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Elihu

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Everything posted by Elihu

  1. Great…I get to suck at TF2 in front of everyone .-.
  2. Elihu

    Code Request

    > I don't know how many you have, but if you have as many as you make it seem, do you really need so many? > > I'd organize my tilesets instead of making seprate folders for them. 1: Tried that and failed. 2: I seem to have a lot of things, I use to always get an error cause I had too many folders of stuff. I'll try to organize them again if you guys think I don't need something like this. Thanks.
  3. Elihu

    Code Request

    > ,,,,1 sekaru ur wrong many will help with out effort , there good % that dont code. > > >.> really? why would you need that?? you got a slider for the tile sets. Got a shitload of tilesets and it takes a long time to go through them so I wanted to find a way to make the process of mapping not complicated with all that.
  4. Elihu

    Code Request

    > Well we need to see some code to help you. I'll have to remake it cause I closed vb6 cause my head started to hurt. But I remember that the code I edited looks something like this now. ``` Public Sub CheckTilesets() Dim I As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler I = 1 NumTileSets = 1 If frmEditor_Map.optTileset(1).value = True Then ReDim Tex_Tileset(1) While FileExist(GFX_PATH & "tilesets\A\" & I & GFX_EXT) ReDim Preserve Tex_Tileset(NumTileSets) NumTextures = NumTextures + 1 ReDim Preserve gTexture(NumTextures) Tex_Tileset(NumTileSets).filepath = App.Path & GFX_PATH & "tilesets\A\" & I & GFX_EXT Tex_Tileset(NumTileSets).Texture = NumTextures NumTileSets = NumTileSets + 1 I = I + 1 Wend end if If frmEditor_Map.optTileset(2).value = True Then ReDim Tex_Tileset(1) While FileExist(GFX_PATH & "tilesets\B\" & I & GFX_EXT) ReDim Preserve Tex_Tileset(NumTileSets) NumTextures = NumTextures + 1 ReDim Preserve gTexture(NumTextures) Tex_Tileset(NumTileSets).filepath = App.Path & GFX_PATH & "tilesets\B\" & I & GFX_EXT Tex_Tileset(NumTileSets).Texture = NumTextures NumTileSets = NumTileSets + 1 I = I + 1 Wend end if NumTileSets = NumTileSets - 1 ' Error handler Exit Sub errorhandler: HandleError "CheckTilesets", "modDatabase", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` Maybe it looked like that after I edited it.
  5. Elihu

    Code Request

    > We don't do code requests. We'll help you if you've made a start though. I did make a start, I created the buttons and seemed to have edited the code in the write way but when I changed the buttons the folder would change. The tileset from A would still be there.
  6. Elihu

