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killzoz

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Everything posted by killzoz

  1. 65\. Because the eclipse engine is completely free.
  2. Still looking for help with the data if someone please help me wit this VB6 how to get the EO data on there like Client/Server
  3. > Go to server then data then the delete all the .dat's in the selected folder. Map, NPC, Item, Quest ect. Delete them all if you want an entirely fresh start. Automation errors usually come about when you have dodgey drivers too I believe? Thanks, how about the error that i am getting and putting the data files like server/client in the BS6
  4. Yes i have been told to use BS6 to code the server/client adding stuff etc. Trying to get the data on it but once i open the file to it wont come up. Error: Will this error ruin my work or just their. Will here is some of the screens that i am getting once i open this. Game: I am trying to find out how to DELETE the maps/npcs/etc in the client so i can make my own.
  5. Dang, all the links do not work at all.
  6. Some reason i do not see it i guess it got taken off.
  7. That's very very nice! You said it's free so i might use it matchs the name that i am giving my game etc.
  8. > AGAIN, this only works if you edit the game with VB6 and compile the game again. Alright thanks, kinda confusedā€¦ getting that now
  9. > All of the edits made in this tutorial are client side. Not sure what you mean by "once i open it in TEXT" as you need to open/compile it in vb6 for any changes to be made. Notepad, can you see the code that i posted?
  10. Alright thanks lock this please
  11. Can you give me a link for it please. And how about the client to?
  12. Yeah already did. **_[Removed Link]_** Is that the right one? by the way what's the point of it like you can do Right click > Text > code > save
  13. [![](http://www.freemmorpgmaker.com/files/imagehost/pics/707db34c054f1d55f0fda41f0e14bf06.gif)](http://www.freemmorpgmaker.com/files/imagehost/#707db34c054f1d55f0fda41f0e14bf06.gif) Haha, always gets me i lose btw
  14. > I'm just curious. This system is based on a single player gaming engine. If I was doing a quest, and spoke to an NPC to open a door, and had to answer a riddle or something. Wouldn't that mean that the door becomes open to everybody, without them doing the riddle? > > Or if I had to do something to set a trigger that made an NPC sell an item, that would mean the item then becomes available to anybody who comes along first. I have to agree with that. If you open a door if the player doesn't need to go in that zone yet will that place be opened to everyone.
  15. Did not been here for a while and i am loving the new forums. Should keep it imo
  16. Looks awesome man. My i ask where you created that at?
  17. Alright this is what i get once i followed you and once i open it in TEXT ``` Attribute VB_Name = "modGlobals" Option Explicit ' Paperdoll rendering order Public PaperdollOrder() As Long ' music & sound list cache Public musicCache() As String Public soundCache() As String Public hasPopulated As Boolean ' global dialogue index Public dialogueIndex As Long Public dialogueData1 As Long ' Buttons Public LastButtonSound_Menu As Long Public LastButtonSound_Main As Long ' Hotbar Public Hotbar(1 To MAX_HOTBAR) As HotbarRec ' Amount of blood decals Public BloodCount As Long ' main menu unloading Public EnteringGame As Boolean ' GUI Public HPBar_Width As Long Public SPRBar_Width As Long Public EXPBar_Width As Long ' Party GUI Public Party_HPWidth As Long Public Party_SPRWidth As Long ' targetting Public myTarget As Long Public myTargetType As Long ' for directional blocking Public DirArrowX(1 To 4) As Byte Public DirArrowY(1 To 4) As Byte ' trading Public TradeTimer As Long Public InTrade As Long Public TradeYourOffer(1 To MAX_INV) As PlayerInvRec Public TradeTheirOffer(1 To MAX_INV) As PlayerInvRec Public TradeX As Long Public TradeY As Long ' Cache the Resources in an array Public MapResource() As MapResourceRec Public Resource_Index As Long Public Resources_Init As Boolean ' inv drag + drop Public DragInvSlotNum As Long Public InvX As Long Public InvY As Long ' bank drag + drop Public DragBankSlotNum As Long Public BankX As Long Public BankY As Long ' spell drag + drop Public DragSpell As Long ' gui Public EqX As Long Public EqY As Long Public SpellX As Long Public SpellY As Long Public InvItemFrame(1 To MAX_INV) As Byte ' Used for animated items Public LastItemDesc As Long ' Stores the last item we showed in desc Public LastSpellDesc As Long ' Stores the last spell we showed in desc Public LastBankDesc As Long ' Stores the last bank item we showed in desc Public tmpCurrencyItem As Long Public InShop As Long ' is the player in a shop? Public ShopAction As Byte ' stores the current shop action Public InBank As Long Public CurrencyMenu As Byte Public InEvent As Boolean ' Player variables Public MyIndex As Long ' Index of actual player Public PlayerInv(1 To MAX_INV) As PlayerInvRec ' Inventory Public PlayerSpells(1 To MAX_PLAYER_SPELLS) As Long Public InventoryItemSelected As Long Public SpellBuffer As Long Public SpellBufferTimer As Long Public SpellCD(1 To MAX_PLAYER_SPELLS) As Long Public StunDuration As Long ' Stops movement when updating a map Public CanMoveNow As Boolean ' Debug mode Public DEBUG_MODE As Boolean ' Game text buffer Public MyText As String ' TCP variables Public PlayerBuffer As String ' Controls main gameloop