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Snoozey

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Everything posted by Snoozey

  1. Hm, not sure if it is from this or something else. Added these mobs all from you and lightning http://www.touchofdeathforums.com/smf/index.php/topic,69521.0.html http://www.touchofdeathforums.com/smf2/index.php/topic,72517.new.html#new http://www.touchofdeathforums.com/smf2/index.php/topic,78655.0.html I keep getting error on sub petdisband in modgamelogic server side. PetMapCache(mapNum).Pet(Player(index).Pet.CNum) = 0 "subscript out of range" ``` 'Clear the npc from the map Sub PetDisband(ByVal index As Long, ByVal mapNum As Long) Dim i As Long Dim j As Long If TempPlayer(index).TempPetSlot < 1 Then Exit Sub 'Cache the Pets for players logging on [Remove Number from array] 'THIS IS KINDA SLOW (EVEN WITHOUT TESTING, LOL), MAY HAVE TO CONVERT TO LINKED LIST FOR SPEED PetMapCache(mapNum).Pet(Player(index).Pet.CNum) = 0 Call ClearSingleMapNpc(TempPlayer(index).TempPetSlot, mapNum) Map(GetPlayerMap(index)).NPC(TempPlayer(index).TempPetSlot) = 0 TempPlayer(index).TempPetSlot = 0 're-warp the players on the map For i = 1 To Player_HighIndex If IsPlaying(i) Then If GetPlayerMap(i) = GetPlayerMap(index) Then Call PlayerWarp(i, GetPlayerMap(i), GetPlayerX(i), GetPlayerY(i)) SendPlayerData index End If End If Next End Sub ``` This is the last mod added. It worked before this mod. I think I messed something up, but I am not sure where. Commenting out ``` PetMapCache(mapNum).Pet(Player(index).Pet.CNum) = 0 ``` Solves the crashing issue. What exactly does this do, and do I need it?
  2. Hm Pets can still attacks non pet npcs? Did I mess something up? If not how would I add a check to see if the target of the pet is a friendly,guard, or shopkeeper? My fix, it seems to work, but not really sure how well. Most likely you will need to fix this. I am using it as a temp until I figure out how to properly do it. The text does not display at all. ``` 'pet stuff If MapNpc(MapNum).NPC(Attacker).IsPet = YES Then If NPC(vNpcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Or NPC(vNpcNum).Behaviour = NPC_BEHAVIOUR_SHOPKEEPER Or NPC(vNpcNum).Behaviour = NPC_BEHAVIOUR_GUARD Then Call PlayerMsg(petowner, "Can't attack friendly allies.", BrightRed) Exit Function ```
  3. So essentially I could look for the command /guild view copy the code for that. Make a new label and paste the code into there. Some minor changes, and it would show in chat correct in my thinking? Also how do you get it to line up so well in the box? Mine is always a little off, and I can't move it or it goes too far. On second thought how hard would it be to add a check box for online and all? Which allows you to click and change what you see. I am really new to VB would it be something a new person could do?
  4. Snoozey

    Default Buttons

    Is there anyway to get the default main buttons without the text and picture? Adding a few more buttons and would like to have them match. Tried Photoshopping, but I lost a lot of the borders. Edit: Finally made a good set.
  5. Is the gui suppose to show ALL guild members, or only those online? Mine is showing all, so I need to mess with it I think. Any Ideas what I did wrong? Also how do I line up the gui to fit into the window. Right now it overlaps a bit, and moving it always goes to far. Old issue which is fixed >! Small issue, I am sure it is my fault. Instead of a label I am doing a picture box. I have added my images, and am not receiving any errors however, when I press the button it opens up party instead of guild. >! I have increased the max buttons to 8 (Amount I need) >! I also added this ``` ' main - guild With MainButton(8) .fileName = "Guild" .state = 0 ' normal End With >! ``` I think the problem is .filename=guild , but I am very new and not really sure where I should look to correct this. Going to continue to work on the issue, but any help would be wonderful. >! ``` Case 8 'Guild picCharacter.Visible = False picInventory.Visible = False picSpells.Visible = False picParty.Visible = False picOptions.Visible = False picQuestLog.Visible = False picGuild.Visible = True PlaySound Sound_ButtonClick >! ``` Update: Changed my inventory button to false, and made guild true. This caused the same issue as my guild button. It seems the button is not triggering the visibility. >! Update2: Changin button 8 (my guild button) To show character instead of guild works correctly. Seems the issue is changing the visibility of picGuild. >! Stuck :/
  6. @Alatar: > Edit the "client\data files\graphics\gui\main\main.jpg" and add the proper graphic. I think I am misunderstanding. I have the "proper graphic" As in the ones you provided. However, that button is always missing until I hover over it, and then the graphic will stay. Is this intended? If so, where can I start looking on how to change it. Been looking with not much luck. Everything I look at says it is visable.
