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Rotflturion

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  1. I could help, but I'm ADHD and I'm polish.
  2. Awesome! The interface looks a lot like these modern, grinding 3D mmorpgs. But it looks so Polish, Robin!
  3. Thanks. :) @up: Nah, I made it so an average power spell will do from ~30 [at level 1, skill level 10 (int for mages, dex for assassins etc)] to ~700 [at level 100, skill level 255] So the highest damage will be around 700, but I must also take combos and other players into account [spells that can be cast right after another one, or teamed up players], to prevent situations where 2 mages just camp outside the city, or a single PK just spams combos, and one-hit kill anyone who shows up :)
  4. Hiya. I'm trying to make a crafting system, a graphical one with a crafting grid. If everything else fails, I will use 5 last squares of inventory for that. Q: Is there a way to move 5 last inventory spaces a little away from the rest? Atm each inv space is 3px away from the rest, is there a way I can move the lower five like 20px away from others? [after also resizing the inventory window ofc] **like this:** >! ![](http://img231.imageshack.us/img231/4603/asd1k.png) Or even better: adding another 5 spaces, away from the inventory window [like on a new pic over the game window], that would be integrated with the inv window itself? [possible to drag items between them, and the bonus window becoming visible when the inventory window is] **like this:** >! ![](http://img854.imageshack.us/img854/6618/asd2r.png) Were trying to make a separate window for that with a friend, but the subs just go deeper and deeper into the code and I'm lost there :P
  5. Yep. I am learning VB to do all the little stuff, but yeah - still need a coder for more complicated systems.
  6. It crashes like a motherfucking duck on crack.
  7. Hiya. Does anyone know, where in the source can I find and change how many Health Points does player get for every Endurance point he has? I have searched both client and server sources, but I didn't seem to find the piece of code responsible for this. With my damage calculation system, 2k hp is WAY too low to work efficiently in PvP combat.
  8. The spells will not have fixed damage. Sometimes they won't even have fixed effect. (:
  9. @7: > I like the second screenshot in the spoiler…also, the first screenshot can be used for the likes of puddles, etc. >! Yes, the first one might be used for such stuff - for now I need a river tho (: Isn't the second one a little too dark? @Kusy: > Playing Tibia for 10 years. >! You got what I like to call a 'Haters mindset'. I will not go into detail, but if so, then go and tell football star that playing football for 10 years is sad. Go tell a chess master that playing chess for 25 years is sad. Because basically it's all about entertainment, fun and hobby - doing something You like. I presonally like MMORPGs and You are nobody to tell me if it's sad or not, as long, as You don't know me in real life. :) >! And also, I love kids who "hate" Tibia [and other stuff] JUST because everyone hates it. These people are like sheep - everyone say that 'xxx is bad', so it must be true! (: **ITS:** Some more nature, stones, flowers etc. stuffed behind the 'First bank of Somewhere' ![](http://img88.imageshack.us/img88/1493/kwiatkikamyczki.png)
  10. And what is so sad about that, given I was spending like 1-3 hours daily there? (;
  11. Thats probably because I played that game for ten years, so I got used to that kind of style P:
  12. Uhm, did some water.. This took me like an hour of experimenting - the bottom of the river should actually be darker than the sides, but then it either looks like crap [non-dimmensional], or (if I make it too dark) the water over it is not visible. ![](http://img508.imageshack.us/img508/2018/waterzj.png) **Previous tries:** >! First one, doesn't look like a river at all ![](http://img835.imageshack.us/img835/2559/watertest.png) >! Second one - too dark ![](http://img845.imageshack.us/img845/4214/wodochuj.png)
  13. @Murdock: > This doesn't work for whatever reason. If you know how to make it work, that would be awesome! Hum. It does not work, because the Quest type NPC is not in the task check code. You have to add it here I think. ``` If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_QUEST Then HERE---> Call CheckTasks(attacker, QUEST_TYPE_GOTALK, npcNum) Call ShowQuest(attacker, NPC(npcNum).QuestNum) Exit Function End If If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Then Call CheckTasks(attacker, QUEST_TYPE_GOTALK, npcNum) Call CheckTasks(attacker, QUEST_TYPE_GOGIVE, npcNum) Call CheckTasks(attacker, QUEST_TYPE_GOGET, npcNum) End If ``` OR, change: ``` If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Then ``` To ``` If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Or NPC(npcNum).Behaviour = NPC_BEHAVIOUR_QUEST Then ``` I do not guarantee any of these will work tho. They can produce all kinds of nasty bugs ._. - I will check on how to exactly do that when I finish my system.
  14. @Kocho: > "Kill player" is bug > > need help!!!! "It's not a bug. It's a feature!" [Quotes are for idiots]
  15. @Murdock: > How could you modify this so that you can return to the original npc that gave the quest if need be… would it be simple or huge edit? I had the same problem. The answer is simple, and lies in the quest system itself. Let's say You got a quest to "Kill 12 walking balls" - make it the 'first task', with no reward when completed. Then just add second task, that's "Go talk to NPC x", and as the target NPC enter the one You got the quest from. This should work, tho I have not tested it. If it doesn't, drop me a message and I will tell You where to edit.
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