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jsorr2

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  1. Trying to call Monster's name from file. Come's up with a blank. What am I doing wrong? ``` Sub SaveMonsters() Dim i As Long For i = 1 To MAX_MONSTERS Call SaveMonster(i) Next End Sub Sub SaveMonster(ByVal MonstersNum As Long) Dim filename As String Dim F As Long filename = App.path & "\data\Monsters\Monsters" & MonstersNum & ".dat" F = FreeFile Open filename For Binary As #F Put #F, , Monsters(MonstersNum) Close #F End Sub Sub LoadMonsters() Dim filename As String Dim i As Long Dim F As Long Call CheckMonsters For i = 1 To MAX_MONSTERS filename = App.path & "\data\BaseMonster" & ".txt" F = FreeFile Open filename For Binary As #F Get #F, , Monsters(i) Close #F Next End Sub Sub CheckMonsters() Dim i As Long For i = 1 To MAX_MONSTERS If Not FileExist("\Data\Monsters\Monsters" & i & ".dat") Then Call SaveMonsters(i) End If Next End Sub Sub ClearMonster(ByVal index As Long) Call ZeroMemory(ByVal VarPtr(Monsters(index)), LenB(Monsters(index))) Monsters(index).MonstersName = vbNullString End Sub Sub ClearMonsters() Dim i As Long For i = 1 To MAX_MONSTERS Call ClearMonster(i) Next End Sub ``` ``` Public Function GetFileName(ID As Long) As String GetFileName = App.path & "\data\Monsters\Monsters" & ID & ".dat" End Function Public Function GetMonstersName(ID As Long) As String Dim filename As String If ID > 0 And ID
  2. Alright got it, but where in the client does it send the info to the server to save to the client? Like the map coordinates?
  3. What module class saves the username, pass and in game name into the Account.bin file? And How can I add more info in there? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png)
  4. Hey, I pmed you but I'll bump your topic. I need some help adding a few things to my client if you'd be so kind to hear me out? ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) and I have the $$$
  5. I'm curious, if I had this writting in the ini file: [1] Stats: 6,7,8,9,10 And I wanted to call them individually into the server, strength = 1st value, Endurance = 2nd value Intelligence = 3rd value etc.. How could I grab the individual values? ``` Class(i).stat(Stats.Strength) = Val(GetVar(filename, "" & i, "Stats", ????)) Class(i).stat(Stats.Endurance) = Val(GetVar(filename, "" & i, "stats" ?????)) ``` thanks ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png)
  6. If I had a database in Microsoft access, which pre-defined the party monsters characteristics (str/int/dex), where could I initialize the ADO code to access it server side so that when the player logs in, the player loads it's party, from when they last logged off. example: Player finds goblin lvl 2 (which in the database is object [1]), asks it to join the party. Goblin has 2 str, which is different from a 3str goblin. They log out and then when they log in, the Goblin with 2str is still in their party. Would this fall under sub PlayerJoin or some sort of sub Party_(insert words here)?
  7. jsorr2

    Randomize

    Thanks for the help.
  8. jsorr2

    Randomize

    How about this: ``` Case Evt_OpenShop Call SendOpenShop(index, .Data(1)) TempPlayer(index).InShop = .Data(1) GoTo EventQuit ``` or this: ``` Sub SendOpenShop(ByVal index As Long, ByVal shopNum As Long) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong SOpenShop Buffer.WriteLong shopNum SendDataTo index, Buffer.ToArray() Set Buffer = Nothing End Sub ``` also, I must be tripping, because I thought the comment in the code i posted earlier would mean that was it. I mean, ' Check for a shop, and if so open it the open it part, couldn't that be edited?
  9. jsorr2

    Randomize

    Alright, where could I add a randomiser in this code then? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png) ``` ' Check for a shop, and if so open it If .Type = TILE_TYPE_SHOP Then x = .Data1 If x > 0 Then ' shop exists? If Len(Trim$(Shop(x).Name)) > 0 Then ' name exists? SendOpenShop index, x TempPlayer(index).InShop = x ' stops movement and the like End If End If End If ```
  10. jsorr2