Public InGame As Boolean Public isLogging As Boolean ' Text variables Public TexthDC As Long Public GameFont As Long ' Draw map name location Public DrawMapNameX As Single Public DrawMapNameY As Single Public DrawMapNameColor As Long ' Game direction vars Public DirUp As Boolean Public DirDown As Boolean Public DirLeft As Boolean Public DirRight As Boolean Public ShiftDown As Boolean Public ControlDown As Boolean ' Used for dragging Picture Boxes Public SOffsetX As Long Public SOffsetY As Long ' Map animation #, used to keep track of what map animation is currently on Public MapAnim As Byte Public MapAnimTimer As Long ' Used to freeze controls when getting a new map Public GettingMap As Boolean ' Used to check if FPS needs to be drawn Public BFPS As Boolean Public BLoc As Boolean ' FPS and Time-based movement vars Public ElapsedTime As Long Public GameFPS As Long ' Text vars Public vbQuote As String ' Mouse cursor tile location Public CurX As Long Public CurY As Long ' Game editors Public Editor As Byte Public EditorIndex As Long Public AnimEditorFrame(0 To 1) As Long Public AnimEditorTimer(0 To 1) As Long ' Used to check if in editor or not and variables for use in editor Public InMapEditor As Boolean Public EditorTileX As Long Public EditorTileY As Long Public EditorTileWidth As Long Public EditorTileHeight As Long Public EditorWarpMap As Long Public EditorWarpX As Long Public EditorWarpY As Long Public SpawnNpcNum As Long Public SpawnNpcDir As Byte Public EditorShop As Long ' Used for map item editor Public ItemEditorNum As Long Public ItemEditorValue As Long ' Used for map key editor Public KeyEditorNum As Long Public KeyEditorTake As Long ' Used for map key open editor Public KeyOpenEditorX As Long Public KeyOpenEditorY As Long ' Map Resources Public ResourceEditorNum As Long ' Used for map editor heal & trap & slide tiles Public MapEditorHealType As Long Public MapEditorHealAmount As Long Public MapEditorSlideDir As Long ' Maximum classes Public Max_Classes As Long Public Camera As RECT Public TileView As RECT ' Pinging Public PingStart As Long Public PingEnd As Long Public Ping As Long ' indexing Public ActionMsgIndex As Byte Public BloodIndex As Byte Public AnimationIndex As Byte ' fps lock Public FPS_Lock As Boolean ' Editor edited items array Public Item_Changed(1 To MAX_ITEMS) As Boolean Public NPC_Changed(1 To MAX_NPCS) As Boolean Public Resource_Changed(1 To MAX_RESOURCES) As Boolean Public Animation_Changed(1 To MAX_ANIMATIONS) As Boolean Public Spell_Changed(1 To MAX_SPELLS) As Boolean Public Shop_Changed(1 To MAX_SHOPS) As Boolean ' New char Public newCharSprite As Long Public newCharClass As Long ' looping saves Public Player_HighIndex As Long Public Npc_HighIndex As Long Public Action_HighIndex As Long ' automation problems Public ReInitSurfaces As Boolean ' Temp event storage Public tmpEvent As EventRec Public isEdit As Boolean Public curPageNum As Long Public curCommand As Long Public GraphicSelX As Long Public GraphicSelY As Long Public GraphicSelX2 As Long Public GraphicSelY2 As Long Public EventTileX As Long Public EventTileY As Long Public EditorEvent As Long Public GraphicSelType As Long 'Are we selecting a graphic for a move route? A page sprite? What??? Public TempMoveRouteCount As Long Public TempMoveRoute() As MoveRouteRec Public IsMoveRouteCommand As Boolean Public ListOfEvents() As Long Public EventReplyID As Long Public EventReplyPage As Long Public RenameType As Long Public RenameIndex As Long Public EventChatTimer As Long Public AnotherChat As Long 'Determines if another showtext/showchoices is comming up, if so, dont close the event chatbox... ``` Is it under Server or the client still kinda confused.
  18. Where can i get the VB6?
  19. I have been told in the shoutbox to make a post here. I am wondering how can i change the details of the client and changing stuff up in it, like spirts changing the formats like "name" etc and the images of it too and what program well do that making my own sprits coustom wise for Male, Female. And adding more recouses in the game like more items trees etc. Thanks
  20. > in the server in modCombat in the PlayerAttackNpc procedure replace your npc item drop code with this: > > ``` > > ' Check if the player is in a party! > > > > If TempPlayer(Attacker).inParty 0 Then > > > > Num = rand(1, Party(TempPlayer(Attacker).inParty).MemberCount) > > > > 'Drop the goods if they get it > > For n = 1 To MAX_NPC_DROPS > > If NPC(NpcNum).DropItem(n) = 0 Then Exit For > > If Rnd > Call GiveInvItem(Party(TempPlayer(Attacker).inParty).Member(Num), NPC(NpcNum).DropItem(n), NPC(NpcNum).DropItemValue(n), True) > > Call PartyMsg(TempPlayer(Attacker).inParty, GetPlayerName(Party(TempPlayer(Attacker).inParty).Member(Num)) & " Won " & Trim$(Item(NPC(NpcNum).DropItem(n)).Name) & "!", Red) > > End If > > Next > > > > End If > > > > If TempPlayer(Attacker).inParty = 0 Then > > > > 'Drop the goods if they get it > > For n = 1 To MAX_NPC_DROPS > > If NPC(NpcNum).DropItem(n) = 0 Then Exit For > > If Rnd > Call SpawnItem(NPC(NpcNum).DropItem(n), NPC(NpcNum).DropItemValue(n), mapnum, MapNpc(mapnum).NPC(MapNpcNum).x, MapNpc(mapnum).NPC(MapNpcNum).y) > > End If > > Next > > > > End If > > ``` > > You may need to change the code to match your server's drop procedure, but you should get the idea ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) Nice, big code i ever seen.
  21. Where did you get that engine at?
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