thanks Richy!
  9. I guess I will have to try from a untouched eo2 and see how it goes it may be one of the features of my game is causing conflict ^^ Thanks for all the help wish me luck lol…
  10. Getting a system error whenever i try to save the frmMainform…. anyone know why? "System Error &H80004005 (-2147467259).
  11. Getting a system error whenever i try to save the frmMainform…. anyone know why? "System Error &H80004005 (-2147467259).
  12. Followed it to the letter pet overwrites other npcs lol… jumps randomly when walking... I get bombarded with You are below level 10, you cannot attack another player with a pet yet! and none of my buttons seam to work now ... lol Progress was not made >.
  13. Great work RyokuHasu your an inspiration that's for sure. I'll try it out see how its goes xD EEEP Run-Time error '9' subscript out of range xD… server crashed when i went two a different room odly enough when i went to my 3rd room first transition made him... jump around the map lol xD AHAHAH logged in on another toon and walked to each room the 2 i visited and one i crashed on all had a pet in it jumpin around the screen randomly ^^ im going to try and do the tutorial from the start no modifications on my behalf and see if its working lol.... I'll get back to you
  14. Don't mean to double post but mine has a bug… when i leave a map my pet stays there till i return yet when i go to the next map i have one there as well... i had 2 accounts loged on to watch it and this is what i seen... Just mine or is this a bug xD Also when i walk into a room with my pet and someone has a pet theirs is destroyed by mine lol... er to clarify its just destroyed not killed or attacked just POOF gone xD! I hope im not havin problems because im using spells to summon my pets not items >.<
  15. All righty then got all these onto my game aswell so ill see if it improves it XD ill post any bugs i find ^^
  16. Yes it is possible I haven't gone through the game code enough to explain 15 min before work how to but I believe it possible perhaps someone else can help u through it.. I'm thinking another folder add it as a directory and have the game check if your character is running or walking and show the sprite in response to which ever it is… When i get home ill have a real look for you! XD
  17. @RyokuHasu: > O.o im not entirely shure whats wrong with it… maby its just left over pets from last time you were on and loged out of shutdown the server. if thats the case you might need my newest tut. > > http://www.touchofdeathforums.com/smf/index.php/topic,72532.0.html > > It cleans up any and all pets that shouldnt be there. Ok so I don't know why its happening… but i know what is happening when i walk on to a map with my pet it overwrites the NPC in that maps 1st slot... Ive made a few changes but i don't think ive done anything to make it do that... at the moment ive solved the problem by puttin my npcs in the 30th slot going backwards but im concerned about what will happen when i have more then me on the game >.< any ideas why it would be doin something like this... ok if not ill just make pet unsummon when going from map to map lol
  18. Ummmm i dont know whats gone wrong but when ever my pet dies it respawns where my map npcs are ment to be and they never appeared on the map… xD any clues? Besides that it works ok lol...
  19. Took about 3 mins to implement into my game in EO 2 its not hard make sure you read the whole topic before you start changing things in your game and before you start bashing a great programer and a great piece of code. Thanks for the great contribution :)
  20. So I'm more into spriting but i thought i should contribute something little that may help people starting out on vb6. This is to replace the "Holding shift key to run" with a run/walk option in the option menu. First things first open frmMain and create 2 option buttons in the picOptions picture box label them OptW Labeled Walk and OptR labeled Run make sure the value of walk or run is True. Next open modGameLogic and find the sub CheckMovement () and replace ``` ' Check if player has the shift key down for running If ShiftDown Then ```with ``` ' Check if player has the run option enabled for running If frmMain.OptW.Value = True Then ``` And wala easy as pie simple but a feature i'm using in my game none the less hope this helps people starting out with grasping VB6 concepts :cheesy:
  21. @☻Valon☻: > Wait also just mentioning that this error was from that frmEditor_NPC (the one that he gave as an attachment) and I didn't touch it at all. Did anyone get the same error? :O > > EDIT: It works now ;D Nvm! If you've fixed the problem perhaps you could post the solution for those still experience this problem? :)
  22. Hmmm I'm getting a Compile Error: Variable not defined at Private Sub scrlDrop_Change() "HERE" DropIndex "HERE" = scrlDrop.Value fraDrop.Caption = "Drop - " & DropIndex txtChance.text = NPC(EditorIndex).DropChance(DropIndex) scrlNum.Value = NPC(EditorIndex).DropItem(DropIndex) scrlValue.Value = NPC(EditorIndex).DropItemValue(DropIndex) End Sub I've retried the tut about 10 times… any ideas? ^^ Figured it out I downloaded the frm for npc edt but was adding the custom scroll drop etc to my all ready custom NPC editor and realised i needed Private DropIndex As Byte under Option Explicit
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