Abyss
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Posts posted by Abyss
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Eclipse Worlds does contain the runtime files. I'm pretty sure it has all the files needed for Origins too. So just try to download that!
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Like the error says: You are calling ZeroMemory but you never defined it. The program doesnt know what to do, because it doesnt know what ZeroMemory is. ( I think)
I looked through the tutorial and I couldn't find it there either. Maybe this tutorial isn't the best for your source. Search for another one! -
Hello everyone! I am looking for someone to help me with implementing some features. I don't think they are too hard to do, but I am not good at all so I'd rather pay to let someone do it properly.
Basically I want NPC combat to be fixed.
Of course, there are still some bugs in Skywyre so these need to be fixed too! (But I am sure Jaxx is on it)
```
Base: Skywyre Primitive V3
What I added:
Beam spell for player
Dash spell for player
Buff/Transformation spell for player
Attack frame
AoE spells show animation in whole range
What I want added
1\. NPC Spells:
NPC can use these spelltypes:
- Damage HP (Normal and AoE spell)
- Damage MP (Normal and AoE Spell)
- Heal HP (Self Cast)
- Damage over Time (AoE spell)
- Heal over Time (Self Cast)
- Stun (AoE Spell)
- Beam
2\. Projectile spell type:
- Shoots an arrow of some sorts that is taken from an image
- Travels over the map in a straight line only
- Can set travel speed
- Can set all other spell properties like cast animation, hit animation, stun time, range, etc. etc.
- Can also be used by NPC's
Examples of spell use:
Slime monster that shoots a piece of goo. Player can dodge it, but if he gets hit, he gets some damage and is stunned for a while.
Archers that shoot arrows. Again, the arrows go in a straight line so you can dodge it.
```
If you think this is something you want to do, send me a message so we can skype about the details, and most likely also future jobs! -
I guess you have to look for:
```
'Drop inventory items
```
and delete everything under that until
```
' Warp player away
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Wow. That is impressive! How did you test that though? ;)
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Do you actually attack? The number after ammo is the item you use as ammo. So if you set ammo to 6, item 6 will have to be ammo! Just make it stackable.
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Yes, I experienced this too. When more than two people are online, people are starting to freeze and skills stop working!
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@'Miharukun':
> Idk why everytime i change the "Class Requirement" from Page to Thief it back to Page again :( help me with this problem please.. (sorry for my bad english)
>
> https://youtu.be/5CCsrLerPrI
Hey this one is sort of confusing. But you have to set per class if they are allowed to use it or not! So if you only want a page to use it. Click all other classes and select the 'not allowed to use' checkbox! -
Very cool! For spell level ups it would be cool if you could increase the duration, range, stun duration and power!
Maybe even better to just be able to choose which spell it is per level.
Because MP cost lower per level would be nice too. But if you just switch out the spell you dont have to fiddle with all the sliders -
No worries mate. It's a very well put together engine. Keep up the good work!
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Looks very cool. But what will happen when you put more points in a talent? And will there be an option to put spells in the talent tree?
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Looks very, very nice! Can't wait for a release with some of these unique features!
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I guess it would be nice to have some easy way to customize it. But you know, I don't know what the code looks like, so maybe its easy enough in the code.
Also, you put enough points in the bottom Tier to unlock the next one right? Otherwise I'd like that.
And if it gives a skill, it would be nice to have the upgrade to be a stronger version of the skill or something like that. Like a stun spell that stuns for longer when you put points in it (I guess you can just make it so that the skill gets replaced with another one, once you upgrade.
So yeah, basically, it would be great if you could just set:
First - x points in first Tier, then it unlocks next Tier
And for skills you can just set which one they get and for which one it gets replaced if they add another talent point.
Jesus, I hope this makes sense, for some reason I forgot most English words today! -
Looks amazing! Very cool feature!
If you get a skill, does the next talent point make the skill stronger? -
You can also kill friendly NPC's
And you get a subscript out of range error when changing map size. -
Did you set the icon?
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Yeah I got that. But I have no idea how to do it! Does someone know? It's driving me nuts!
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Hello guys! I have added Linear spells in Skywyre Primitive but the cooldown timer doesn't work with it and it doesn't take mana.
