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aeronx

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Everything posted by aeronx

  1. the logout means that the character will take X seconds to logout from the game. 15 seconds, for exemple. So if your character is in combat, the character wont logout after 60 seconds (for example), and if you aint in combat then your character will take 15 seconds to logout from the game. That means even if you use task manager, than will do nothing. Every online game has this, all of them, for obvious motives. Many ppl with bad connection will say: "Oh, i died because my internet dropped me and my character didnt logout". My response: "Welcome to online games". This should be the first feature in all the engines, if they are online, which eclipse is.
  2. Nickie, there isnt. Sky said that he will implement some kind of logout system to fix the problem of players leaving in the middle of a battle to prevent death.
  3. I just realized something pretty huge.. Spells dont have element!! O_O thats totally a must along with the "prerequisite X spell cast"! :o edit: Consumable items need a CD bar. (Otherwise you can just use the item super fast until you ran out of items, potions in this case)
  4. yo Jaxx! I've been testing the healing/Hots and i'd like to know if there's any easy way to fix it. Healing works fine, but HoT spells works like this. Initial amount of heal + X vital over time. Its possible that the HoT Spell only heals over time w/o the initial heal? Any way to fix it fast deleting or changing some code? Thanks
  5. Thanks for your fast answer baron! But i think ill need a bit more help than that since i dont know how to actually writte code, i can just modify or add something already written xD Yep, im that sad XD * * * Out of topic. I've been working on a code for npcs stay in range if they can cast spells or throw projectiles. Basically i want npcs to run away from me if i get close to them. Maybe you can point me in the right direction, and thanks for your time guys, really appreciate it. ``` If MapNpc(mapnum).NPC(x).y > targetY And "Npc_behaviour_walkaway" And NPC(NPCNum).range > 0 And Not didwalk Then If CanNpcMove(mapnum, x, DIR_DOWN) Then Call NpcMove(mapnum, x, DIR_DOWN, MOVING_WALKING) didwalk = True End If End If ```
  6. Thanks all, i did solve it the problem, thanks to GoranM! I've been thinking on adding a restriction to spells. Like Cast spell 1 to be able to cast spell 2. Is there any "easy" way to do it? I think that would help many ppl, since with that you can acomplish combo with spells and it could be a nice feature. Anyone has anything on it? thanks for your time guys!
  7. Actually, if you want to build a good game you'll add something of your own, so you have to compile. Changing max lvl o max classes is something you'll do only once in your game, its not that hard to change 1 number or 2 and compile, while making those options external needs plenty of code.
  8. I've found another little bug. Stackable items weight doesnt work. It just counts 1 item for weight. Solution: Add + weight * stackable . how? no fcking idea xD
  9. Yes, there is. But that option doesnt work as intended. If you set it to take 100 items, it will take up to 100, it doesnt check if you have 100 or 2. What i need is to check 100 items, if player has 99, should not work and do any other thing.
  10. Hello guys! I've been trying to add full animation for AoE spells. It doesnt give me any compile error, but aparently it doesnt do anything. Any ideas why? Everything on modcombat: Castpell sub: ``` If Spell(SpellNum).Type = SPELL_TYPE_DAMAGEHP Then If Spell(SpellNum).IsAoE = True Then InUseArea index, SpellNum DidCast = True End If End If ``` At the end of modcombat: ``` n = Spell(SpellNum).AoE Mapa = GetPlayerMap(index) For x = 0 To n For y = 0 To n SendAnimation Mapa, Spell(SpellNum).SpellAnim, GetPlayerX(index) - x, GetPlayerY(index) + y SendAnimation Mapa, Spell(SpellNum).SpellAnim, GetPlayerX(index) + x, GetPlayerY(index) + y SendAnimation Mapa, Spell(SpellNum).SpellAnim, GetPlayerX(index) - x, GetPlayerY(index) - y SendAnimation Mapa, Spell(SpellNum).SpellAnim, GetPlayerX(index) + x, GetPlayerY(index) - y Next Next For i = 1 To MAX_MAP_NPCS If MapNpc(Mapa).NPC(i).x = x Then If MapNpc(Mapa).NPC(i).y = y Then PlayerAttackNpc index, i, Spell(SpellNum).Vital End If End If Next For i = 1 To Player_HighIndex If i = GetPlayerMap(index) Then Exit Function If GetPlayerMap(i) = Mapa Then If GetPlayerX(i) = x Then If GetPlayerY(i) = y Then PlayerAttackPlayer index, i, Spell(SpellNum).Vital, SpellNum End If End If End If Next End Function ``` Thanks for your time!
