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Stein

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Posts posted by Stein

  1. You're using a zip downloaded from GitHub aren't you? Those tend to not download properly, and are corrupt. 

    Also, I honestly wouldn't recommend using the latest versions I'm messing with, and just stick with the ones I put up in the Downloads section. Pretty much everything related to scripting is unfinished or lacking to some extent. :)

    Also tagging this as an invalid report, the github versions are NOT actual releases, they're just there so people can see what I'm changing. They're not releases I put out as stable enough to work or test, they're mostly incomplete and just in the process of being worked on.
  2. I doubt there's a lot of people willing to write it for you just like that, but anyhow. There's two ways you could use to implement this:

    First the lazy way of simply switching out the actual item for another when the player uses an echanting stone. It's the easiest but also the laziest and not very expandable.

    OR write it in such a way that every inventory slot has its own stats slotted into it (along with prefix, suffix etc.) and refer to a base item with base stats. This way the player could choose what stats to enhance on the item, and eventually give it a title/name of its own if they upgrade it far enough. Of course, this method is fairly time consuming since it'd require you to rewrite everything that holds items so it doesn't delete the stats when you trade or store an item, but in the end allows for a lot more customization on the user's end.
  3. That shouldn't cause such an error to occur though, although honestly I would suggest you try to use the supplied class editor and create a new class file with it just in case something did go wrong.
  4. That's a server error, and won't impact the client at all. (Small issue that has no effect on the actual workings of the server either). Anyhow, are you sure your sprites/tiles are powers of 2? And what GPU are you using?
  5. Right, I've spent about two hours the other day trying to figure out where this may come from, but I am unable to get it to crash even with 12 players logged in, is there any way you can run the server in Visual Basic 6 and report to me what line(s) cause the issue?
  6. > So that's the update.ini in the client folder….  and if I did this, then everyone else's client will update the same way?

    You need to modify the Update.ini file that your server uses (the one on a webhost) or it won't change a thing.
  7. Since events are handled only for online players, this idea wouldn't work out I'm afraid. I could think of various ways to implement this in the old scripting engine, but not the event system. (Since it runs on a per-map and per-player basis, the player would need to be on a specific map and online for it to count up.) Not sure if you can use a variable as an amount of an item to gain, I've never tried that though.

    Gold

    Oh, I have no say in whether they raise it or not. :) I was just curious as to why anyone would ever want to make such crazy numbers.

    Gold

    From a design standpoint the idea of having over 100 levels makes me want to cry myself to sleep, because imagine how many items, zones, quests and other tidbits you'd need to FILL all those levels, unless you start rewarding insane amounts of experience as well, in which case it would make more sense to squish down the levels to a more sensible amount and let them actually experience a game, rather than just throwing free levels at them for lord knows what reasons.

    But that could just be me, I never really understood or liked the idea of insane level caps with barely any actual game to it.
  8. Well, that's not entirely up to me I'm afraid. I'm just part of the administrative team, and at times discuss ideas and thoughts with them. I'm not part of the development team. :) I'll pass it on though, when I can.
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