    Code Request

    Can someone message me on how to put something like this in my project? In frmEditor_Map I would like to set up opt buttons that will switch the tileset folder. Like A B C D E like in RPG VX. It'll make me be able to arrange my tilesets easier.
  7. > That guy shoud be baned he could of just gave the newbie a tutorail , he didint so I did but NOBODY shoud be mean to noobs WE ALL WERE NOOBS ONCE FINALLY SOMEONE SAID IT!
  8. > Perhaps we should reward members like Jaxx, the ones whom take the time to gently answer newbies' questions, and on top of that welcome them to the community. > > Regards, > > GA When I First joined this forums I thought everyone hated me and I don't remember anyone welcoming me as well as, I felt ignored. Surprised that people are talking to me now, took me a long time of posts and topics and helping people to finally get some friends. If I think back to my Eclipse Newbie mind and use that as a medium for rating this forums it wouldn't be a kind rating. But I guess it's different for everyone and I know i'm naturally unlucky and naturally hated.
  9. Whuuuuuut? This game rang a bell but I don't remember the name either, sorry Yi.
  10. Not serious: THE DESTRUCTION OF TOWNS AND THE LAMENTATION OF THEIR WOMEN! HAHAHAHA Serious: Daesung. A Korean band.
  11. Most people don't flame out, they seem to like to ROLF.
  12. I wonder if It would be possible to make a code where on some maps the player is alone.
  13. > Its possible i got it already as buff ;-) > > Cast spell -> Invisible for 10 Seconds (10 seconds because the buffs are stackable) > > Everything is possible if you know how ;-) Off topic: Then I'll eat an ice cream that is as tall as myself! On topic: Is there a tutorial?
  14. > It is possible. Make a new variable in PlayerRec, isInvisible as boolean. Then if the player casts the spell, change the var to true. And then send the update to the clients. The client then, when rendering the player checks if the player is actually not invisible if the player isn't then continue normally otherwise just exit the sub. Same goes for name. That sounds great like it would work but can you please put that into code XD.
  15. I wanted to know if its possible to make a spell type that will make a player's sprite not render for a certain period of time, or maybe fade as well as make the name vanish. The process called stealth or invisibility in other words.
  16. **Guy1: I'ma be a Nether Priest even though a satanic priest is also known AS A MAGE. ,-," Guy2:" I'ma be a Mosquito Knight even though I AIN'T A BUG." Guy3:"I'ma be a tentacle catcher even though I have no ducking idea what that really it…..ALL HAIL THE PENETRATING TENTACLES!!" Guy4:" I'ma.....OKAY, OKAY. HTF CAN A MUSHROOM BE A WARLORD?" Guy5:"Mysterious Hermit..........*Closes RPG Character Class Generator's tab*"** Omg XD. I never expected to lol like this in the morning…....Fungal Sorceress…...
  17. > Thanks guys. Was nice seeing all your faces pop up on my facebook feed.
  18. > Ahm you just made an new Spell Type all other is the same… if i dont overlooked something... > > If yes... for what xD Warp is enough I made a new spell type because some people might want it that way, might be better to separate them for less confusion. And come to think about it, I don't think people knew it worked with EA.
  19. By the way, how can people become stuff like this. I've seen people be member one day then something else like Global Moderator the next and that was confusing.
  20. **Hey everyone, this is my first tutorial and I'll be teaching you how to turn Akash47's Tutorial about how to turn warp skills into jumping skills into a brand new spell type called Dashing for Eclipse Advanced.** **Original Topic here: [http://www.touchofdeathforums.com/community/index.php?/topic/132021-short-range-warpjump/](http://www.touchofdeathforums.com/community/index.php?/topic/132021-short-range-warpjump/)** **All credits go to Akash47.** **Server** ``` In modCombat, under this: Public Sub CastSpell(ByVal Index As Long, ByVal spellslot As Long, ByVal target As Long, ByVal targetType As Byte) Dim spellnum As Long Dim MPCost As Long Dim LevelReq As Long Dim mapnum As Long Dim Vital As Long Dim DidCast As Boolean Dim ClassReq As Long Dim AccessReq As Long Dim i As Long Dim AoE As Long Dim Range As Long Dim VitalType As Byte Dim increment As Boolean Dim x As Long, y As Long ``` **Add** ``` Dim xt As Long Dim yt As Long ``` **Then in the same Module, find this.** ``` Case SPELL_TYPE_WARP SendAnimation mapNum, Spell(spellnum).SpellAnim, GetPlayerX(index), GetPlayerY(index), TARGET_TYPE_PLAYER, index SendEffect mapNum, Spell(spellnum).Effect, GetPlayerX(index), GetPlayerY(index) PlayerWarp index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y SendAnimation GetPlayerMap(index), Spell(spellnum).SpellAnim, GetPlayerX(index), GetPlayerY(index), TARGET_TYPE_PLAYER, index SendEffect GetPlayerMap(index), Spell(spellnum).Effect, GetPlayerX(index), GetPlayerY(index) DidCast = True ``` **Paste This Under It** ``` Case SPELL_TYPE_DASH SendAnimation mapNum, Spell(spellnum).SpellAnim, GetPlayerX(index), GetPlayerY(index), TARGET_TYPE_PLAYER, index SendEffect mapNum, Spell(spellnum).Effect, GetPlayerX(index), GetPlayerY(index) PlayerWarp index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y SendAnimation GetPlayerMap(index), Spell(spellnum).SpellAnim, GetPlayerX(index), GetPlayerY(index), TARGET_TYPE_PLAYER, index SendEffect GetPlayerMap(index), Spell(spellnum).Effect, GetPlayerX(index), GetPlayerY(index) DidCast = True ``` **Now Under Spell_Type_ Dash's line of code called "PlayerWarp Index, Spell(spellNum).Map, Spell(spellNum).x, Spell(spellNum).y" Place this.