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Exception

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Posts posted by Exception

  1. Just paste a copy of the email. This sounds VERY fake.
    Surely, most phones by now have a copy/paste feature?

    It IS illegal. I very highly doubt that Nintendo would have replied with that.
  2. Oh, a donator rank. That's completely different, the worst that can happen is somebody can set themselves to it.

    As for admin, if you failed to put the right checks in place on the server, anybody who knew what they were doing could easily set themselves to admins, and obliterate any of your content, which is why it's generally not a good idea to leave something even remotely open when it comes to the likes of access levels.
  3. I would assume that this wasn't added for a VERY good reason.
    You should think about that reason, mainly exploits and security.

    But, if you **really must** add it, it's a simple matter of making a new packet from the client to the server, where the server handles the change of access. It would also be very wise to add an "If Player(Index).Access <= Certain admin level here, Exit out of here" in both the client and the server, just for extra precaution.

    Just to try and persuade you to not use this, think about if you REALLY need this, and if this is just a matter of overcoming laziness.
  4. @Ace:

    > If I do recall Correctly the number of items you can have maximum is 255 (unless you change it in the source) and I think you can have a unlimited number of tilesets. If not that is also 255.

    ._., have you actually read the source, more specifically, the single 21 lines of code that handle counting graphics?

    * * *

    Well, logically speaking, the NumGRAPHICFILEHERE (Such as NumTileset, NumItems, etc) are a long value, which in VB6, the maximum is ~~4,294,967,295~~ 2,147,483,648

    So, you're limited to ~~4,294,967,295~~ 2,147,483,648 for each folder of graphics. Not that you'd want to use that much, considering it loads all graphics at the start. The loading times would be horrendous, and I imagine attempting to keep that much graphics in memory would not go down well on any persons computer. =P.

    Also note, that I've not considered the DDS_*** arrays, and such. This is just on the basis of the array that counts said graphics.

    However, you say "I notice i can't get anything over the default number to work in either.", and I really doubt you're attempting to use that much graphics, so I'm probably missing the point. If so, mind being a bit more specific?
  5. You don't, errorhandlers were never inserted into the server (Unless if you've already done it, or are using a version that's done that).

    You're just gonna have to run it in the VB6 IDE, and try and recreate what caused the error. Once you do that, you can find out exactly what's causing RTE 11, add an If x = 0 Then Exit Sub check before it, and that side of the issue should be perfectly fine.

    As for RTE 9, somewhere, you're most likely attempting to load/reload bad data, for example, you're loading a mismatched item structure.

    As for the client automation error, are you using FMOD by any chance? Because clearly it's not a DX matter, the client's loaded, and I know that FMOD has the funny tendency to occasionally unload incorrectly, at the wrong time. If not, it's still most likely a sound issue, either way, as DS7 in the legacy EO had a few sound issues, too.

    As for the server automation error, I have no idea.
  6. :o, Epic.

    My only little nitpicky complaint would be that the stairs (at least, I think that's what it's meant to be) aren't really dark where the shadow should be, so, it's not really obvious that they're stairs.

    Apart from that, go revive Project Red & Black already, make a side-scroller after Tyras!
  7. Why, thank you. :>

    Anyway, onto…

    Update Log One – Combat, Items, and Curses!
    Combat
    So, here's the first of what I hope will be many update logs! Because I'm currently limited to Linux Ubuntu, I won't have access to my source code for a while, but that won't stop development! Instead, I'll take to balancing!

    So, how will combat balance? Well, if you read classes above, you would find that at the start, they're fairly loose and vague. They allow a little bit of trailing off, but as you advance classes, they become more and more specific to a role. The point of this is to endorse you into a party. If I'm honest, the main idea of combat, and gameplay in general here is rather inspired by Dragon Quest 9's general RPG elements, Pokemon's mechanics, and (weirdly) Sonic Generations' skill system.

