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jaekx

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Everything posted by jaekx

  1. the issue is, that event will loot out the same skill as many times as you interact with it. Ive been trying to find a way to kill partial sections of events with deaths system but ive come up with nothing. Can you show how to make it so after you accepted and learned a skill that event says "Youve already learned a skill, I have nothing more for you"
  2. Yeah, i realized that after a while of it not working, do you know how to do what im attempting to do ertzel? I know how to do it in JCs event system very easily, Deaths is somewhat hard. His tutorial doesnt cover it at all either.
  3. Alrite this is what I did set player variable = 0 conditional branch if = 0 positive -> "Hey how are you?" set player variable =1 exit event negative -> "I already asked how you were!" exit event and all it does is display "hey how are you"
  4. I understand what your saying ill give it a shot, i messed with switches a bit but i set it up differently. Ill let you know if i fail lol.
  5. I have dialogue and a reward, I would like for the dialogue and reward to only happen for a player once. After the dialogue and reward I would like to jump to text that says "Ya already did this now leave" sort of thing. Ive been messing with swtiches and haven't yet come up with a way to kill part of the event after its been executed once. Help? (JCs system you could do it quite easily with switches and pages)
  6. jaekx

    Class Archer ?

    ^ indeed it is, theres a radio button for events, check it. Events will pop up as white highlight squares, click the square and edit from there.
  7. Regarding the event system (only tested this with JC's not Deaths yet). If you give an event dialogue and then reward an item afterwards (ex. 1 dagger) If player walks up to said event and spam hits ctrl 5x, ignoring the dialogue box that pops up, then proceeds to read and click through the set dialogue the reward at the end goes from 1 dagger to 5\. It accumulates how many times you hit ctrl at an event.
  8. ^__^ doin a fantastic job ertz!
  9. jaekx

    GUI Button

    ^__^ glad it is liked ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png) thank you!
  10. jaekx

    GUI Button

    ![](http://i.imgur.com/yjgb2.png) here is all 3 buttons
  11. Not entirely sure, but I would guess you should peek around modConstants on the server side. That will give you somethin' to do until someone who actually knows for sure posts. You could search 'stats' in current project and see what you get as well.
  12. jaekx

    GUI Button

    i PM'd you a button.
  13. jaekx

    Eventp Smithing

    search function does wonders.
  14. You have to implement alatars quest system. I said I would eventually upload a copy of eclipse advanced with such implements already coded.
  15. jaekx

    JC event system bug

    I'm running the latest version of Eclipse Mega which contains JC's Event System. I've noticed that anytime you edit an event to give you an item, for example 1 dagger. You have the event give you the dagger, turn on a switch, add a new page and make it so you cant receive the dagger twice. That works fine and dandy, the problem is that the first player that interacts with said event receives the proper reward; 1 dagger. However, and this is where it becomes bugged, the second player to interact with that same event receives 2 daggers.. And so on. Is there any fix out there to keep these items from accumulating per number of player interactions? (I haven't tested it yet with rewarding 2 of an item yet, but im guessing the second player will receive 4 and so on.) (also i tried both self and player switches to see if either of the changed the outcome and they both yield the same bugged reward counts.) -Thanks, Jaekx
  16. AMAZING post! I didnt realize it would take THIS much coding. Wow… lol.
  17. Other than running parallel events I was capable of doing anything I ever did with JC's system on Deathbeams system. I wish that his conditional branch 'positive and negative' answer portion was more user friendly, but hey its an extraordinary version of eclipse and I cant see myself using any other anytime soon. After I figure out how to add a value to "HasItem" ill post a clean version of my EA. It has some beneficial mods 'multiple item drop', 'alatars quest 1.2', '2h weapons', and 'projectile weapons' to name a few. I think new users will find that more helpful.
  18. jaekx

    Item-amount checking

    I had checked has item chose item "turd" and set the value to 5\. I hit save and re-opened it and it was item Gold value 1\. ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons//ohmy.png) Edit: They both reset back to item #1 and gold value 1\. Is there any save issues in the code? any altering here? ``` F As Long, SCount As Long, s As Long, DCount As Long, D As Long Dim filename As String filename = App.path & "\data\events\event" & Index & ".dat" F = FreeFile Open filename For Binary As #F Put #F, , Events(Index).name Put #F, , Events(Index).chkSwitch Put #F, , Events(Index).chkVariable Put #F, , Events(Index).chkHasItem Put #F, , Events(Index).SwitchIndex Put #F, , Events(Index).SwitchCompare Put #F, , Events(Index).VariableIndex Put #F, , Events(Index).VariableCompare Put #F, , Events(Index).VariableCondition Put #F, , Events(Index).HasItemIndex If Not (Events(Index).HasSubEvents) Then ```
  19. Im sorry, what doesn't EA have?? Its a bit less user friendly, and certainly less organized but its nearly just as capable as the regular event system.
  20. A way around coding would be having a simple starting map where a player chooses their desired class, upon picking, change their class to the chosen class and then warp them to the desired map. You will have to change the GUI for choosing a players class to .enabled = false so they cant pick there class during registry though. You can make it visible = false for aesthetic purposes as well. Make the first class in the .ini beginner, so they are forced to have that class. Hope this helped! Edit: Actually, you can use the event system to check what class they are. Conditional branch if player is class warrior warp them to map x. make a new page for each class. Much more condensed version with no VB6 required.
  21. Yes in VB, on the server side search for ' Default starting location [Server Only] change the values, or set up a case structure. [background=rgb(255, 255, 255)]A way around coding would be having a simple starting map where a player chooses their desired class, upon picking, change their class to the chosen class and then warp them to the desired map. You will have to change the GUI for choosing a players class to .enabled = false so they cant pick there class during registry though. You can make it visible = false for aesthetic purposes as well. Make the first class in the .ini beginner, so they are forced to have that class. Hope this helped! Edit: Actually, you can use the event system to check what class they are. Conditional branch if player is class warrior warp them to map x. make a new page for each class. Much more condensed version with no VB6 required.[/background]
  22. You will most likely have to code a case structure that says case warrior spawn mapNum x,y.
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