Ganjika
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Posts posted by Ganjika
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I did do the following which might be a part of it:
In modText, FIND```
Case TILE_TYPE_CRAFT
DrawText TexthDC, tx, ty, "CR", QBColor(White)
```
and changed Drawtext to Rendertext and TextTHdc to font_default. -
I forgot to name the dropdown properly, I CAN now compile AND run BOTH client & server! Now the only error is when I try to place a crafting tile it crashes with a "Unrecovered Dx8 Error" - I have had this work in Dragon Eclipse Dx8 Nightly before, So there -is- a way. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
UPDATE: found another bug: the crafting window (in picattributes… frarecipe in particular stands in the way of ALL other
attribute windows and pops up even if i click arena, etc - to top things off the scroll bar there DOES NOT work and the command button that says "ok" does not work either" its stuck open. -
> Add RecipeIndex as Long to modGlobals
~~anywhere in particular or just at bottom or anywhere?~~
I put it on the bottom and put "public" in front of it and it worked but i still get a compile error, although it almost nearly fully compiles so we are close to resolution!, I see a VARIABLE NOT DEFINED upon compile (with highlighted _cmbCTool_) on frmEditor_Item.
**frmEditor_Item**
```
Option Explicit
Private LastIndex As Long
Private Sub ChkTwoh_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If ChkTwoh.Value = 0 Then
Item(EditorIndex).istwohander = False
Else
Item(EditorIndex).istwohander = True
End If
' Error handler
Exit Sub
errorhandler:
HandleError "chkTwoh", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbBind_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).BindType = cmbBind.ListIndex
' Error handler
Exit Sub
errorhandler:
HandleError "cmbBind_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbClassReq_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).ClassReq = cmbClassReq.ListIndex
' Error handler
Exit Sub
errorhandler:
HandleError "cmbClassReq_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbSound_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If cmbSound.ListIndex >= 0 Then
Item(EditorIndex).sound = cmbSound.List(cmbSound.ListIndex)
Else
Item(EditorIndex).sound = "None."
End If
' Error handler
Exit Sub
errorhandler:
HandleError "cmdSound_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbTool_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Data3 = cmbTool.ListIndex
' Error handler
Exit Sub
errorhandler:
HandleError "cmbTool_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmdDelete_Click()
Dim tmpIndex As Long
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
ClearItem EditorIndex
tmpIndex = lstIndex.ListIndex
lstIndex.RemoveItem EditorIndex - 1
lstIndex.AddItem EditorIndex & ": " & Item(EditorIndex).Name, EditorIndex - 1
lstIndex.ListIndex = tmpIndex
ItemEditorInit
' Error handler
Exit Sub
errorhandler:
HandleError "cmdDelete_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub Form_Load()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
scrlPic.max = numitems
scrlAnim.max = MAX_ANIMATIONS
scrlPaperdoll.max = NumPaperdolls
' Error handler
Exit Sub
errorhandler:
HandleError "Form_Load", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmdSave_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Call ItemEditorOk
' Error handler
Exit Sub
errorhandler:
HandleError "cmdSave_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmdCancel_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Call ItemEditorCancel
' Error handler
Exit Sub
errorhandler:
HandleError "cmdCancel_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbType_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
If (cmbType.ListIndex >= ITEM_TYPE_WEAPON) And (cmbType.ListIndex <= ITEM_TYPE_SHIELD) Then
fraEquipment.Visible = True
'scrlDamage_Change
Else
fraEquipment.Visible = False
End If
If cmbType.ListIndex = ITEM_TYPE_CONSUME Then
fraVitals.Visible = True
'scrlVitalMod_Change
Else
fraVitals.Visible = False
End If
If (cmbType.ListIndex = ITEM_TYPE_SPELL) Then
fraSpell.Visible = True
Else
fraSpell.Visible = False
End If
If (cmbType.ListIndex = ITEM_TYPE_RECIPE) Then
fraRecipe.Visible = True
Else
fraRecipe.Visible = False
End If
Item(EditorIndex).Type = cmbType.ListIndex
' Error handler
Exit Sub
errorhandler:
HandleError "cmbType_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub lstIndex_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
ItemEditorInit
' Error handler
Exit Sub
errorhandler:
HandleError "lstIndex_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAccessReq_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblAccessReq.Caption = "Access Req: " & scrlAccessReq.Value
Item(EditorIndex).AccessReq = scrlAccessReq.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAccessReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAddHp_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblAddHP.Caption = "Add HP: " & scrlAddHp.Value