    Randomize

    I'm trying to randomise the event 'drawShop' so that it's about a 25% chance to activate it _on touch_. (For Eclipse Advance v3.0) What part of this code would I modify to change it from 'always open gui' to '25% chance to open gui_shop'? ``` Public Sub DrawShop() Dim I As Long, X As Long, Y As Long, itemNum As Long, ItemPic As Long, Left As Long, Top As Long, Amount As Long, colour As Long Dim Width As Long, Height As Long ' render the window Width = GUIWindow(GUI_SHOP).Width Height = GUIWindow(GUI_SHOP).Height 'EngineRenderRectangle Tex_GUI(23), GUIWindow(GUI_SHOP).x, GUIWindow(GUI_SHOP).y, 0, 0, width, height, width, height, width, height RenderTexture Tex_GUI(20), GUIWindow(GUI_SHOP).X, GUIWindow(GUI_SHOP).Y, 0, 0, Width, Height, Width, Height ' render the shop items For I = 1 To MAX_TRADES itemNum = Shop(InShop).TradeItem(I).Item If itemNum > 0 And itemNum 0 And ItemPic 1 Then Y = GUIWindow(GUI_SHOP).Y + Top + 22 X = GUIWindow(GUI_SHOP).X + Left - 4 Amount = CStr(Shop(InShop).TradeItem(I).ItemValue) ' Draw currency but with k, m, b etc. using a convertion function If CLng(Amount) < 1000000 Then colour = White ElseIf CLng(Amount) > 1000000 And CLng(Amount) < 10000000 Then colour = Yellow ElseIf CLng(Amount) > 10000000 Then colour = BrightGreen End If RenderText Font_Default, ConvertCurrency(Amount), X, Y, colour End If End If End If Next ' draw buttons For I = 23 To 23 ' set co-ordinate X = GUIWindow(GUI_SHOP).X + Buttons(I).X Y = GUIWindow(GUI_SHOP).Y + Buttons(I).Y Width = Buttons(I).Width Height = Buttons(I).Height ' check for state If Buttons(I).state = 2 Then ' we're clicked boyo 'EngineRenderRectangle Tex_Buttons_c(Buttons(i).PicNum), x, y, 0, 0, width, height, width, height, width, height RenderTexture Tex_Buttons_c(Buttons(I).PicNum), X, Y, 0, 0, Width, Height, Width, Height ElseIf (GlobalX >= X And GlobalX = Y And GlobalY
  11. Has anyone noticed that in the change variable event, if you set it to "random" and close it, it'll automatically go back to the default "set". Is that a bug?
  12. I want someone to implement the basics of it. They obviously don't have to input every single pokemon in it, just have the base for it (1 pokemon template) and I can do the rest of the work.
  13. You'd think that the amount of people who ask help for pokemon mmo's, you'd all be highly skilled in the arts of coding one, so much so that it would be included in your resume. I have a big list of things (12+) that I need added to my Eclipse Advance engine, which I will spoiler at the end of the post. If anyone can accomplish any number in the spoiler, pm me or reply here and we can settle a price. here are some maps of work that we've done: pic 1 >! ![](http://i48.tinypic.com/208w87t.png) pic 2 >! ![](http://i49.tinypic.com/2n85wki.png) pic 3 >! ![](http://i49.tinypic.com/idx99y.png) Let me just make a side note here, if the only thing making you **not** help is Eclipse advance, we **can** convert to origins, if you are willing to help. >! **These all can be explained in depth more, they are just simple broad terms so you can have a basic understanding of what it is.** >! 1\. battle start coding for a select amount of tiles (such as grass, cave floors), which intiaites battle interface. >! 2\. buttons on side of screen that do (will provide screenshots of what every window looks like): >! party: current party members (max 6). If party pokemon clicked, 4 options: move up, move down, information, cancel. top party member cant move up, bottom party member cant move down. If stats is clicked, open new window in middle of screen showing: picture of pokemon, ID number, trainer number, type of pokemon, nature, lvl, gender, name/nickname, no it is in pokedex. >! bag: shows how much money - 4 mini slots in bag for : items, pokeballs, key items, hm/tm >! friends list: 2 mini areas for friends and ignored >! personal stats: open new little box in middle of game that states Id no, name, pvp (win number and lose number), pokedex (seen number, caught number), money number, total time played, pvp rank. >! pokedex: open new box in middle of game, with options to scroll through 493 profiles of pokemon. It will include height, colour, weight, number pokemon they are, a scroll bar, sort (no., name, type), mini picture of pokemon selected, short description of pokemon, total amount seen / 493, total amount caught /493. >! settings: sound, CPU usage (high, med, low), change password (new box asking for current password, new password, retyped password), logout, accept, cancel. >! 3\. battle screen to have 4 buttons: >! fight: opens up menu where 4 moves can be selected depending on pokemon >! run: chance to end battle depending on pokemon level compared to opponents >! bag: open gui bag options as stated above. >! pokemon: open box in middle of window and show current party members (max 6). If clicked, ask: swap pokemon (which will change current party member to selected member), information (new box in window showing, cancel. >! 