  11. Hello jaxx! I've found a pretty nasty bug. I dont know if someone found it before. You can pick up items perfectly, but when you drop an stackable item, then you cant pick up anything else. Tested with normal items and it works fine, its just with the stackable items. (Edit: After testing many times, i've found exactly the bug. The problem is when you set the input of items to drop (for stackable items), you need to press Return, to send the number to chat, because the chat activates "invisible" at the same time the client ask you the number of items to drop. ) Solved: You need to set all the chatOn = False on all drop or withdraw from bank. Easy fix :) Thanks for your time and hard work.
  12. I've changed both to 30 and after 29 it says MAX LEVEL on the exp bar. Don't really know what are you doing wrong. Sorry mate, wait for jaxx or someone more experienced than me! sorry it didnt help!
  13. Did you even check both, client and server? Server is set to max_level 100 and client to 255\. (Probably a mistake, since them both should be the same). Just change them to the same value and it works perfect.
  14. Hello Jaxx! I've been trying to solve it myself, but i really can't. None of the options on the forums seems to work. I've tried to change the "check disconnections every half second" but nothing good. How can i change if you got attacked in the last 60 seconds the character wont logout (even if you close the game). I dont like the idea ppl evading death just by pressing the X or alt+f4. Really thanks for your time, keep the good work!
  15. Hello! Sorry for reopening an old post like this. I've implemented this code successfully but i've been wondering if anyone has this fix or know how to fix it. I've been trying to make the spell render the animation on all the tiles the spell is used. If it has 5 range, i want it to show on all 5 tiles, not just on the NPC or wall hited. Also, the spell line only hits the first NPC in the line, is it possible to hit all npcs in that line? Thanks to all for your time.
  16. After much searching i found this http://www.eclipseorigins.com/thread-7605.html?highlight=8+direction I did implement it, but it has some problems i dont know how to fix. First of all when I do a diagonal, there's no sprite visible for character. Also if there are NPC UP and LEFT (For exemple) You can't go diagonal between them. And the last and more important to me, NPCs and Players cant attack in diagonal! Maybe i'm asking a lot, or maybe not, i dont really know. Just looking for some help and guide. So no Johnson, dont need your cake, but thanks for the offer! Thanks for your time and answers!
  17. Hello everyone. This is more a request than a cry for help. I've been trying many engines lately. Mainly Eclipse Worlds and Skywyre's Primitive v4. At Skywyre's there's the 8 ways missing. At Eclipse Worlds there's no projectiles. I think both features are should be a must on every engine. After long trying to copy one feature from the other engine, I've been totally unsuccessfull. So I'm asking for some kind of scrip (8 directions or projectiles) with a little guide or something, since there are no tutorials or anything to help me solve my problem. Or someone than can modify the source to implement those features. I know Im asking quite a lot, but i've been too many days trying to do it by myself and i'm really stuck. So, thanks for reading and for your time. Any help will be welcome!
  18. is there any good fix in v4 from v3?
  19. We'll i think v3 is working better than v4 actually. I'm not able to use map properties in v4, it brings up a runtime error.
  20. Welcome back jaxx. Any info on your plans for this engine on next release? I know its not your main priority, but since its one of the best so far, i'd like to know. Im have high expectations on this engine. Keep the good work!
  21. Yep! We are all waiting! :D Btw, found a bug. You can cast spells throght blocked tiles :/ Another must addition should be "logout time" or "not able to log if in combat".. otherwise.. if you are gona die, you can just logout :/ While i test it, i find more must features! Lineal spells. By this i mean spells from a distance, not focused on target.
  22. Hello jaxx! Thanks for your hard work. I was wondering few adds on this engine and your thoughts on it. 8 way movement. Option for who can loot items. (Avoid stealing loot). Variables to NPC. Fixed NPC speed? (The npc never ever catch the player :/ ) Fixed Quest system. (When you completed a quest on that NPC, an exclamation mark keeps showing) Thanks for your time! Best engine arround so far!
  23. I've been wondering, how hard would it be to add these 3 features. 1\. Add variables to npc editor. 2\. Make loot pick upable only by the one who kills the mob X seconds. 3\. Diagonal walk. I've been trying to figure it out by myself but im not that good at programming! Thanks!
  24. yep! just found out and hour or so before your post haha! It was pretty easy actually! >.< But thanks for your help! It's more than welcome! :D
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