Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

bluenightzx

Members
  • Posts

    8
  • Joined

  • Last visited

    Never

bluenightzx's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. @Stein: > That's because it is hidden at the start in the code. :] I believe Sub Main() in ModGeneral should be sufficient to change this. you are right man,thanks,it solve my problem
  2. in my project,i'm trying to make the Login panel always visible and delete the "login button" like mostly of the mmorpg's, wich the login panel shows up right away but even if i change the "picLogin" visible to true instead of false,he will not show up,only if you press the imgbutton(1) (the login button) anyone have a idea of the problem?thanks and sorry for my poor english
  3. when i try to use a spell u just learn from a spell item,the item in the spell window dont work!when i pass over the mouse,nothing happens,i even cant forget the spell and the most strange it only happens with the spells beyond number 100,the spells until 100 works just fine. i already checked and my max spells ate set 200 in both server and client
  4. never mind,just fixed if anyone wnats to use,heres the code If Spell(spellnum).Type = SPELL_TYPE_DAMAGEHP Then If GetPlayerClass(Index) = 5 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 6 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Strength) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 1 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 2 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 10 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Strength) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 11 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 4 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Strength) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 7 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Strength) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 9 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 8 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) Else If GetPlayerClass(Index) = 12 Then Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) Else Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) End If End If End If End If End If End If End If End If End If End If End If End If
  5. i'm trying to do a algorith for each class on cast spell,it's a little akward to a melee class,have Int to increase their skills If Spell(spellnum).Type = SPELL_TYPE_DAMAGEHP Then Select Case GetPlayerClass(Index) Case 1 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.willpower / 2) Case 2 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.willpower / 2) Case 3 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.willpower / 2) Case 4 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.strength / 2) Case 5 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) Case 6 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.strength / 2) Case 7 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.willpower) + GetPlayerStat(Index, Stats.strength / 2) Case 8 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) Case 9 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.willpower / 2) Case 10 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.strength) + GetPlayerStat(Index, Stats.strength / 2) Case 11 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Agility) + GetPlayerStat(Index, Stats.strength / 2) Case 12 Vital = Vital * (Player(Index).Level / 2) + GetPlayerStat(Index, Stats.Intelligence) + GetPlayerStat(Index, Stats.willpower / 2) End Select End If but then give mes RTE9-Subscript out of range,and then highlight this Public Function GetPlayerStat(ByVal Index As Long, ByVal Stat As Stats) As Long Dim x As Long, i As Long If Index > MAX_PLAYERS Then Exit Function x = Player(Index).Stat(Stat) For i = 1 To Equipment.Equipment_Count - 1 If Player(Index).Equipment(i) > 0 Then If Item(Player(Index).Equipment(i)).Add_Stat(Stat) > 0 Then Select Case Item(Player(Index).Equipment(i)).Rarity 'Add Cases as levels of rarity you want. Case 0 'Item Normal x = x + Item(Player(Index).Equipment(i)).Add_Stat(Stat) Case 1 'Item Excellent. I will add 5 extra points to all x = x + Item(Player(Index).Equipment(i)).Add_Stat(Stat) + 5 Case 2 'Item Master. I will add 15 extra points to all x = x + Item(Player(Index).Equipment(i)).Add_Stat(Stat) + 15 End Select End If End If Next GetPlayerStat = x End Function At first i tried a simple "If getclass = x then" but wont work either what i'm doing wrong? thanks for the help
  6. Thanks for the replies guys i was Trying to modifie The shop system Every time a player pRESS THE "s" key on the keyboard (s for sell)his item goes to a "Players" shop,for the standard price of the item,and if a player buys,he gets the money,but my code was totally,and i realize this was not the best way to do it @annasthas,sure,if i find something,i will let u know right know i got succes in ripping a guild system from earlier versions,maybe i will try to see another engine with this code build in to have some ideias.
  7. Hello everybody,even if this is my first post,i'm reading this forum some time already,my question is is there any tutorial,or guide to make a auction house or private player shop? example:player Click on a button in the gui,he chooses the itens he wants to sell,set the prices and open the store for others players to buy of course,i dont wanna you to make the whole work to me, just some tips or any help at all sorry for my bad english thanks
×
×
  • Create New...