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EntityJin

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Everything posted by EntityJin

  1. I was wondering how to add new equipment slots to this without messing it up. I have a few ideas for features. For one, being able to set clothing to gender specific, that way the paperdoll system has more usefulness and we don't have to sacrifice classes for the sake of having separate clothing for different genders. I attempted this, but had to reverse it because I screwed it up big time. I'd also like to see the animated items again, not sure if EFF has this feature, I haven't tried to make one, if so disregard this. I really appreciate the time and effort you've put into this, and it is by far the best engine I've used thus far. Keep up the excellent work.
  2. @Scypher: > They're not buggy, just poorly implemented and untested. I'm pretty sure that I learned in introduction to programming that poorly implemented code, which results in an undesired effect in the program is a bug… If it happens and it isn't supposed to happen, and it's a result of the code, or poorly written code, it's still a bug because the result achieved is NOT the original intention, therefore it doesn't work right, therefore it's bugged.. And I'm pretty sure untested is irrelevant here considering I've spent the better part of 3 days testing them, so before you insult my intelligence, please understand that I'm not a complete moron.
  3. I believe that there is a bug in the code for the multiple drop. The 0.5 does work for me, but when i set multiple drops it causes everything to mess up. I've had to go into the server and manually delete npc data several times because the error handler simply crashes the game before i have a chance to manipulate it using the NPC editor. I think this problem has always been in the multiple drop script, I do my own graphic work, which I'm very proud of, and I don't have time to code in all of the features I want, which is the reason I'm even using a custom version in the first place. I'm just tinkering with it right now so that I can get a basic idea of how my mmorpg will play. However, I still need functional coding. Please fix these bugs, Jaxx, prove to us all that you can fix these buggy scripts, then no one will have any right to call you a ripper. lol
  4. I don't know if it's just me, but can anyone tell me why the NPCs bug up and crash the server? Or why they keep randomly shifting to attack on sight? Or why the npcs lose their spawn time? There's gotta be some kind of major bug in this.. This is really starting to annoy me.. That being said, I like the features, since I don't have time to code everything in myself, so if someone could please tell me why my NPCs are crapping out at every second, I'd be grateful.
  5. @iXlithan Thanks man, this really helps me. I converted this to work with the paperdoll, it's not hard. I also converted this to work with NPCs, which i think is very useful. I'm going to try and figure out how to get this to work globally. @MrMiguu Thanks for the tip, That's exactly what I plan to do.
  6. You might want to include a buglist in your first post.. That way people don't spend 20 minutes coding all of this in simply to have to revert to a backup because of the bugs.. I look forward to seeing this completed. Consumables should always stack, imo.
  7. @Erwin: > I guess thats not a bug, thats done on purpose because the NPC coordinats are getting reset when he dies, so that will duck up the animation. @Soul: > Yeah, like Erwin said this was intended. You could add it, but it looks really bad if you do. Oh alright.. I suppose that makes sense, although with normal battle animations, the animation shows when the NPC dies. So.. Lol Strange.
  8. I don't know if this has been posted before, but I'm going to post it. I'm not new here really, I found eclipse back in the day and I didn't care too much for it, so i switched to Elysium, which i hated more. Then onto a private server emulator written in C++ that has no custom client, so suffers from critical limitations in the client and in the graphics libraries. Now, my question is this: Has anyone else noticed that when you kill an NPC with a spell, it does not show the spell animation. Was this done on purpose, or is it just a bug in the code, or is it only on my screen that the do not show. If i simply damage an NPC, the animation shows fine. Finally I must say, very much improvement with the source code of Eclipse. Kudos to you Robin for working so hard to make this far superior to what it once was. Thanks.
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