fafioso
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Posts posted by fafioso
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Ok well i can't find a workeable vb pro so i guess i'll deal with it :)
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Ohhh.. So what's the point of leveling?
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Hey great work and thx for the new link ;)
I just have a little question :s I can't see where and how i increased my character stat's point in the character GUI. Can anybody help me with this?
Thanks! -
EO 2.0 used to support those animations arrangement and it looked awesome. Would be weird if they removed this kind of graphics :s
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Well i use tiles like that :
[![](http://img15.hostingpics.net/pics/487930596.png)](http://www.hostingpics.net/viewer.php?id=487930596.png)
I use it since the eclipse 2.0\. It that correct for the v4.0? -
Hi everyone! Well i have a little problem with my animations :s I read somewhere it's because i'm running on windows 8 (u_u) so if someone had some ideas to fix it, it would be awesome!
So i know how to configure animations (i use eclipse since 4 years) but it look like this with any animations i configure :
[![](http://img4.hostingpics.net/pics/644394screeneclipse.png)](http://www.hostingpics.net/viewer.php?id=644394screeneclipse.png)
I had the same problem with a custom version of eclipse a few months ago so i'm guessing it's windows 8:s
Well i can't wait for your answers and thanks for the help!
PS:You're doing a great job, Eclipse crew!
PS²:Sorry for my english -
Fixed i was just dumb ^^ The error was in my event line:s Another question: is it possible to despawn mobs with event system? Thx and sorry for wasting time^^
Edit: Would it be possible to make a ressource who disapear when recolted? Exemple: I cut a tree,so i can walk trought the tree? It could be awesome for a kind of sandbox game and i don't think it's hard to code even if i suck at this xD -
It's not zero i put in to 20 sec.
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Nop i clicked Don't Auto Spawn for every mob and update but they reapear instantly when i kill them :s
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Oh :s That's pretty ennoying for my project :) Would be great if you find courage to put it in :) Alos i have a little problem with event system. When i spawn npc's with the event system, when i kill the npc's they instantly respawn :s I would like to configure a boss spawning system but with this bug i can't :s If anyone have a solution i'd really like it :) Thanks for your quick answers Seth!
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Hi , i can't use bows :s I don't understand what i'm supposed to check to configure it well? Can you help me with thi pls? Thx and very great work!
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Link seems broken :s Can you replace it pls? thanks!
Up!
(Merge reason: Please don't double post, especially when it's something as small as "Up!") -
Well it does't work for me : Do i did something wrong? :
[![](http://img11.hostingpics.net/thumbs/mini_746372preuve3.png)](http://www.hostingpics.net/viewer.php?id=746372preuve3.png)
The animations part hasn't change. -
Tested it. Animations still dont' work :s I tested it with a new character. I haven't test title items but i saw the change so i guess it works :)
Well good luck again and dude I will donate very soon fir your work (just waiting pay day^^) -
Sorry but animations still don't work :s I created a new character and test on it and i have the same problem :
[![](http://img15.hostingpics.net/thumbs/mini_854139preuve1.png)](http://www.hostingpics.net/viewer.php?id=854139preuve1.png)
I configured it well (i do that since many years now) :
[![](http://img15.hostingpics.net/thumbs/mini_139378preuve2.png)](http://www.hostingpics.net/viewer.php?id=139378preuve2.png)
Good luck and thanks again! -
I just tested and animations still don't work.I configured it well.
Also panoramas don't work too :s Go test yourself and you'll see :s Well i can forget about panoramas but animations are very important for my game :)
Thanks! (I still love your job^^) -
Ok well i will donate for the engine soon :)
I just have another bug report. It seems the animations don't work correctly. For example, an animation when casting appears on the character but also on bot and top of him :s Did i make something wrong?
Thanks!
Edit: It seems panoramas don't work too:s -
Hi! First i'd like to sy thank you for thi very great engine!
TwiterGames You need to config map morality and enable "pickup item" and "drop item". Then put your morality map On and you can pick and drop normally;)
So I really love this engie but i have a few questions:
-When i'm on the map editor I can't see the bot of tilesets whose having high height. Is there a way to fix that? Sorry I'm not english so I do my best for explaining myself :)
-Is there a way for having chatbox transparency? I think i can figure it out myself but if there is a simple way it would beeasier for me :)
Well thank you again for your work!
Bye!
Edit: Oh yeah another question! I didn't see if there was projectile weapons but in the Class Editor, there is a Combat Tree with a "range" category. What does it exactly means please? -
Hi again! I'm asking myself if it would be possible to get Life Cost to cast a spell? Would be great for classes who have high PV! Thx!
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THx for your answer Chti'Yonki ;) So i can start developing my project and your futurs updates will not interrupt this? Would be great because i can't wait to start story and developement :)
Also like Lel said, fps still are very low on my pc (old machine) and if you can increase that, it would be great :)
So you do a great job and good luck for next!
Waiting for news ;)
Thx again! -
Congratulations for your work! I think you are french so i will speak french too!
Bravo pour ton boulot c'est vraiment trés abouti et je vais suivre ton projet de trés prêt car c'est le genre d'outil de création qu'on aimerais plus trouver et surtout en francais^^
J'ai dévellopé plusieurs jeux mais j'ai toujours été "bridé" par mes connaissances ou par les capacités des différents moteurs que j'utilisais.Mais j'ai vraiment envie de démarrer un projet solilde avec ton moteur quand il sera selon toi Terminé.
Il serait sympa d'ajouter un système de guilde car cela manque vraiment au moteur Eclipse et on le voit trés rarement dans les versions customs (je n'ai d'ailleurs pas compris il n'y est pas de base car dans n'importe quel jeu Online,c'est ce que demande les joueurs en premier lieu)
Bref je vais explorer ta derniere mise à jour et j'attend les nouvelles avec impatience!
