bluenightzx
-
Posts
8 -
Joined
-
Last visited
Never
Content Type
Profiles
Forums
Calendar
Posts posted by bluenightzx
-
-
@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 -
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 -
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 -
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 -
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 -
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. -
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
8 Bits Anime Remix
in Old Eclipse Projects (Inactive)
Posted
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.