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zerohero

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Everything posted by zerohero

  1. zerohero

    Translucent gui?

    @General: > This is true, but just because you draw one item to the screen does not mean _every_ GUI element needs to be drawn. I could easily draw the chatbox to the screen and leave everything else as controls. Yes this is exactly true, sorry I did not mean to give the impression that if you draw one object the rest of the GUI must than be drawn. What I meant is that when you draw the inventory for example, if you want the same transparency on the items within the inventory then these must be drawn too, and in-turn then the item mouseover must be programmed and then the mouse click event and then the dragging must be programmed and so on and so fourth.
  2. zerohero

    Translucent gui?

    Transparent GUI has a number of hurdles that have to be overcome in order to make it a viable option to use within the game environment, many people neglect to realise that since you are now 'drawing' the GUI every other element must then in-turn be drawn to the screen. This means that all buttons, text boxes and mouse movements and actions must be programmed and calibrated accordingly. Its a lengthy job but certainly work it in the end. As for pointers CS:DE has the framework for you to start from, 80% of the GUI you can copy and paste from robins client into eclipse 3.0 with minimal changes having to made. That is certainly the place to start.
  3. zerohero

    Code problem

    Haha I knew we would get there in the end. Your code was a bit bloated and some of you logic was off, always be sure you understand the paremetres of a sub or function before calling them or you will just create errors that pile up. Please take a look at what I changed from your original code for future reference. *edit* Oh sorry change ``` TakeInvItem Index, CheckItem, 1 ``` to ``` TakeInvItem Index, 5, 1 ``` Have a nice day.
  4. zerohero

    Code problem

    ``` Public Sub CustomScript(Index As Long, caseID As Long) Dim CheckItem As Long CheckItem = HasItem(Index, 5) Select Case caseID Case 1 If Player(Index).Char(TempPlayer(Index).CurChar).Sprite = 1 And Player(Index).Char(TempPlayer(Index).CurChar).Level >= 5 And CheckItem > 0 Then Player(Index).Char(TempPlayer(Index).CurChar).Sprite = 2 TakeInvItem Index, CheckItem, 1 Call SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) + 15) Call SendPlayerData(Index) End If Case Else PlayerMsg Index, "You just activated custom script " & caseID & ". This script is not yet programmed.", BrightRed End Select End Sub ```
  5. @azaew: > What do you mean in mode handle > > server side in sub, so on Server side search for ``` If GetPlayerRawStat(index, PointType) >= 255 Then ``` Either increase that number or entirely delete - ``` If GetPlayerRawStat(index, PointType) >= 255 Then PlayerMsg index, "You cannot spend any more points on that stat.", BrightRed Exit Sub End If ``` Its very simple!
  6. zerohero

    Code problem

    @Zopto: > ahh yess dim chekitam as long but now i getting this error on TakeInvItem(argument not optional) Hmm your original paremetres for the **TakeInvItem** is incorrect It should be more like this - ``` TakeInvItem index, itemname, Amount ``` So in your case it would be ``` TakeInvItem index, CheckItem, 1 ``` So your final code should work now - ``` CheckItem = HasItem(index, ItemNum) if CheckItem > 0 Then TakeInvItem index, CheckItem, 1 Else Addtext "You need an Stone.", BrightRed End If ```
  7. zerohero

    Code problem

    Yes ofcourse you would need to define that first ^^ At the start of your sub add ``` Dim CheckItem As Long ```
  8. zerohero

    Code problem

    Thats not really the correct way to use HasItem I believe, the correct method would be to do something like this (this is complete pseudo code) ``` CheckItem = HasItem(index, ItemNum) if CheckItem > 0 Then TakeInvItem Index, 5 Else Addtext "You need an Stone.", BrightRed End If ``` Something like that should do the trick.
  9. If you check in the server, within **ModHandleData** you will find this chunk of code ``` ' Make sure they have points If GetPlayerPOINTS(index) > 0 Then ' make sure they're not maxed# If GetPlayerRawStat(index, PointType) >= 255 Then PlayerMsg index, "You cannot spend any more points on that stat.", BrightRed Exit Sub End If ``` Notice ``` If GetPlayerRawStat(index, PointType) >= 255 Then ``` I think there is your answer :)
  10. zerohero

    Walk to Attacking

    To create an auto walking system is relatively simple, movement is essentially controlled by four boolean s that if activated tell the server you are moving, these are in-turn activated by the user pressing the arrow keys. In order to use these in an 'auto' walking sequence you must first calculate the direction (s) that the user needs to move to reach the other and then simply loop until they reach their target. There are a number of logic issues that need to be overcome though to be able to use such a system practically, for example you must create checks for resources, blocked paths and other players then change the route to accommodative these obstacles.. this is where it becomes tricky. The booleans i referenced too are below, if any one of them is true than the player will move in that direction. ``` DirUp = False DirDown = False DirLeft = False DirRight = False ```
  11. zerohero

    How To Fix This?