  7. The scaling can be changed in the server I do believe. To add a stamina bar you will need to edit the forms(I think)
  8. @LotSDesigner: > SO if they dont have an internet connection then they cant play as the same if I dont have one? If they don't have an internet connection then they can not play. You can only play with no internet because of what soul said.
  9. Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over.
  10. @Soul: > I don't believe msinet.ocx is included in the Eclipse Library Installer (because it isn't part of the "main package", so to speak). He'll have to register it manually. You would be correct. MSinet.ocx is not in the library installer as the actual engine does not use it. However, the auto updater does. I have had him install the msinet.ocx. It is in his windows 32 folder, and we tried doing the register via run. Still not picking it up.
  11. @deadwalkin: > no offense and this is not an insult but if you read his post he said it didnt work Correct he has the Library installer, and he has the msinet.ocx in system 32\. It is just not working. He can run the game fine, just not the updater.
  12. Appears to work :] If it breaks or I notice anything odd I will report back. Thanks again soul.
  13. @Joost: > Respawning the map as a solution for this will result in a broken as duck game. Imagine 3 elite NPC"s that can only be killed once every 24 hours. (Or once every hour, i dont care). You kill one, leave the map, all 3 respawn, you go back in, kill one, go out, all respawn. > > Or in examples where there are items on the map that are supposed to spawn every X minutes/hours you can just force the items to respawn. > > Making the monsters walk back would also require a lot of work. I was afraid of that, well it is out of my hands then. There is no way I could tweak AI :/
  14. @Zopto: > i think to he need to instal this http://www.touchofdeathforums.com/smf/index.php/topic,65854.0.html > Eclipse Origins Runtimes/Library files > that worked when my friend try to login in my game Already installed those. The auto updater does not use those DLLs those are for the game itself. Atleast that is what I understand.
  15. So I have the auto updater and it seems to work fine. I can update ect. Couple of my friends downloaded the game and the updater and everything works fine. However, one friend gets an error saying msinet.ocx is missing. So I do a little research and find he needs to place it in system 32, and then register it with regsvr32\. However it is still saying it is missing. Not quite sure how to fix it. Any ideas?
  16. @Gamzee: > My idea is to respawn a map everytime when a player attracts more than two NPCs and another player wants to enter this map. Problem with that is lets say player A is kill npc A. Then NPC B sees player A. Player A is ok with fighting 2 npcs. Player B walks in, map resets.
  17. Lets say 3 monsters are attack on site. Player A runs through and they all start attacking him. He knows he is going to die so he runs out of the map. The monsters will sit and wait at the exit Player B walks in. Player B is stuck because npcs are waiting. Anyways to make the monsters go back if a player leaves a map?
  18. Thanks also works for exp :]
  19. @Joost: > You changed it into > ``` > Sub SaveGuild(ByVal Guildname As String) > > ```? Actually because I am a derp Guildname already exists. I fixed this a few posts back. here is the complete code. Pretty sure 100% working. ``` Sub SaveGuildName(ByVal name As String) Dim F As Long Dim n As Long F = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Append As #F Print #F, name; "" Close #F End Sub ``` ``` Function FindGuild(ByVal name As String) As Boolean Dim F As Long Dim s As String F = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Input As #F Do While Not EOF(F) Input #F, s If Trim$(LCase$(s)) = Trim$(LCase$(name)) Then FindGuild = True Close #F Exit Function End If Loop Close #F End Function ``` ``` 'Check to see if guild name exists. If FindGuild(name) Then PlayerMsg Founder_Index, "That Guild name already exists!", BrightRed Exit Sub End If ``` ``` 'Write to text file to save guild name. Call SaveGuildName(name) ``` Makes guild list if guild list is not there. This is in initserver ``` ' Check if the master Guildlist file exists for checking duplicate names, and if it doesnt make it If Not FileExist("data\guilds\Guildlist.txt") Then F = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Output As #F Close #F End If ```Before I forget I would like to thank you. It must of been frustrating trying to help me, but I feel as though I learned quite a bit. Now I am working on it deleting out of the text file when the guild disbands. I have a feeling the deleting will be very hard… Stuck on the deleting part. No errors thrown, however nothing is deleted. ``` Sub DeleteGuild(ByVal name As String) Dim f1 As Long Dim f2 As Long Dim s As String Call FileCopy(App.Path & "\data\guilds\Guildlist.txt", App.Path & "\data\guilds\Guildtemp.txt") ' Destroy name from Guild List f1 = FreeFile Open App.Path & "\data\guilds\Guildtemp.txt" For Input As #f1 f2 = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Output As #f2 Do While Not EOF(f1) Input #f1, s If Trim$(LCase$(s)) Trim$(LCase$(name)) Then Print #f2, s End If Loop Close #f1 Close #f2 Call Kill(App.Path & "\data\guilds\Guildtemp.txt") End Sub ``` Got it to work :] Thanks for the help. Anyone feel free to use the code or add it to the tutorial.
