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nneader

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Everything posted by nneader

  1. @Leporinum: > The second bug - when you try to disable sounds in the game - game crashed. Sorry for my bad english. Thnx I second this one…Whenever I disable the sound (not music) it crashes game. No error, just shuts down. :confused:
  2. @Whack: > because thats what RPGMaker called it I was expecting some drawn out explanation concerning the gravitation pull minus Kelvin divided by pi while traveling on a train going the speed of light. …guess not. :cheesy:
  3. thanks. Out of curiosity, why was it named Parallel Process?
  4. Under Trigger, what does parallel process mean? I know kind of what it does, however, can someone explain to me exactly what it is for with examples, if possible? Thanks! nneader
  5. No worries. I'll take a look at the script option. I just thought it might be easier/faster to use jpg or png transitions instead of actual using game assets in story telling. Take a look at one of my personal sites and how I use pictures to tell a story for an example of what I am talking about. [www.lifeinwow.com](http://www.lifeinwow.com) Look at the journal. > Maybe I'll make a tutorial or something. A tutorial would be great! Also I found these tutorials [http://www.rpgmakervx.net/index.php?showtopic=1125](http://www.rpgmakervx.net/index.php?showtopic=1125). This should help me out with Events. Thanks again for a wonderful engine. nneader
  6. Hello, First of all…amazing piece of work you have here! I was wondering if you will be expanding the cut scene area of the events? This may be already introduced somewhere or can be done in another way...if so, please disregard. I was thinking it would handy to have a button (name it "scenes") in the cut scenes area (events form) that could bring up an image (png, jpg, etc). This image would be a scene from the main story or a quest scene and would have text in the chat window (or just text on the image itself). I attached an image to show you what I am talking about. >! ![](http://img513.imageshack.us/img513/2460/scenes.png) Another option for this event would be to go to the next slide or just end it (the "continue" text). Also, an option for a one time play for this event in case you do not want the character to see this scene again. I am not versed enough in VB to do this and may be an easy addition to implement. I was just throwing this out there….if it sticks, great...if not, no worries. Again, I think this event system is awesome. Thanks, nneader
  7. @Brodyzera: > I'm sure you can do this in the source code, doubt you can do it without VB6 though… I do have VB6. thanks. ;)
  8. I know how to change the attack/npc, shop interaction key (seems pretty easy), however…. How do I make a key (delete for example) purely for attacking? Is there any tutorial or info concerning this?
  9. any chance anyone could upload the whole thing already inserted and working into EO 3.0?
  10. @Whack: > You have 2 of the same sub called sub scrlprojectileDamage_Change() Is this for my issue?
  11. Oh yeah, I get what you are saying, but, I have not gotten that far. I am still trying to make the exe out of the client code. When I try to make the .exe in VB6 that is when I get the compiling error. Here is a rar of my client files if you can look at it… [http://www.mediafire.com/?c9vvizq13apijj3](http://www.mediafire.com/?c9vvizq13apijj3) nneader
  12. After changing the server code, that compiles fine. I put a folder in the graphics called projectiles and then put the 1-4.pngs in there. I am not sure what you mean by "Make sure the picture isn't set to 0". I am still getting that same compiling error on the client.
  13. ok. I fixed the frame4 code. Now I get a compiling error Member or data method not found it is in: Public Sub CheckAttack() If Item(GetPlayerEquipment(MyIndex, Weapon)).**ProjecTile.Pic** > 0 Then the **ProjecTile.Pic** is highlighted. not sure what I am doing wrong. Thanks, nneader
  14. I want to make sure I am naming the right frame….which one would it be? Looking at the screen shot of the item editor from your OP, are you talking about the newly added frame that has the name "projectile" on it? Sorry about the questions, I am really new at VB6. Thanks for your replies :cheesy:
  15. probably not. I am guessing the "projectile" frame on the item form needs to be called, Frame 4? :confused: could you explain this to me…I am not sure what exactly I need to do. :embarrassed: nneader
  16. I have tried this 4+ times and keep getting a compiling error. It highlights the Frame4… in the below code and also the Frame4 in the code following it. >! If frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_WEAPON Then frmEditor_Item.Frame4.Visible = True With Item(EditorIndex).ProjecTile frmEditor_Item.scrlProjectileDamage.Value = .Damage frmEditor_Item.scrlProjectilePic.Value = .Pic frmEditor_Item.scrlProjectileRange.Value = .Range frmEditor_Item.scrlProjectileSpeed.Value = .Speed End With End If I am implementing this in a clean Eclipse 3.0 **Can anyone upload Eclipse 3.0 with this already inserted?** Thanks, nneader
  17. @Whack: > Works fine, only error I could see is that when double click an item to unequip it the image is still visible until you click a different button and go back to the character window. **My Solution** (worked for me) NOTE the red code. Replace: DrawInventory DrawEquipment with the code in RED in **modHandleData** >! Sub HandlePlayerWornEq(ByVal Index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim buffer As clsBuffer >! ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set buffer = New clsBuffer buffer.WriteBytes data() Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Armor) Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Weapon) Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Helmet) Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Shield) ' changes to inventory, need to clear any drop menu frmMain.picCurrency.Visible = False frmMain.txtCurrency.text = vbNullString tmpCurrencyItem = 0 CurrencyMenu = 0 ' clear frmMain.picInventory.Refresh 'KEEP frmMain.picCharacter.Refresh 'KEEP Set buffer = Nothing ' Error handler Exit Sub errorhandler: HandleError "HandlePlayerWornEq", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub
  18. nneader