    How? Well, Dragon Quest 9 (As for the other DQs, I have no idea.) has a rather pretty system that makes classes individual: Coup de Graces. Alongside classes varying massively in stats, each class had it's own chargeable signature ability. As an example, Martial Artists' Coup de Grace is an ability that maximises its attack for it's next move, and Mage's Coup de Grace is an ability that makes ALL spells cost 0 MP for a short while. I plan to (rip, even), take a couple of these, and add my own. An example, Mercenaries would double their pickups for a short time, and Snipers would shoot arrows in all directions 5 times. DQ9 also had massively different stats in each class, that truly defined it. I'm not talking, maybe 2 base stat differences in Attack between the Warrior class and the Mage class, I'm talking, Warrior being top notch, and Mage being next to 0.

    Alongside doing the obvious of classes having defined stats, with each level, much like a Pokemon, you gain certain stats, and others don't change. You will still also get training points, but you won't be able to overspend it in a stat that your class is obviously not meant to be proficient in. Also like Pokemon, you also learn spells as you level up, unlike other EO games, where you're forced to buy 'em or find 'em. You can still find or buy more, or course.

    Moving on to Pokemon mechanics, I frequently head onto Bulbapedia for various algorithms. Allow me to show you a damage algorithm.

    Damage = (((2 x Level + 10) / 250) x (Attack / Defence) x Base + 2) x Type x Critical x Weather x (Rand Є[0.85, 1])

    This…is not as complicated as it might seem. I would explain, but this is long enough already. How The Tower's combat works is as follows:

    Damage = (((2 x Level + 22) / 250) x (Attack + 1 / Defence + 1) + 2) x Critical x (Rand Є[0.85, 1])

    (Spells work in a similar method, just add a 'x Base' after the attack/defence section.)

    As you can see…it really isn't different from Pokemon's damage calculation at all. But, I figure, why play around with balancing, and spend an age doing so, when you can just make use of one that's been doing so for 16 years? I could lie and so something else, but, there's the truth.  ;p

    Which leads me to talk about the final 'inspiration': Sonic Generations (How the …). Sonic Generations has an extremely basic skill system, but because of how it customises, and how it limits you, it allows the user to play around. I plan on incorporating a weight system. The general idea is that not only does equipping more items weigh you down, and make your attack speed slower, it would also limit your vision (however this works.), and very slightly decrease your power. The odd thing here, is that not only your equipped items are calculated. The contents of your inventory are also taken into account, meaning that if you want to effectively navigate the Tower of the Legends, you have to plan what you take. Do you take your best weapons, to defend yourself, or a lot of potions, or just disregard the system completely, and carry whatever you want?

    Naturally, being the dickish game The Tower is, you get potion sickness! Just to stop you ingesting too much HP and MP potions, and you'll also have a hunger threshold, where you'll need to eat, or you'll drain HP over time if you're starving, and if you're gorging yourself, you'll just become bloated, and won't be able to run.

    And...that just about brings an end to the combat section of this update log.

    Items
    As has been mentioned, items have a random prefix applied to them. This might raise some stats, decrease some, have completely mixed effects, or have no effect at all. It can also be different in other ways, in the sense that they can have faster or slower base attack speeds, weight changes, or inflict status effects on the victim (or you!). They are soulbound, meaning, when you pick it up, no exploiting the system to swap a few effects. ;> (Thanks, Stein!).

    Curses…
    Well, that was short in comparison…but I suppose it doesn't need much explaining, considering I've already done it...now, to curses! Also ~~stolen~~ inspired from Dragon Quest 9, cursed items! The concept where very occasionally, items you equip will be stuck to you, and you'll require holy divination, just to unequip them, and stop its various other effects, such as slower attack speed, not being able to run, and more. Other players and NPCs can also curse you, whether the effects be disarming you, switching your items around, dropping your items, or (annoyingly) swapping your victims equipment. I won't go into much depth, as curses will be a good foundation for some of the things to experience in the Tower of the Legends.

    Anyway, apologies for the long post, and thank you for reading!
  8. Welp, HDD decided to melt down, and I'm not here for long, and I'm without all my usual programs, so, yeah, I'm gonna be gone for a while. D:. For how long, I have no idea. (As for the source code for The Tower, at least THAT's safely on DropBox. v_v)
  9. VB6 isn't illegal, downloading it is illegal.

    Either buy it on eBay, buy it locally, drop your morals for a few minutes and torrent it, or make do without.

    And no, you can't, unless if you find yourself a programmer who's willing to do source edits for you.
  10. @rigpop98:

    > -snip-

    1) To download, per-se, torrent it. It's illegal, so, do it at your own discretion. Alternatively, you can buy it at eBay, or local software shops, etc.

