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bunny123

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Everything posted by bunny123

  1. I made a better version. [Snapshot](http://i.imm.io/DOXx.bmp)
  2. Also, I want to mention one thing. This code doesn't have support for disconnecting users that have joined previously and are now not allowed to enter… **yet**. If you want to disconnect them, just kick them out.
  3. Actually, index is a number. It will print the admin's ID unless you use``` GetPlayerName(index) ```
  4. Okay, I decided to simplify and fix (Because of updates) kira423's post on how to fix this. >! > I fixed the issue I was having, thanks Scott and Deathbeam for clarifying what I did wrong > > to get it working properly > > Server side find this in ModServerTCP > > ``` > If Player(index).GuildFileId > 0 Then > > If TempPlayer(index).TmpGuildSlot > 0 Then > > Buffer.WriteByte 1 > > Buffer.WriteString GuildData(TempPlayer(index).TmpGuildSlot).Guild_Name > > End If > > Else > > Buffer.WriteByte 0 > > End If > ``` > > under add > > ``` > If Player(index).GuildFileId > 0 Then > > If TempPlayer(index).TmpGuildSlot > 0 Then > > Buffer.WriteByte 1 > > Buffer.WriteLong Player(index).GuildMemberId > > End If > > Else > > Buffer.WriteByte 0 > > End If > ``` > > Save and compile > > then Client side find this in ModTypes > > ``` > GuildName As String > ``` > > under add > > ``` > GuildMemberId As Long > ``` > > in ModHandleData find > > ``` > If Buffer.ReadByte = 1 Then > > Player(i).GuildName = Buffer.ReadString > > Else > > Player(i).GuildName = vbNullString > > End If > ``` > > under add > > ``` > If Buffer.ReadByte = 1 Then > > Player(i).GuildMemberId = Buffer.ReadLong > > Else > > Player(i).GuildMemberId = 0 > > End If > ``` > > Finally in ModGeneral find > > ``` > If GuildData.Guild_Members(MyIndex).Rank > 5 Then > > frmMain.lblGuildDisband.visible = True > > Else > > frmMain.lblGuildDisband.visible = False > > End If > ``` > > and change to > > ``` > If Player(MyIndex).GuildMemberId > 0 Then > > If GuildData.Guild_Members(Player(MyIndex).GuildMemberId).Rank > 5 Then > > frmMain.lblGuildDisband.visible = True > > Else > > frmMain.lblGuildDisband.visible = False > > End If > > End If > ```! **NOTICE:** _This is an edited version of a quote!_ >! > I fixed the issue I was having, thanks Scott and Deathbeam for clarifying what I did wrong > > to get it working properly > > Server side find this in ModServerTCP > > ``` > Buffer.WriteByte 1 > > Buffer.WriteString GuildData(TempPlayer(index).TmpGuildSlot).Guild_Name > ``` > > add under > > ``` > Buffer.WriteLong Player(index).GuildMemberId > ``` > > Save and compile > > then Client side find this in ModTypes > > ``` > GuildName As String > ``` > > under add > > ``` > GuildMemberId As Long > ``` > > in ModHandleData find > > ``` > Player(i).GuildName = Buffer.ReadString > > Else > > Player(i).GuildName = vbNullString > ``` > > replace with > > ``` > Player(i).GuildName = Buffer.ReadString > > Player(i).GuildMemberId = Buffer.ReadLong > > Else > > Player(i).GuildName = vbNullString > > Player(i).GuildMemberId = 0 > ``` > > Finally in ModGeneral find > > ``` > If GuildData.Guild_Members(MyIndex).Rank > 5 Then > > .lblGuildDisband.visible = True > > .lblGuildFounder.Visible = True > > Else > > .lblGuildDisband.visible = False > > .lblGuildFounder.Visible = False > > End If > ``` > > and change to > > ``` > If Player(MyIndex).GuildMemberId > 0 Then > > If GuildData.Guild_Members(Player(MyIndex).GuildMemberId).Rank > 5 Then > > .lblGuildDisband.visible = True > > .lblGuildFounder.Visible = True > > Else > > .lblGuildDisband.visible = False > > .lblGuildFounder.Visible = False > > End If > > End If > ``` > Also in ModGeneral, find and delete > > ``` > .lblGuildCDesc.Visible = False > ```
  5. > I fixed the issue I was having, thanks Scott and Deathbeam for clarifying what I did wrong > > to get it working properly > > Server side find this in ModServerTCP > > ``` > If Player(index).GuildFileId > 0 Then > > If TempPlayer(index).TmpGuildSlot > 0 Then > > Buffer.WriteByte 1 > > Buffer.WriteString GuildData(TempPlayer(index).TmpGuildSlot).Guild_Name > > End If > > Else > > Buffer.WriteByte 0 > > End If > ``` > > under add > > ``` > If Player(index).GuildFileId > 0 Then > > If TempPlayer(index).TmpGuildSlot > 0 Then > > Buffer.WriteByte 1 > > Buffer.WriteLong Player(index).GuildMemberId > > End If > > Else > > Buffer.WriteByte 0 > > End If > ``` > > Save and compile I don't get it, shouldn't you replace it instead of put it under? EDIT: Sorry for quoting an old post, I'm just really confused.
  6. bunny123