I have this in Modcombat at the bottom:
```
Sub InUseLinear(ByVal index As Integer, ByVal SpellNum As Long)
Dim i As Integer
Dim Calculate As Long
Dim Mapa As Long
Mapa = GetPlayerMap(index)
i = 1
Do While i < Spell(SpellNum).AoE
Select Case GetPlayerDir(index)
Case DIR_UP
Calculate = GetPlayerY(index) - i
If Calculate <= 0 Then Exit Sub
If Map(Mapa).Tile(GetPlayerX(index), GetPlayerY(index) - i).Type = TILE_TYPE_BLOCKED Then Exit Sub
IsUseLinear index, SpellNum, Mapa, GetPlayerX(index), GetPlayerY(index) - i
Case DIR_DOWN
Calculate = GetPlayerY(index) + i
If Calculate >= Map(i).MaxY Then Exit Sub
If Map(Mapa).Tile(GetPlayerX(index), GetPlayerY(index) + i).Type = TILE_TYPE_BLOCKED Then Exit Sub
IsUseLinear index, SpellNum, Mapa, GetPlayerX(index), GetPlayerY(index) + i
Case DIR_LEFT
Calculate = GetPlayerX(index) - i
If Calculate <= 0 Then Exit Sub
If Map(Mapa).Tile(GetPlayerX(index) - i, GetPlayerY(index)).Type = TILE_TYPE_BLOCKED Then Exit Sub
IsUseLinear index, SpellNum, Mapa, GetPlayerX(index) - i, GetPlayerY(index)
Case DIR_RIGHT
Calculate = GetPlayerX(index) + i
If Calculate <= 0 Then Exit Sub
If Map(Mapa).Tile(GetPlayerX(index), GetPlayerY(index)).Type = TILE_TYPE_BLOCKED Then Exit Sub
IsUseLinear index, SpellNum, Mapa, GetPlayerX(index) + i, GetPlayerY(index)
End Select
i = i + 1
Loop
End Sub
Function IsUseLinear(ByVal index As Integer, ByVal SpellNum As Integer, ByVal Mapa As Integer, ByVal x As Byte, ByVal y As Byte)
Dim i As Long
Select Case GetPlayerDir(index)
Case DIR_UP
SendAnimation Mapa, Spell(SpellNum).SpellAnim, x, y
Case DIR_RIGHT
SendAnimation Mapa, Spell(SpellNum).SpellAnimRight, x, y
Case DIR_DOWN
SendAnimation Mapa, Spell(SpellNum).SpellAnimDown, x, y
Case DIR_LEFT
SendAnimation Mapa, Spell(SpellNum).SpellAnimLeft, x, y
End Select
'Loop Global Npc
For i = 1 To MAX_MAP_NPCS
If MapNpc(Mapa).NPC(i).num > 0 And MapNpc(Mapa).NPC(i).x = x And MapNpc(Mapa).NPC(i).y = y And MapNpc(Mapa).NPC(i).Vital(HP) > 0 Then PlayerAttackNpc index, i, Spell(SpellNum).Vital, SpellNum
Next
'Loop Global Player
For i = 1 To Player_HighIndex
If GetPlayerMap(i) = Mapa And GetPlayerX(i) = x And GetPlayerY(i) = y Then PlayerAttackPlayer index, i, Spell(SpellNum).Vital, SpellNum
Next
End Function
```
And in Bufferspell I have this:
```
With Spell(SpellNum)
If .Type = SPELL_TYPE_LINEAR Then
InUseLinear index, SpellNum
Exit Sub
End If
End With
```
Under this:
```
' make sure the classreq > 0
If ClassReq > 0 Then ' 0 = no req
If ClassReq <> GetPlayerClass(index) Then
Call PlayerMsg(index, "Only " & CheckGrammar(Trim$(Class(ClassReq).Name)) & " can use this spell.", BrightRed)
Exit Sub
End If
End If
```
Can you guys tell me in the right direction? I'm pretty much lost! Thanks! -
Hey Jaxx. I was wondering if you are going to make tutorials for your bugfixes? Otherwise I am going to start writing down what I changed in v3!
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So I tried to add a transformation spell from this forum. It works until I relog with the character. Then I get a subscript out of range for this:
' Send Resource cache
For i = 0 To ResourceCache(GetPlayerMap(index)).Resource_Count
SendResourceCacheTo index, i
Next
Any direction I have to look? I am lost!
Question about Eclipse Worlds
in Q & A
Posted
> text based programming languages.
Heh.