    2) Simply add another item, and assign it the currency type in the item editor?

    3) Use Boot Map and Boot X/Y in the map editor. They set the respawn points for when you die.

    4) There's a tutorial here: http://www.touchofdeathforums.com/smf2/index.php/topic,75062.0.html

    5) There's a tutorial here: http://www.touchofdeathforums.com/smf2/index.php/topic,78441.0.html

    6) In frmMain_KeyUp, there's a line of code; If KeyCode = 111 + i Then. Change 111 to represent the ASCII (I believe) value that you want. This will require additional research on your part. Just Google an ASCII table.

    7) There's a projectiles system here: http://www.touchofdeathforums.com/smf2/index.php/topic,73708.0.html . As for magic, melee, etc, it's already there. Use the spell editor for magic.

    8) There's a tutorial for CSDE (Here: http://www.touchofdeathforums.com/smf2/index.php/topic,77052.0.html). If you are not using CSDE (Which, I advise in your case), it will require modification. I suggest developing your skills first, before attempting this.

    9) Well…I can't say I've seen a video, but there's a good site, on RMXP events, which is quite similar to this one, and does work in the exact same way (Tried it.) at http://rmxp.tigerseye.uk.com/tutorial_event3.shtml. I typed the query "Making a quest in RMXP events" into YouTube, and it provided with a vast array of videos. Please do search for these things, before asking. It DOES show very little effort on your part.
  11. @GodWar:

    > Hmmm!
    >
    > First: I don't try it with the EO 2.0! Because i do this for EO 3.0 :)
    > Second: You know that this only work with the myBB i post!? Because this forum use the easyest salt i found. Other Boards use antother salt method.
    > Third: The sqlAddUser is not finished yet because i delete it because the user MUST register in the forum! Same with sqlDelUser

    1) The registration systems haven't changed. It'd work exactly the same. My point is, have you actually tested this outside of your source, and followed the tutorial in a clean source, to make sure it's actually functional?

    2) Yes, I was testing on myBB. It still didn't unsalt the passwords, as said.

    3) I was registering in the forum, I was just mentioning that you used it in the tutorial, when it didn't actually work, which leads me to believe that this wasn't really tried.
  12. I tried this in a blank EO, and the login doesn't appear to work. From what I can work out, it's attempting to use the normal password, and comparing that against the salted password, and as a result, will always return false. I had little idea, but I did change something around, and got it to work (can't remember what, I didn't save my changes. Was just playing around)…if I'm honest, this is one of the few times I've played around with SQL.

    GodWar, when you wrote this, did you try it in a base EO yourself? As an example, the sub sqlAddNewChar doesn't exist, instead it's sqlAddUser. I still think this needs a bit more testing before it can be used.

    Although, you were right about it being weirdly instant, seriously, it logged in exactly the same time as normal for me. xD
  13. @Synergy:

    > I've not looked into it much, but I think [GoDaddy](https://www.godaddy.com/products/websites-hosting.aspx?ci=72738) are pretty good.

    Maybe I'm just picky, but I refuse to ever use GoDaddy, just for supporting that parasite-of-a-bill SOPA.

    @JustinSD:

    > DO NOT use go daddy
    >
    > I use Bitesites.com Never had any downtimes in  two years.
    >
    > Pay Yearly for a fair price.
    >
    > PM me and I will get you a coupon
    >
    > **EDIT**
    >
    > Just buy a $10.00 domain and pm me
    >
    > I'll give you free hosting on my server if you want. I have two In LA and one in Kansas

    I'll have a look into it. Thanks.

    EDIT: Just had a look into it, and in all honesty, inMotionHosting offers (way) more, for a cheaper price. Thanks for showing me, though. =D
  14. I've reached the point of development where it would be nice for me to get my own domain, but my problem is that I have very little money to spend, and I'm having trouble looking for a good host, that's also cheap.

    Currently, I'm considering iPages, or inMotionHosting, but I'm unsure of what to use…I'm looking for suggestions. On the basis of good customer service, cost, and features, what would you suggest?

    Ideally, I'd like something that's less than £8 (~$12.50/~€10).
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