    Paperdolls

    @Synergy: > No difference but you want one to look better than the other? I.e. Different? > Right. Okay then. Exactly…
  7. bunny123

    Paperdolls

    @Sigridunset: > Why do you request paperdolls for a player version and an admin version when there is no difference in the item image. Are there any differences? And i'm pretty sure theres a website that has RMXP paperdolls. > > For example, heres Ryoku Hasu's collection > > http://www.touchofdeathforums.com/smf2/index.php?topic=73932.0 Thanks. And no, there are no differences. But I just want the admin version of the items to look better.
  8. Use the following code to send a global message: Call GlobalMsg("(Message)", (Color)) Colors: Black, Blue, Green, Cyan, Red, Magenta, Brown, Grey, DarkGrey, BrightBlue, BrightGreen, BrightCyan, BrightRed, Pink, Yellow, White, SayColor, GlobalColor, BroadcastColor, TellColor, EmoteColor, AdminColor, HelpColor, WhoColor, JoinLeftColor, NpcColor, AlertColor, NewMapColor
  9. bunny123

    Paperdolls

    I need paperdolls for the following items: | ![](http://dsifur.vacau.com/images/eo/items/5.bmp) | Sword | | ![](http://dsifur.vacau.com/images/eo/items/5.bmp) | Admin Sword | | ![](http://dsifur.vacau.com/images/eo/items/6.bmp) | Helmet | | ![](http://dsifur.vacau.com/images/eo/items/6.bmp) | Admin Helmet | | ![](http://dsifur.vacau.com/images/eo/items/7.bmp) | Circlet | | ![](http://dsifur.vacau.com/images/eo/items/7.bmp) | Admin Circlet | | ![](http://dsifur.vacau.com/images/eo/items/8.bmp) | Shield | | ![](http://dsifur.vacau.com/images/eo/items/8.bmp) | Admin Shield | | ![](http://dsifur.vacau.com/images/eo/items/9.bmp) | Armor | | ![](http://dsifur.vacau.com/images/eo/items/9.bmp) | Admin Armor | | ![](http://dsifur.vacau.com/images/eo/items/11.bmp) | Spike Chain |
  10. Okay, I did some more Item testing. I made an item with access level 5 needed. I spawned it but I can't even use it. I wonder what it is. Is the 5th access level just for "No one can use it"?
  11. Okay, I did some Item testing. The access levels I said above are correct, but there is a 5th access level. What is it?
  12. @Joost: > Hey, I kind of took the liberty to make the code a bit neater. It uses Select Case instead of all the If statements. It looks better and I'm fairly sure it's faster too. > > ``` > Select Case Player(Index).Access > > Case 0 > If frmServer.chkPlayer.Value = 1 Then > Call AlertMsg(Index, "Your access level is currently not allowed. Try again later.") > Exit Sub > End If > > Case 1 > If frmServer.chkMonitor.Value = 1 Then > Call AlertMsg(Index, "Your access level is currently not allowed. Try again later.") > Exit Sub > End If > > Case 2 > If frmServer.chkMapper.Value = 1 Then > Call AlertMsg(Index, "Your access level is currently not allowed. Try again later.") > Exit Sub > End If > > Case 3 > If frmServer.chkDeveloper.Value = 1 Then > Call AlertMsg(Index, "Your access level is currently not allowed. Try again later.") > Exit Sub > End If > End Select > ``` Thanks! I added that into the code!
  13. Okay, I have a feeling those aren't the Access Levels…
  14. [Click for advanced version I made.](http://www.touchofdeathforums.com/smf2/index.php/topic,80733.msg864314.html)
