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Ariel

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Everything posted by Ariel

  1. OMG that what i was looking for XD thank you so much! But for some reason the "EVENT" in conv num 2 dont save for me 0.0 is it for everyone ?
  2. IN CS:DE? Im sorry but no one know\or say how to render a listbox in Dx8 :\ you have to use this "Invisible button fields" hehe
  3. Oh, im sorry i havent tryed it on eo yet, but you can add it to the end of the sub i guess.
  4. I Played in my game for a bit run around kill mobs and such and then i died. i just return to where i started the game and that was so boring and annoying.. and then i found about: **(MUST HAVE BEFORE USING THIS GUIDE)** http://www.touchofdeathforums.com/smf2/index.php/topic,64302.msg687805.html#msg687805 Checkpoint was the sulution! but, it again was to boring just walking on tile. i want the player to exercise his free will, whether he want to make a new CP or not… So this will made a NPC type which will do that(INN), still i didnt mange to do that it will ask a Yes\No question before in a conv window so if anybody know how i want to hear! (CS:DE) CLIENT and SERVER: in modConstants add after ``` Public Const NPC_BEHAVIOUR_GUARD As Byte = 4 ``` This ``` Public Const NPC_BEHAVIOUR_INN As Byte = 5 ``` do that for Client and for Server. SERVER ONLY: In modCombat ind the sub "CanPlayerAttackNpc", search there for ``` ' init conversation if it's friendly ```and just after the first end if add ``` If Npc(npcNum).Behaviour = NPC_BEHAVIOUR_INN Then 'INN SetCheckpoint attacker, MapNum, NpcX, NpcY - 1 CanPlayerAttackNpc = False End If ``` CLIENT ONLY: In frmEditor_NPC in cmbBehaviour (just next to the lable that said: "Behaviour:" add to her list "INN" make sure its number 6 in the list! And your done!:) again, if anyone know how to add Yes\No before saving new CP please let me know how :P
  5. Ariel

    ItemEditor

    What? you want to resize it?
  6. I think im giving up on this :Z a player can have 10 buff active, how do i tell the client that he have and how do i tell him which that i dont know….. I can send the data i cant make it showup when he have a active buff Damit..
  7. I meant in side the function it should check if a buff.type is more then 0 so true? else how do i check if a player have a buff ?:Z
  8. Alright so Isbuffed should check whether the buff have a buff type larger then 0 ?
  9. Didnt get that to work :\ well i think that its not a handler Problem its on the draw sub.. i just cant point what it is :\ he get the right data its just not rendering it>< ``` Public Sub DrawBuffIcon() Dim BuffDur As Long, BuffType As Long, BuffEffect As Long, spellnum As Long, i As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ' check if we should be seeing it For i = 1 To 10 If not BuffInfo(i).Type = 0 Then BuffDur = BuffInfo(i).Dur BuffType = BuffInfo(i).Type BuffEffect = BuffInfo(i).Effect spellnum = BuffInfo(i).spellnum RenderTexture Tex_Spellicon(BuffInfo(i).spellnum), 100, 120, 0, 0, 32, 32, 32, 32 End If Next ' Error handler Exit Sub errorhandler: HandleError "DrawBuffIcon", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```
  10. So its not like channels lol channels still share data :O its more like a "World" AKA "Realm"
  11. does my code correct? after the drawGUI is fine right? Anyways many thanks i will try it now!
  12. Ok, ill go read about it :) edit: Im Storing it in a Rec already. (or i didnt get the UDT right isnt it the Types?) Read the handler for a sec, do you think i need to do a loop to draw all 10? that what i made: ``` Public Sub DrawBuffIcon() Dim BuffDur As Long, BuffType As Long, BuffEffect As Long, SpellNum As Long, i As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ' check if we should be seeing it For i = 1 To 10 BuffDur = BuffInfo(i).Dur BuffType = BuffInfo(i).Type BuffEffect = BuffInfo(i).Effect SpellNum = BuffInfo(i).SpellNum RenderTexture Tex_Spellicon(Spell(i).Icon), 150 + i + 40, 150, 0, 0, 32, 32, 32, 32 Next ' Error handler Exit Sub errorhandler: HandleError "DrawBuffIcon", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` and calling it on the Render thing
  13. Oh but its not a GUI i have some variables i need it to have :\ so i cant call him there i have to call him from the handler (as far as i know\ understand) i guess its out of my league
  14. Wait what? what do you mean? which loop?
  15. What do you mean Change them in the Constant there is no Height Width Var there. and where i can find this Rendering Stat? :) And The part of learning something its not knowing it lol
  16. I mange to Send and "AddText" the info of the buff inclouding the spell icon Buff Duration ETC… I was able to Render things before i made some costum GUI but this one i just cant get the Icon to show up :/ this is the Draw sub: ``` Public Sub DrawBuffIcon(ByVal BuffNum As Long) Dim BuffDur As Long, BuffType As Long, BuffEffect As Long, SpellNum As Long, i As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ' check if we should be seeing it BuffDur = BuffInfo(BuffNum).Dur BuffType = BuffInfo(BuffNum).Type BuffEffect = BuffInfo(BuffNum).Effect SpellNum = BuffInfo(BuffNum).SpellNum RenderTexture Tex_Spellicon(Spell(BuffNum).Icon), 150, 150, 0, 0, 32, 32, 32, 32 ' Error handler Exit Sub errorhandler: HandleError "DrawBuffIcon", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` and i call it on the Handle: ``` Private Sub HandleBuffInfo(ByVal index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer Dim BuffDur As Long, BuffType As Long, BuffEffect As Long, SpellNum As Long, Caster As Long, BuffNum As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set Buffer = New clsBuffer Buffer.WriteBytes data() BuffDur = Buffer.ReadLong BuffType = Buffer.ReadLong BuffEffect = Buffer.ReadLong SpellNum = Buffer.ReadLong Caster = Buffer.ReadLong BuffNum = Buffer.ReadLong BuffInfo(BuffNum).Dur = BuffDur BuffInfo(BuffNum).Type = BuffType BuffInfo(BuffNum).Effect = BuffEffect BuffInfo(BuffNum).SpellNum = SpellNum [color]Call DrawBuffIcon(BuffNum)[/color] Set Buffer = Nothing ' Error handler Exit Sub errorhandler: HandleError "HandleBuffInfo", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` ![](http://i.imgur.com/Rsq9K.gif) How should i do it Right? Thanks.
  17. I ment a new consume like type … i thought its obviose.
  18. Works :D working on a visual in CS:DE –-- i replied to your replied BTW .
  19. Youll need: * New Vital type - for bar * New Item type - consume like (food) * GetTickCount - for slowly lowering the new vital (thank pony) maybe some other thing but that what come to my mind :D
  20. Ok then if i paste everything but when i use the buff (which add HP for example) nothing happened :O
  21. i had Prot' until i pirate and its works fine :)
  22. This should work in CS:DE right? Im trying now :)
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