    Weapon Upgrades?

    Any suggestions? Hello? Bueller?
  19. nneader

    Weapon Upgrades?

    I have an idea and wanted to know if anyone has implemented something like it…. Here is my idea: In the Char screen I want 2-3 slots that are named (upgrades). The upgrades can only be equipped when another item is equipped. For example, if a gun is equipped, an upgrade of the scope (which will improve some stat of the gun) can be equipped, but only if the gun meets the requirements of the upgrade. Anyway, if anyone has any idea, examples, or can steer me in the right direction, it would be much appreciated. Thanks, NN :cheesy: Edit: Changed title to reflect question.
  20. I am not the best at VB. :confused: Could you expand on this or maybe give me an example of where this is used? Thanks! Edit: Ahhh >> is this what I need to do? [http://www.touchofdeathforums.com/smf2/index.php?topic=71688.0](http://www.touchofdeathforums.com/smf2/index.php?topic=71688.0)
  21. I screwed around with my char screen and all seems good until I unequip my items . The picture of the item is still there until I go into another screen (inventory for example). When I hop back into my char screen the item is gone…just like it should be. Where would I look for this "refresh" (or redraw) issue? Thanks!
  22. nneader

    VB6 question

    Is it possible to make the whole list show in a ComboBox? I want to get rid of the vertical scroll bar. I have looked however, can't seem to find an anwer. Thanks, NN
  23. @Lenn: > Rather than do that…why not make an actual tile animation system, or add a new tile-type in the editor that allows you to place animations on the map? I 100% agree, however, I thought the item way may be perfect for me at my programming lvl. I want to eventually get a tile system going…...
  24. @Likestodraw: > It sounds like you need some sort of map-animation system. That is exactly what I am doing AND it seems to be working like a charm. I am using the existing item animation that is already in play. I have 32 x 32 "tiles" that sit on top of the ground and on top of the fringe…so my animation can play at any level. May not be the greatest system, however, it is a system :cheesy: The only downer is that to build a 64 x 64 animated tile, I need 4 items. Oh well, small price to pay. Peace, NN
  25. > just go to sub render_graphics and swap player and item blting (drawing if u have CS:DE) ~~I did a Find for these and came up with **nothing**…. any other suggestions? I am on EO2.0~~ nevermind…found it :embarrassed:
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