Item(EditorIndex).AddHP = scrlAddHp.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAddHP_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAddMp_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblAddMP.Caption = "Add MP: " & scrlAddMP.Value
Item(EditorIndex).AddMP = scrlAddMP.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAddMP_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAddExp_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblAddExp.Caption = "Add Exp: " & scrlAddExp.Value
Item(EditorIndex).AddEXP = scrlAddExp.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAddExp_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAnim_Change()
Dim sString As String
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
If scrlAnim.Value = 0 Then
sString = "None"
Else
sString = Trim$(Animation(scrlAnim.Value).Name)
End If
lblAnim.Caption = "Anim: " & sString
Item(EditorIndex).Animation = scrlAnim.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAnim_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlDamage_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblDamage.Caption = "Damage: " & scrlDamage.Value
Item(EditorIndex).Data2 = scrlDamage.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlDamage_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlFishing_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblFishing.Caption = "Fishing: " & scrlFishing.Value
Item(EditorIndex).FXP = scrlFishing.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlFishing_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlLevelReq_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblLevelReq.Caption = "Level req: " & scrlLevelReq
Item(EditorIndex).LevelReq = scrlLevelReq.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlLevelReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlMining_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblMining.Caption = "Mining: " & scrlMining.Value
Item(EditorIndex).MXP = scrlMining.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlMining_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlPaperdoll_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblPaperdoll.Caption = "Paperdoll: " & scrlPaperdoll.Value
Item(EditorIndex).Paperdoll = scrlPaperdoll.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlPaperdoll_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlPic_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblPic.Caption = "Pic: " & scrlPic.Value
Item(EditorIndex).Pic = scrlPic.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlPic_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlPrice_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblPrice.Caption = "Price: " & scrlPrice.Value
Item(EditorIndex).Price = scrlPrice.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlPrice_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlRarity_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblRarity.Caption = "Rarity: " & scrlRarity.Value
Item(EditorIndex).Rarity = scrlRarity.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlRarity_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlSpeed_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblSpeed.Caption = "Speed: " & scrlSpeed.Value / 1000 & " sec"
Item(EditorIndex).speed = scrlSpeed.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlSpeed_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlStatBonus_Change(Index As Integer)
Dim text As String
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Select Case Index
Case 1
text = "+ Str: "
Case 2
text = "+ End: "
Case 3
text = "+ Int: "
Case 4
text = "+ Agi: "
Case 5
text = "+ Will: "
End Select
lblStatBonus(Index).Caption = text & scrlStatBonus(Index).Value
Item(EditorIndex).Add_Stat(Index) = scrlStatBonus(Index).Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlStatBonus_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlStatReq_Change(Index As Integer)
Dim text As String
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Select Case Index
Case 1
text = "Str: "
Case 2
text = "End: "
Case 3
text = "Int: "
Case 4
text = "Agi: "
Case 5
text = "Will: "
End Select
lblStatReq(Index).Caption = text & scrlStatReq(Index).Value
Item(EditorIndex).Stat_Req(Index) = scrlStatReq(Index).Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlStatReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlSpell_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
If Len(Trim$(Spell(scrlSpell.Value).Name)) > 0 Then
lblSpellName.Caption = "Name: " & Trim$(Spell(scrlSpell.Value).Name)
Else
lblSpellName.Caption = "Name: None"
End If
lblSpell.Caption = "Spell: " & scrlSpell.Value
Item(EditorIndex).Data1 = scrlSpell.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlSpell_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlWoodcutting_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
lblWoodcutting.Caption = "Woodcuting: " & scrlWoodcutting.Value