  20. @Joost: > Guildname is a string, not a number I think I edited before you posted. It is now correctly getting the guild name, but it is still giving me an error 13 type mis match. name is a string Ok, I now have it working almost completely. I changed long into string so now they are both strings. However, If I have two guild names lets say Testme1 Testme2 That is how the text file should look. However it looks like Testme1testme2 I need it to place a return. Working on it now.
  21. @Joost: > GuildData.Guild_Name is wrong Error 13 type mismatch ``` Call SaveGuildName(name) ``` I have the name checking working, just not the writing. Continuing to test it.
  22. @Joost: > Sounds about right. ``` 'Check to see if guild name exists. If not Write to file If FindGuild(GuildData.Guild_Name) Then PlayerMsg Founder_Index, "That Guild name already exists!", BrightRed Exit Sub End If 'Write to text file to save guild name. Call SaveGuildName(GuildData.Guild_Name) ``` Compile error: Invalid qualifer
  23. @Joost: > ``` > 'Check to see if guild name exists. If not Write to file > If FindGuild(True) Then > PlayerMsg Founder_Index, "That Guild name already exists!", BrightRed > Exit Sub > End If > > 'Write to text file to save guild name. > Call SaveGuild(Guildname) > ```This sub is still broken. FindGuild(True) is not working because it needs to be FindGuild(Whatever variable is defined as the guild name) and SaveGuild(Guildname) should be SaveGuild(Whatever variable is defined as the guild name). I dont know what variable stores the guild name so youll have to find that yourself. Wouldent this be the guild name variable? GuildData(GuildSlot).Guild_Name = name. Still looking as that one did not work.
  24. @Joost: > Did you add a file named Guildlist.txt in the guilds folder? Not sure if the code actually sets up the text if none if found. Yes, I am sure. The path is correct, and no the code will not create the list. I was doing that after I got this to work. Something is really messed up.The .dat files are not creating anymore. Found the issue with the dat files. Got them working again, however it is not writing into the txt file still. It is writing in the file, but it is only adding returns. No text just new lines, it is also not checking. I added a guild name is manually it still allowed me to make it again in game.
  25. @Joost: > To be honest you're just messing it up more. > Sub SaveGuild(ByVal Guildname As Long) > > That means you need to call that sub by using > Call findguild(GUILDNAME) > > If you dont add the guild name the findguild sub wont know what its looking for. Hm, The dat files are not being made, and it is not writing into the file. here is what I have. If I change true to guildname it always is in use, even if the file is empty. ``` 'Check to see if guild name exists. If not Write to file If FindGuild(True) Then PlayerMsg Founder_Index, "That Guild name already exists!", BrightRed Exit Sub End If 'Write to text file to save guild name. Call SaveGuild(Guildname) ``` ``` Sub SaveGuild(ByVal Guildname As Long) Dim F As Long Dim n As Long F = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Append As #F Print #F, Name Close #F End Sub ``` ``` Function FindGuild(ByVal Name As String) As Boolean Dim F As Long Dim s As String F = FreeFile Open App.Path & "\data\guilds\Guildlist.txt" For Input As #F Do While Not EOF(F) Input #F, s If Trim$(LCase$(s)) = Trim$(LCase$(Name)) Then FindGuild = True Close #F Exit Function End If Loop Close #F End Function ```
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