  15. Advanced version of [this tutorial](http://www.touchofdeathforums.com/smf2/index.php/topic,78800.0.html). **Server Side** In frmServer, open the Control tab and add a new frame captioned "Restricted Access Levels". In that frame add the following checkboxes: | **Name** | **Caption** | | chkPlayer | Player | | chkMonitor | Monitor | | chkMapper | Mapper | | chkDeveloper | Developer | Open modHandleData. Search for: ```       If IsMultiAccounts(Name) Then         Call AlertMsg(index, "Multiple account logins is not authorized.")         Exit Sub       End If ``` Under that add: ``` Select Case Player(index).Access Case 0 If frmServer.chkPlayer.Value = 1 Then Call AlertMsg(index, "Your access level is currently not allowed. Try again later.") Exit Sub End If Case 1 If frmServer.chkMonitor.Value = 1 Then Call AlertMsg(index, "Your access level is currently not allowed. Try again later.") Exit Sub End If Case 2 If frmServer.chkMapper.Value = 1 Then Call AlertMsg(index, "Your access level is currently not allowed. Try again later.") Exit Sub End If Case 3 If frmServer.chkDeveloper.Value = 1 Then Call AlertMsg(index, "Your access level is currently not allowed. Try again later.") Exit Sub End If End Select ``` (Joost had the idea for the Select Case. Thanks!) **How to use** Check the appropriate boxes to prevent that access level from entering.
  16. I found the problem. You put the following into that code: ``` SpawnPet Index, MapNum, Trim$(Player(Index).Pet.SpriteNum) ``` The options for SpawnPet are: ``` SpawnPet(ByVal Index As Long, ByVal MapNum As Long) ``` You put three options in your code but the SpawnPet sub has only two options. So in modPlayer (Server side) change ``` SpawnPet Index, MapNum, Trim$(Player(Index).Pet.SpriteNum) ```to ``` SpawnPet Index, MapNum ```
  17. Server side: @Microsoft: > If (OldMap MapNum) And TempPlayer(Index).TempPetSlot > 0 Then > 'switch maps > PetDisband Index, OldMap > SpawnPet Index, MapNum, Trim$(Player(Index).Pet.SpriteNum) > PetFollowOwner Index > End If @Error: > Compile error: > > Wrong number of arguments or invalid property assignment
  18. @Lenn: > I'm assuming that in txtSendTo, and txtToSend, you have the players' names? > > You need their indexes. I believe you can use the function FindPlayer to compare the names, and return their indexes. > > Modify it to: > > ``` > Call PlayerMsg(FindPlayer(txtSendTo.Text), FindPlayer(txtToSend.Text), sldColor.Value) > ``` **It worked!**
  19. @bunny123: > Actually, txtSendTo is who to send it to like you said, and txtToSend is the message. Plus that's what I **thought** would work in those two posts above. Wait a second, I tried``` GetPlayerName(txtSendTo.Text) ```. Let me try what you said now.
  20. @Lenn: > I'm assuming that in txtSendTo, and txtToSend, you have the players' names? > > You need their indexes. I believe you can use the function FindPlayer to compare the names, and return their indexes. > > Modify it to: > > ``` > Call PlayerMsg(FindPlayer(txtSendTo.Text), FindPlayer(txtToSend.Text), sldColor.Value) > ``` Actually, txtSendTo is who to send it to like you said, and txtToSend is the message. Plus that's what I **thought** would work in those two posts above.
  21. Nope, I didn't get it. **An admin can delete this post.**
  22. Wait, I think I got it. **An admin can delete this post.**
  23. Can someone tell me how to add a Send Player Message feature to frmServer.frm? I originally tried: ``` Private Sub cmdSendPlayerMessage_Click() Call PlayerMsg(txtSendTo.Text, txtToSend.Text, sldColor.Value) End Sub ```But that gave me a Type Mismatch. **The first one to reply a working code will get credit!** >! sldColor is a slider I use to determine what color byte to use in a message.
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