Item(EditorIndex).WcXP = scrlWoodcutting.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlWoodcutting_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub txtDesc_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Desc = txtDesc.text
' Error handler
Exit Sub
errorhandler:
HandleError "txtDesc_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub txtName_Validate(Cancel As Boolean)
Dim tmpIndex As Long
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
tmpIndex = lstIndex.ListIndex
Item(EditorIndex).Name = Trim$(txtName.text)
lstIndex.RemoveItem EditorIndex - 1
lstIndex.AddItem EditorIndex & ": " & Item(EditorIndex).Name, EditorIndex - 1
lstIndex.ListIndex = tmpIndex
' Error handler
Exit Sub
errorhandler:
HandleError "txtName_Validate", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
' projectile
Private Sub scrlProjectileDamage_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblProjectileDamage.Caption = "Damage: " & scrlProjectileDamage.Value
Item(EditorIndex).ProjecTile.Damage = scrlProjectileDamage.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlProjectilePic_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
' projectile
Private Sub scrlProjectilePic_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblProjectilePic.Caption = "Pic: " & scrlProjectilePic.Value
Item(EditorIndex).ProjecTile.Pic = scrlProjectilePic.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlProjectilePic_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
' ProjecTile
Private Sub scrlProjectileRange_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblProjectileRange.Caption = "Range: " & scrlProjectileRange.Value
Item(EditorIndex).ProjecTile.Range = scrlProjectileRange.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlProjectileRange_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
' projectile
Private Sub scrlProjectileSpeed_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblProjectileSpeed.Caption = "Speed: " & scrlProjectileSpeed.Value
Item(EditorIndex).ProjecTile.speed = scrlProjectileSpeed.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlRarity_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlItem1_Change()
If scrlItem1.Value > 0 Then
lblItem1.Caption = "Item: " & Trim$(Item(scrlItem1.Value).Name)
Else
lblItem1.Caption = "Item: None"
End If
Item(EditorIndex).Recipe(RecipeIndex) = scrlItem1.Value
End Sub
Private Sub scrlItemNum_Change()
RecipeIndex = scrlItemNum.Value
lblItemNum.Caption = "Item: " & RecipeIndex
scrlItem1.Value = Item(EditorIndex).Recipe(RecipeIndex)
End Sub
Private Sub scrlResult_Change()
If scrlResult.Value > 0 Then
lblResult.Caption = "Result: " & Trim$(Item(scrlResult.Value).Name)
Else
lblResult.Caption = "Result: None"
End If
Item(EditorIndex).Data3 = scrlResult.Value
End Sub
Private Sub scrlSmithReq_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblSmith.Caption = "SM: " & scrlSmithReq
Item(EditorIndex).SmithReq = scrlSmithReq.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlSmithReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlEnchantReq_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblEnchants.Caption = "EN: " & scrlEnchantReq
Item(EditorIndex).EnchantReq = scrlEnchantReq.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlSwordReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub scrlAlchemyReq_Change()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
lblAlchemy.Caption = "Cook: " & scrlAlchemyReq
Item(EditorIndex).AlchemyReq = scrlAlchemyReq.Value
' Error handler
Exit Sub
errorhandler:
HandleError "scrlAlchemyReq_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub chkAL_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Alchemist = chkAL.Value
' Error handler
Exit Sub
errorhandler:
HandleError "chkAL_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub chkEN_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Enchanter = chkEN.Value
' Error handler
Exit Sub
errorhandler:
HandleError "chkEN_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub chkSM_Click()
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Smithy = chkSM.Value
' Error handler
Exit Sub
errorhandler:
HandleError "chkSM_Click", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Private Sub cmbCTool_Click()
If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub
Item(EditorIndex).Tool = cmbCTool.ListIndex
End Sub
``` -
Go into your Client folder -> then navigate to the 'data files' folder then open up (preferabbly NOT in word pad or notepad but try something like Notepadd++ since it edits this sort of thing without adding anything you cant see like wordpad and notepad do) and edit it in the editor of your choice.
The server runs from wherever its ran at - The client is what needs to know the I.P, You can type localhost and only you will be able to connect from the server pc or you can type your internal i.p and it should work like localhost, what you really want to give
out to people who you give copys of your client to so they can connect and play is the EXTERNAL I.P [[url="http://www.whatsmyip.org/"]found here].