    @zulha: > [![](http://img155.imageshack.us/img155/5546/82133679.jpg)](http://imageshack.us/photo/my-images/155/82133679.jpg/) > > That problem appear when I open the server, can anybody tell me how to fix that? This error normally means files are either protected or the server cannot access them for whatever reason. Have you read/write protected anything? If you are running windows 7/vista try running as administrator and check a default version of eclipse to be sure you have not deleted any essential folders within the data folder of the server.
  12. zerohero

    Help

    @Zopto: > i cannot unEquip my armor,wepon ect i trying to click but noting heppend(no error) > any one cnow how to fix this?? By clicking I assume you mean double clicking? Have you modified any source recently that may be conflicting with the mouse click or coordinates of the equipped items? Does clicking another section of the screen prompt the un-equip?
  13. zerohero

    GUI Measure

    @Dawntide: > Hey, > > Does anyone have the GUI measure of the default GUI elements of Eclipse Origins? > > I want to design a 100% custom GUI, so it would save me alot of time if anyone could tell me the measures. > > thanks. Why not just use the original elements and then user them as your template to work from? They are all located in the eclipse graphics/gui/main folder.
  14. @Sherwin: > This must be stickied for those who are new on event system!! very nice +2
  15. zerohero

    Delete this

    @Zopto: > this basic system auto pick up itams from ground let start: > > make a chek box: > Name: chkAutoloot > Caption: Auto Loot > > next doble click on chkAutoloot and insert this: > > If > frmMain.chkAutoloot > =YESThen > CheckMapGetItem > EndIf > > and that is that :) sry for i didn use frame for code i am on mobile.any way i hope i help a new ppl here.. I hate to sound like a complete asshole but this is not the standard of 'tutorial' that you would expect anyone to find useful. If you are going to try and help the community at least take the time and effort to test your code beforehand and then post a legible and working method of the concept. The code you posted is terribly formatted, so straight out the gates it wont work without some changes. But more-so what this does is tells the client to repeatedly and constantly write to the server requesting the data of the ground bellow you constantly, which will dramatically effect server performance and cps.. more likely crashing it. Lastly code tags are your friend, but really and truly this should just be deleted. Please put more effort and testing next time.
  16. Re-opened. Job is now available again due to being let down by the previous applicant.
  17. @Dawntide: > I did it, it worked, but scrolling is still not working I forgot to mention that within the add-in manager you need to also tick a box called 'load on startup' so that the mouse-wheel-scrolling is persistent, adding that now.
  18. Hey these are very nice, thank you for the contribution it is appreciated.
  19. @Ariel: > ![](http://i.imgur.com/vauTg.jpg) Your must 'right click' and run 'run' as administrator before you can register a dll. That should fix up your issues,
  20. @Sherwin: > How can i add this tut , It will not allow you to open 2 client ?? DO you mean open two game clients simultaneously on the same computer? Because I thought you can do that really. If not please explain your question further as one line does not give a reasonable explanation.
  21. Just parse the users input and if it starts with a special character than tell the client to draw the smiley or whatever instead of the text. If you use the same method that the chat is drawn with it shouldn't be very hard to implement from scratch at all.
  22. zerohero

    Pokemon drama

    @Zopto: > so there is alot of drama for any one hu trying to make pokemon gameā€¦so i asking what you all thinking about pokemon game?what you think what pokemon game need to have to get some players?dose nintendo give promision for making game..loong time ago i make pmd game but i dont set it online so i went to ask dose to i continue making it? The problem I have with pokemon themed games is that it has been tried and done literally hundreds of times over there is just no originality left in it. Essentially it just turns into a wish wash of past projects merged together with the same old tilesets and mediocre game play. I am assuming that anything even remotely 'good' nintendo would shut down very fast, atleast you know when that happens you were doing something right. My advice, come up with something original and creative, not obsess on re-creating past games in future formats that somehow allways turn out worst.
  23. @Slasher: > what bugs ? how buggy is it ? xD (only bug I found was the party request thing) > > could you give me your modules that fix the party ? The core graphics method it uses are buggy, meaning while they do work their reliability and use-ability are severely compromisedā€¦ what I mean by this is some users cant use CS:DE due to their hardware and it all-most all ways crashed when you press crtl+alt+delete. Do yourself a favour and use the eclipse nightly (3.0) release in the "Custom Versions" section. It is stable and includes the new event system by snider.
  24. @Prince: > i have check all of it and it still. Let me do it again or i will upload my whole engine and pm you , would you mind fix that for me ? Ofcourse my friend, feel free to pm me and ill fix it up for you.
  25. @or3o: > thank you very much and thanks agian for the tutorial hey is it just me or does the lighting act wierd when used on a map with autotiles? Hmm that is because the light is drawn between ground and mask2 layers in this tutorial, we are not telling it to draw over auto tiles. Lets fix that - Use this code again - ``` If CurrentTintA > AlphaThreshold Then RenderPlayerLight Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1 End If ``` And now place that underneath the auto-tile drawing - ``` ElseIf Autotile(x, y).Layer(i).renderState = RENDER_STATE_AUTOTILE Then ' Draw autotiles ``` So your entire '**DrawMapTile**' sub within **ModGtaphics** looks like this ``` Public Sub DrawMapTile(ByVal x As Long, ByVal y As Long) Dim rec As RECT Dim i As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler With Map.Tile(x, y) For i = MapLayer.Ground To MapLayer.Mask2 If Autotile(x, y).Layer(i).renderState = RENDER_STATE_NORMAL Then ' Draw normally RenderTexture Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1 If CurrentTintA > AlphaThreshold Then RenderPlayerLight Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1 End If ElseIf Autotile(x, y).Layer(i).renderState = RENDER_STATE_AUTOTILE Then ' Draw autotiles DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), 1, x, y DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY(y * PIC_Y), 2, x, y DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY((y * PIC_Y) + 16), 3, x, y DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY((y * PIC_Y) + 16), 4, x, y If CurrentTintA > AlphaThreshold Then RenderPlayerLight Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1 End If End If Next End With ' Error handler Exit Sub errorhandler: HandleError "DrawMapTile", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` Hope this helps
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