** ``` 'Code to warp short distances, using x as forward and y as backwards, while map is set to 0 (in warp spells). If Spell(spellNum).Map = 0 Then If Player(Index).Dir = 0 Then xt = Player(Index).x yt = Player(Index).y - (Spell(spellNum).x) + (Spell(spellNum).y) If xt > Map(mapnum).MaxX Then xt = Map(mapnum).MaxX If yt > Map(mapnum).MaxY Then yt = Map(mapnum).MaxY If xt < 1 Then xt = 1 If yt < 1 Then yt = 1 If Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index Else If yt < Player(Index).y Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE yt = yt + 1 Loop If yt < Player(Index).y Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If Else If yt > Player(Index).y Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE yt = yt - 1 Loop If yt > Player(Index).y Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If End If End If End If End If If Player(Index).Dir = 1 Then xt = Player(Index).x yt = Player(Index).y + (Spell(spellNum).x) - (Spell(spellNum).y) If xt > Map(mapnum).MaxX Then xt = Map(mapnum).MaxX If yt > Map(mapnum).MaxY Then yt = Map(mapnum).MaxY If xt < 1 Then xt = 1 If yt < 1 Then yt = 1 If Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index Else If yt < Player(Index).y Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE yt = yt + 1 Loop If yt < Player(Index).y Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If Else If yt > Player(Index).y Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE yt = yt - 1 Loop If yt > Player(Index).y Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If End If End If End If End If If Player(Index).Dir = 2 Then xt = Player(Index).x - (Spell(spellNum).x) + (Spell(spellNum).y) yt = Player(Index).y If xt > Map(mapnum).MaxX Then xt = Map(mapnum).MaxX If yt > Map(mapnum).MaxY Then yt = Map(mapnum).MaxY If xt < 1 Then xt = 1 If yt < 1 Then yt = 1 If Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index Else If xt < Player(Index).x Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE xt = xt + 1 Loop If xt < Player(Index).x Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If Else If xt > Player(Index).x Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE xt = xt - 1 Loop If xt > Player(Index).x Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If End If End If End If End If If Player(Index).Dir = 3 Then xt = Player(Index).x + (Spell(spellNum).x) - (Spell(spellNum).y) yt = Player(Index).y If xt > Map(mapnum).MaxX Then xt = Map(mapnum).MaxX If yt > Map(mapnum).MaxY Then yt = Map(mapnum).MaxY If xt < 1 Then xt = 1 If yt < 1 Then yt = 1 If Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index Else If xt < Player(Index).x Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE xt = xt + 1 Loop If xt < Player(Index).x Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If Else If xt > Player(Index).x Then Do Until Map(mapnum).Tile(xt, yt).Type = TILE_TYPE_WALKABLE xt = xt - 1 Loop If xt > Player(Index).x Then SetPlayerX Index, xt SetPlayerY Index, yt SendPlayerXYToMap Index End If End If End If End If End If End If ``` **In Mod Enumerations, Find Public Enum SpellType and under SPELL_TYPE_WARP add** ``` SPELL_TYPE_DASH ``` **DEV SUITE** **In Mod Constants find** ``` Public Const SPELL_TYPE_WARP As Byte = 4 ``` **And add under it** ``` Public Const SPELL_TYPE_DASH As Byte = 5 ``` **In Public Sub DrawSpellDesc under Case SPELL_TYPE_WARP** **sInfo(I) = "Warp", Add.** ``` Case SPELL_TYPE_DASH sInfo(I) = "Dash" ``` **In frmEditor_Spell find the cmbType![](http://www.freemmorpgmaker.com/files/imagehost/pics/09430ccb5afbf7c93fe647a9f69eece3.jpg)** **and look for List, click it then add Dash right under the word Warp.** **![](http://www.freemmorpgmaker.com/files/imagehost/pics/183387df652976d81055c55b0b8bf1d8.jpg)** **Client** **In Mod Constants find** ``` Public Const SPELL_TYPE_WARP As Byte = 4 ``` **And add under it** ``` Public Const SPELL_TYPE_DASH As Byte = 5 ``` **In Public Sub DrawSpellDesc under Case SPELL_TYPE_WARP** **sInfo(I) = "Warp", Add** .``` Case SPELL_TYPE_DASH sInfo(I) = "Dash" ``` **And Finished! It should work 100% Perfectly now. When you make a Dash spell, The X value will make you go forwards and the Y will make you go backwards. Enjoy dashing around your maps XD. If any problems you can ask me, I tested this and it 100% Works so I doubt you'll find errors but if you do, don't be afraid to ask me and i'll edit it.**
  21. **- Name, Sex: Tundras Coldaplaya Blanc (Male)** **- physical Description** Tan skin, glasses, straight hair parted on the right, swimmer's body. (Seriously I have a swimmer's body and I can even look like a girl if I want too XD.) **- Age** Teenager **- Dress type** Jeans, Black T-shirt, Black Jacket, Black sneakers. **- Sexuality: Straight** Absent-Minded Adventurous Ambitious Artistic Computer Whiz Unlucky Vegetarian Sometimes a workaholic (I don't mind work)
  22. Holy flashing cat eyes o_o…..*Cough* Zex?
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