Based on what version of eclipse your using it will say different things but this is what mine says:
```
[Options]
Game_Name=Name of Game
Username=
SavePass= 0
IP=xxx.xxx.xxx.xx
Port= 7001
MenuMusic=midifileofyourchoice.mid
Music= 1
Sound= 1
Debug= 0
Password=
```
Note: Be careful if your version has savepass checked to 1 - before giving out your game make sure that is unchecked and your
password and sn are removed. -
Eclipse Mega is discontinued as well I believe (with a broken Quest system).
-
Excellent Work!
-
In modDatabase I get a (upon Compile) Sub or Function Not Defined with 'ChatRoom' highlighted in the "If Not ChatRoom(i).index = vbNull Then" line :
```
Sub CreateChat(ByVal Name As String, ByVal index As Long)
Dim i As Long
For i = 1 To MAX_ROOMS
If Not ChatRoom(i).index = vbNull Then
ChatRoom(i).index = i
ChatRoom(i).Name = Name
ChatRoom(i).Members = 1
TempPlayer(index).inRoom = True
TempPlayer(index).roomIndex = i
PlayerMsg index, "Your chat room '" & Name & "' has been created.", Blue
Exit For
End If
Next
End Sub
```
–---------------
[Ganjika](http://www.touchofdeathforums.com/community/index.php?/user/78057-ganjika/) [05:11 am] : in dragone clipse there is no Error Handler in the InitMessages() Sub, should i just place it at the end of the sub? [Abhi2011](http://www.touchofdeathforums.com/community/index.php?/user/70687-abhi2011/) [05:11 am] : yes -
Once its online how do you run it? When i navigate to it in url i just see the folders ftp style and it asks me if i wanna download each file when i click it xD, what am I doing wrong? It runs fine via compile on the actual server machine itself via Visual Basic 6 but not on separate machine or even on the server machine via url.
-
Like if one dies 6 zones away from where they are bound at then they would have to venture ALL THE WAY back to where they died at and find their corpse resting at the exact spot of their death with all their stuff, Folks would in turn then have to experience and go through "corpse runs" (which is epic =D).
On a somewhat related note - It would also be cool to find a way to allow players to bind (maybe with a spell) if need be in select zones (like have a checkbox that says "player can bind?" and if its checked they can cast (if they are a magic class who can learn bind) bind themselves (or maybe even others too) in that zone - if they are the proper class to bind so they are dependant on each other or their own characters class/level to bind so their corpse runs (if any) arean't that bad - binding would in turn change their starting position to wherever they were standing when they were bound.
But the key thing here in my mind is the idea of corpse runs and having
to venture back to get ones corpse/items/money after dying in game.
Currently I am using Dragon Eclipse Dx8 Nightly. -
Is this so that people who AREANT checked cant get into the server whatsoever as long as those are checked?
-
I followed this on dragon eclipse and now get a subscript out of range on modPlayer upon creation of a new character
Highlighted is " _If PetMapCache(Player(index).Map).UpperBound > 0 Then"_
```
'View Current Pets on Map
[u][i] If PetMapCache(Player(index).Map).UpperBound > 0 Then[/i][/u]
For j = 1 To PetMapCache(Player(index).Map).UpperBound
Call NPCCache_Create(index, Player(index).Map, PetMapCache(Player(index).Map).Pet(j))
Next
End If
```
Now this is the problem I am having. I am using Dragon Eclipse Dx8 Nightly. -
How could one put Player Stats (such as strongest player, highest leveled player, lowest leveled player, newest player, most recently killed player (and maybe even what killed them), what zones people are in, etc) onto PHPBB3 or MediaWiki?
-
> Theres a tutorial for it. Works using a .ini client-sided.
Its worth noting I am looking for a 3.0 Dx8 tutorial, I did manage to find a 2.0 one but I'm still lookin, any idea which subforum it was in? -
I am interested in making it so when a player dies in game they lose Items and their corpse and have togo to and get Items/Corpse After Death? How would I go abouts doing that? I think the corpse should be a 32x32 tile (relative to whatever class the player is) which dissapears once the player loots it and/or their items. Would anyone know how to or be interested in walking me through how I would implement such a measure? Thanks for reading, folks.