Tu fais vraiment du bon boulot et vraiment merci pour cela!
Bon courage! -
Up!
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Still not working :s I'm really bad at coding ![-_-](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sleep.png)
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```
' ############
' ## Spells ##
' ############
Public Sub BufferSpell(ByVal index As Long, ByVal spellslot As Long)
Dim spellnum As Long
Dim MPCost As Long
Dim LevelReq As Long
Dim mapNum As Long
Dim SpellCastType As Long
Dim ClassReq As Long
Dim AccessReq As Long
Dim Range As Long
Dim HasBuffered As Boolean
Dim targetType As Byte
Dim target As Long
' Prevent subscript out of range
If spellslot <= 0 Or spellslot > MAX_PLAYER_SPELLS Then Exit Sub
spellnum = GetPlayerSpell(index, spellslot)
mapNum = GetPlayerMap(index)
If spellnum <= 0 Or spellnum > MAX_SPELLS Then Exit Sub
' Make sure player has the spell
If Not HasSpell(index, spellnum) Then Exit Sub
' see if cooldown has finished
If TempPlayer(index).SpellCD(spellslot) > GetTickCount Then
PlayerMsg index, "Spell hasn't cooled down yet!", BrightRed
Exit Sub
End If
MPCost = Spell(spellnum).MPCost
' Check if they have enough MP
If GetPlayerVital(index, Vitals.MP) < MPCost Then
Call PlayerMsg(index, "Not enough mana!", BrightRed)
Exit Sub
End If
LevelReq = Spell(spellnum).LevelReq
' Make sure they are the right level
If LevelReq > GetPlayerLevel(index) Then
Call PlayerMsg(index, "You must be level " & LevelReq & " to cast this spell.", BrightRed)
Exit Sub
End If
AccessReq = Spell(spellnum).AccessReq
' make sure they have the right access
If AccessReq > GetPlayerAccess(index) Then
Call PlayerMsg(index, "You must be an administrator to cast this spell.", BrightRed)
Exit Sub
End If
ClassReq = Spell(spellnum).ClassReq
' make sure the classreq > 0
If ClassReq > 0 Then ' 0 = no req
If ClassReq <> GetPlayerClass(index) Then
Call PlayerMsg(index, "Only " & CheckGrammar(Trim$(Class(ClassReq).Name)) & " can use this spell.", BrightRed)
Exit Sub
End If
End If
' find out what kind of spell it is! self cast, target or AOE
If Spell(spellnum).Range > 0 Then
' ranged attack, single target or aoe?
If Not Spell(spellnum).IsAoE Then
SpellCastType = 2 ' targetted
Else
SpellCastType = 3 ' targetted aoe
End If
Else
If Not Spell(spellnum).IsAoE Then
SpellCastType = 0 ' self-cast
Else
SpellCastType = 1 ' self-cast AoE
End If
End If
targetType = TempPlayer(index).targetType
target = TempPlayer(index).target
Range = Spell(spellnum).Range
HasBuffered = False
Select Case SpellCastType
Case 0, 1 ' self-cast & self-cast AOE
HasBuffered = True
Case 2, 3 ' targeted & targeted AOE
' check if have target
If Not target > 0 Then
PlayerMsg index, "You do not have a target.", BrightRed
End If
If targetType = TARGET_TYPE_PLAYER Then
' if have target, check in range
If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), GetPlayerX(target), GetPlayerY(target)) Then
PlayerMsg index, "Target not in range.", BrightRed
Else
' go through spell types
If Spell(spellnum).Type <> SPELL_TYPE_DAMAGEHP And Spell(spellnum).Type <> SPELL_TYPE_DAMAGEMP Then
HasBuffered = True
Else
If CanPlayerAttackPlayer(index, target, True) Then
HasBuffered = True
End If
End If
End If
ElseIf targetType = TARGET_TYPE_NPC Then
' if have target, check in range
If Not isInRange(Range, GetPlayerX(index), GetPlayerY(index), MapNpc(mapNum).Npc(target).x, MapNpc(mapNum).Npc(target).y) Then
PlayerMsg index, "Target not in range.", BrightRed
HasBuffered = False
Else
' go through spell types
If Spell(spellnum).Type <> SPELL_TYPE_DAMAGEHP And Spell(spellnum).Type <> SPELL_TYPE_DAMAGEMP Then
HasBuffered = True
Else
If CanPlayerAttackNpc(index, target, True) Then
HasBuffered = True
End If
End If
End If
End If
End Select
If HasBuffered Then
SendAnimation mapNum, Spell(spellnum).CastAnim, 0, 0, TARGET_TYPE_PLAYER, index
SendActionMsg mapNum, "Casting " & Trim$(Spell(spellnum).Name) & "!", BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32
TempPlayer(index).spellBuffer.Spell = spellslot
TempPlayer(index).spellBuffer.Timer = GetTickCount
TempPlayer(index).spellBuffer.target = TempPlayer(index).target
TempPlayer(index).spellBuffer.tType = TempPlayer(index).targetType
Exit Sub
Else
SendClearSpellBuffer index
End If
End Sub
```
I found this. Is it the good part of the code? I tried to put CheckAttack player(Index).Party but it makes me an error : Compile error: Data or member not found
J-RPG combat like Final Fantasy saga ?
in Q & A
Posted
I personnaly am a big fan of the first fanal fantasy opus and i'd very enjoy create a game with this combat system. I know it demands a lot of work but hey, if you're codder and have no idea xD Let me know!
I really think that would be a powerful tool to have the choice between "normal" combat system and turn by turn system :)
Well let me know your comments ;)
Bye!
PS:Sry for my english :)