4. >! Battle screen to have 2 bars, 1 for your pokemon, 1 for opponents: >! hp bar: hit points left of your pokemon, and same for opponent, hp bar to alos have number underneath indicating out of what is left. >! Level: level of your pokemon and level of theirs. >! pokeball: pokeball on their bar indicating if caught or not. >! gender: gender of yours and their pokemon. >! 5. >! Wild pokemon battles: >! wait for player to select move and then calculate whether player's pokemon or wild pokemon has higher speed stat. Higher speed goes first. Get wild pokemon to pick a random move out of its select (max 4 moves). Make pokemon be able to be caught by player, if player has a type of pokeball (6 types). Make pokemon go into party, if caught, and if space. If no space, pokemon PC, which can be accessed in pokecenter. Make pokemon easier to catch if lower hp and if status effect on it. >! 6. >! moves: >! there are a huge list of moves, each with their own "number of uses", "power" and "type". >! Make some move types 2x stronger on the weak type of pokemon. and 2x weaker on the resistant type of pokemon. These have to be calculated while in either a wild or trainer battle. everytime a moved is used, let the "number of uses" go down by 1 from maximum, and remember lost number until pokemon is -refreshed- at a pokecenter. >! 7. >! Pokemon center: >! Allow pokemon to be refreshed back to full hp, full move uses, remove ailgments, revive from death, if talk to an npc inside. >! If accessing computer, open new window and show pokemon that have been stored inside, the "box" number (maximum 16), and ability to scroll through boxes. when pokemon is clicked in box: withdraw, info, cancel. When party pokemon is clicked while box is open: deposit, info, cancel. When box is closed, shuffle all pokemon to left, so there are no spaces left. >! 8. >! npc battle: >! 4 buttons: >! move, bag, run, pokemon >! most of stuff same from wild pokemon battle, except the pokeball icon to show if caught of not is not there, and the npc's pokemon will pick a move dependant on whether it is super effective, or "normal" effective against the players pokemon. (e.g., water type move against players fire type pokemon) >! Can't use run in npc battles, cant catch NPC's pokemon, if switching pokemon, counts as your turn and opponent gets an attack, however switch will always go first, unless a specific move is used (pursuit) in which case its power is doubled. >! 9. >! Ailgments: >! burn: pokemon is hurt 1/16th its hp every turn. its physical attacked is reduced by half. >! poison: pokemon is hurt 1/16th hp every turn. >! deadly poison: pokemon is hurt 1/16th hp, compounding (1/16th, next turn 2/16th, next turn 4/16th, etc.) >! paralyzed: pokemon has chance to not be able to attack. pokemons speed is reduced by half. >! While out of battle if pokemon is poisoned or deadly poisoned, take away 1/50th hp every step taken. >! 10. >! Pokemon: >! pokemon will each have individual stats >! pokemon will each have a hidden value to alter their stats (0-31) >! each pokemon can gain an additional stat called evs. 4 evs in a stat = 1 stat point added (maximum 510 evs) >! there are 6 stats: >! hp: health >! p. att: physical attack >! sp. attack: special attack >! def: defence (against physical attacks) >! sp. def: special defense (against special attacks) >! spe: speed >! I can provide calculators for the damage. >! Each wild pokemon will give an ev to the pokemon who killed it. >! each wild pokemon will give a certain amount of experience points to any pokemon who entered the battle while the opponent was still alive. >! each pokemon will have a happiness value (maximum 255). hapiness affects some pokemons ability to evolve. >! 11. >! evolution: >! when some pokemon reaches a certain lvl (maximum lvl 100) it will evolve. When it evolves, change sprite, change name if no nickname, add on stats, but keep evs, ivs same. Have option to not allow your pokemon to evolve. >! Evolutions will occur directly after the battle is finished. And will open a new window in the middle of the screen, and ask, "name is evolving, would you like "name" to evolve?".
  14. Would it be possible to have an event mid game, say, you walk into a house, and a cutscene would happen where you see a picture of like a dragon. And then there were buttons that you could click like, "run out of house", "put shield up", "attack dragon" that were clickable in this fullscreen picture. Actual Question: Which area in EA 3.0 source code would i have to modify to make an '**event**' include a **cut scene** and draw an **image** from the folder. And which part of the source code would I need to edit to add **clickable buttons** to the fullscreen **picture**? Thanks
  15. champion, thanks ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
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