-
Been looking into this sort of thing again, I know slightly more about Vb6 and am still wondering how i could (at the very least) create a new rank (using the ranking system in dragon eclipse) and allow certain players of said rank to access either map editor or something similiar and either access A) -select- tilesets and/or also have the ability to need certain amount of resources to place tiles. I would like to have players be able to farm up mad resources
and eventually be able to BUILD stuff (ie; place tiles from a certain tileset(s),etc)
My idea of this is to have a mmorpg type game where the world is constantly changing - Where folks who have worked long and
hard farming can then use said resources not just for crafting and stuff but also can use it to pitch tents, houses, maybe even build wells and gather water (already implemented skills system) or things of this nature, where the world is constantly changing but the people cant just spam build houses or block paths (building would/should only be allowed in certain 'open' areas (but still most zones but not in key areas) - just like how in the old west or fudal or colonial days - when things were spreading out.).
Maybe not having people build ALL over but to thedegree of having a possibility of having building even being on the table
and having resources play a key role in it. -
> ZZBrandon why do you edit ur post to solved? It isn't going 2 help others with the same problem.
Agreed, I came here in hopes of finding out how to correct this and its gone :'(.
Please keep your posts up for future reference and merely edit the -title- to "solved' - editing the entire
post to solved dumbs down the community. -
How would i put a Class Description for each Class?
-
I followed this on dragon eclipse and now get a subscript out of range on modPlayer upon creation of a new character
'View Current Pets on Map
_If PetMapCache(Player(index).Map).UpperBound > 0 Then_
For j = 1 To PetMapCache(Player(index).Map).UpperBound
Call NPCCache_Create(index, Player(index).Map, PetMapCache(Player(index).Map).Pet(j))
Next
End If -
How would I assign different starting positions to various classes?
Like have monks start in Map 23 and Clerics start in map 43
(at per-determined coordinates on each map, respectively),etc?
UPDATE: I followed this tutorial: [http://www.touchofde…-from-classini/](http://www.touchofdeathforums.com/community/index.php?/topic/123200-set-spawn-from-classini/)
- Am still trying to figure out how to change/edit this info in the .ini?
I know thatits classes.ini but its still the same? How do i tell the .ini
what classes should be where? -
You have some of the most epic tutorials ever, Keep making 'em - Your great! =]
Would be cool to see either a night/day (or timezones) tutorial or one on crafting (with recipes, gathering resources, etc).
edit: on a side note - is there a way to have certain enemy npcs have a level range assigned to them as to who can engage them?
(similar to this tutorial but for npc's and on a npc-to-npc basis, for exampe - a bee which is level 23 and can only be attacked by no one higher level then it?)
Sorry about 23235 questions - I just think you are just the person to ask. Thanks for reading. -
Tools types
in Q & A
> Its not. Its just for adding in new tool types for weapons.
oh, to the skills system you made that included fishing, mining and woodcutting?
If so, how would I add new skill types? -
Does this/Can this work on Nightly Dx8 in its current form as presented in the tutorial above?
-
Are these bugs in _dragon eclipse_ and/or eclipse reborn?
-
Same here, Download link is dead - Needs a new download link.
Dynamic Crafting System
in Source
Posted
I did go into modText and FIND```
Case TILE_TYPE_CRAFT
DrawText TexthDC, tx, ty, "CR", QBColor(White)
```
and change out Drawtext to Rendertext and TextTHdc to font_default.
Not sure if that could be causing the conflict. [This](http://i1127.photobucket.com/albums/l632/EsoGuildPB/errorcraft.png) is the error I was getting before I did this.
**NOTES in General:**
There is also some typo's, anywhere you see a "&" and the text is red make it "&"
'Nyan says:
```
You must add Public Const TILE_TYPE_CRAFT as Byte = under other TILE_TYPE constants
```
'Nyan says:
```
Add RecipeIndex as Long to modGlobals
```