Elihu
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Posts posted by Elihu
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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.
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> 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! -
> 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. -
Whuuuuuut? This game rang a bell but I don't remember the name either, sorry Yi.
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Not serious: THE DESTRUCTION OF TOWNS AND THE LAMENTATION OF THEIR WOMEN! HAHAHAHA
Serious: Daesung. A Korean band. -
Most people don't flame out, they seem to like to ROLF.
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I wonder if It would be possible to make a code where on some maps the player is alone.
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> Its possible i got it already as buff ;-)
>
> Cast spell -> Invisible for 10 Seconds (10 seconds because the buffs are stackable)
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> 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? -
> 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. -
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.
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**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…... -
> Thanks guys. Was nice seeing all your faces pop up on my facebook feed. <3
Happy Birthday Robin ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) -
14 and 17\. 3 Years = Hmmm…..Maybe but you may want to keep looking for a while. 2 years = Fine. 1 Year = No problem at all. Same age = Who cares, date her bro.
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> pay him a lot of money xD
Um LOL? XD -
> 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. -
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.
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**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.** -
I joined in 2011.
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**- 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) -
Holy flashing cat eyes o_o…..*Cough* Zex?
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04 Nov 2011
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Okay, thanks for the info.
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Hey everyone, I've been wondering about this for awhile. How do people become an Eclipse Veteran? Before you just click join group and wait but now what do you have to do? I want to become one so I want to know, if that wouldn't be too much trouble.
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ANDROID IS THE BEST, NO QUESTIONS ASKED.
Code Request
in Q & A
Posted
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.