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Ganjika

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Posts posted by Ganjika

  1. I am getting an crash and unrecoverable Dx8 Error when trying to place a crafting tile, but **I got it to compile and start up in Dragon Eclipse [Nightly Dx8]**. 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.

    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
    ```
  2. 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.
  3. > 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

    ```
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. > 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.
  12. 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
  13. 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?
  14. 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.
  15. > 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?
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