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bluenightzx

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Posts posted by bluenightzx

  1. Hello Guys,i want to show my project to you all

    it's still in early beta,but is already online

    It's a Mash-UP of 12 Animes (Naruto,Bleach,Berserk,Saint seiya,Hellsing,Full metal alchemist,Sakura cc,X,Dragon Ball,Yu yu hakusho,one piece and rurouni Kenshin)

    i'm brazilian,so the game is in Portuguese,but i'm sure that you guys will be able to run trough the menus and play with little problem

    here is the website for the download.

    [http://www.athenagamesbrasil.com/#!sobre-1/c1h9j](http://www.athenagamesbrasil.com/#!sobre-1/c1h9j)

    ![](http://i39.tinypic.com/2vazjh4.jpg)

    ![](http://i39.tinypic.com/15dqfev.jpg)

    ![](http://i41.tinypic.com/2ntl5bn.jpg)

    Most of the sprites i have done myself,but i get a lot of stuff from the web and i give the credits for their owners.
  2. @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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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
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