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Elsien

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  1. I think I have a fair understanding of what to do now. I'm gonna give it a shot and attempt to get it to work. Thanks for all the help! I'll be sure to ask if I need anything else.
  2. It was all helpful, thank you. So, lets for example, say I wanted to update my maps to the new NAME_LENGTH constant. I would just bring in everything under this: ``` ' Map constants Public Const MAX_MAPS As Long = 900 Public Const MAX_MAPX As Byte = 50 Public Const MAX_MAPY As Byte = 50 Public Const MAP_MORAL_NONE As Byte = 0 Public Const MAP_MORAL_SAFE As Byte = 1 Public Const MAP_MORAL_ARENA As Byte = 2 ``` from modConstants? From modEnumerations though, I'm not really sure what to look for. As for changing NAME_LENGTH itself; I'm not really sure where to go with that either. So I would essentially change the new UDT's NAME_LENGTH definition equal to 50, and then changing it to 50 on the server/client side so it matches up? Or would I have to use a variable (call it lengthvalue) and set that equal to 50, then change the new UDT to have a variable called lengthvalue equal to 50? Using your converter example, would it look something like this? ``` ' States that UDT_Old is the beginning of the structure. The continuation is UDT_OldRec. ' This is what the old UDT should be. We'll be loading the data and putting it in this structure Public UDT_Old(1 To MAX_VALUE) As UDT_OldRec Private Type UDT_OldRec Public Const MAX_MAPS As Long = 900 Public Const MAX_MAPX As Byte = 50 Public Const MAX_MAPY As Byte = 50 Public Const MAP_MORAL_NONE As Byte = 0 Public Const MAP_MORAL_SAFE As Byte = 1 Public Const MAP_MORAL_ARENA As Byte = 2 End Type ' States that UDT_New is the beginning of the structure. The continuation is UDT_NewRec. ' We'll be transfering all the data we loaded to this structure. Note there's an extra variable called "Value3". Public UDT_New(1 To MAX_VALUE) As UDT_NewRec Private Type UDT_NewRec Public Const MAX_MAPS As Long = 900 Public Const MAX_MAPX As Byte = 50 Public Const MAX_MAPY As Byte = 50 Public Const MAP_MORAL_NONE As Byte = 0 Public Const MAP_MORAL_SAFE As Byte = 1 Public Const MAP_MORAL_ARENA As Byte = 2 lengthvalue as Byte End Type ```
  3. Awesome, that helps a lot. I have an understanding as to how exactly this works. But I do have some questions; specifically, what values would I use? I'm gonna be converting both .bin (accounts and such) and .dat (maps, items, NPCs) files to accomodate for the new size of NAME_LENGTH. Would I simply alter the code depending on the file I'm converting? (I figured this since you mentioned MAX_VALUE can be made to be anything I change). I apologize for not really having a grasp on it (and for the late response), but I'm really trying here. This has been immensely helpful so far.
  4. Alright, I understand the gist of it then, but I'm gonna need more info. My experience with this is… very basic (I tend to be bad with syntax). I'm assuming this would be done as the server loads the files? I'm looking at how it loads things and I'm not really too sure where to go with it. I've already made backups in case anything goes wrong, but I don't really wanna play russian roulette with it and end up not completely understanding how it works.
  5. So, basically I got a bit fed up with my limited space for map names, item names, and such. I wanted to extend it; but I already have a good bit of work poured into mapping/making items/resources, the works. Bear in mind I am no experienced programmer; the most I've really done with these engines is that old SadScript nonsense, and the most I've done programming in general is some program assignments in my college classes, none of which were really advanced. EO is my first time actually handling vb6, and I'm learning as I go here along with doing some researching online. So yes, if I change NAME_LENGTH in modConstants (server & client) from 20 to say… 50, I'd have to convert my stuff, since I really want to shy away from deleting all of it (if possible) and learn how to actually convert it in case I potentially change anything else in the future. Where exactly would I start with this?
  6. Very useful, thank you. I have VB6 already and I'm doing pretty well with it (I never really coded much outside Sadscript before). I'll take a look into that source edit after I read the thread and get my faces working.
  7. I used to use 2D ORPG Engines like this one a long time ago, I never really got into it- it was a lot of fun to goof around in though. I've used Konfuze, Elysium, Chaos, XtremeWorlds, now I'm using EO- and its probably the best out there right now. However, I am confused about certain things. For one, character portraits. I want a specific portrait to match up to a specific sprite, however, I tried changing the portrait number (say, 30) to the sprite's number (say, 630) (I have 150 or so portraits and over 2000 sprites), to no avail. Do the number of sprites and portraits in the graphics file have to be equal in order for the client to match them up? If not, what am I doing wrong exactly? Secondly, would it be possible for me to be able to increase the player's movement speed? I had an idea regarding certain increments of Agility raising a player's speed slightly. I checked around but wasn't able to find anything on either of these.
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