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Rotflturion

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Everything posted by Rotflturion

  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.
  16. The spell ani shalt not animate correctly, for too wide the last frame is!
  17. **I apologize if this was posted in the wrong section. I have asked around, and noone could point me at the request thread, neither did I find one for the source tutorial requests.** So, I would like to request several tutorials, for stuff that I can't seem to do myself, with my lame VB skills, or learn them quick enought not to extremely slow down the project and/or inject nasty bugs into it. **1\. Roof Layer** - A layer UNDER both of the fringe layers, but ABOVE all other, also above player. Coded, that when a player is right under a tile of this layer [not counting first invisible tile], then the whole 'Roof' layer becomes transparent for him only [client sided] Why can't it be an attribute: - Simply because I've got loads of coded tiles inside the buildings, like boxes, npc spawners and so on, and You can't have two or more attributes per tile. **2\. Spell system edit** - Blocked tiles should block spells. Seriously. It sucks for the game, if a player of level 1 can just go, and camp level 100 mob with some spell, because the mob can't go throught a wall, but player can cast spells thru it. I've got no idea how to do that all spells work only if the target is in line of sight _, so I would be thankful if anyone would make a tut. **3\. Simple logout timer** - So players won't escape PVP/PVM too easily. It should actually leave player in-game for a MINUTE, after he closes the client by exitting it, or by any other means [like alt+ctrl+del]. The player would remain attackable for that minute, and after the time passed it would be logged out. This would prevent logging out from PVP, and to be safe players would have to log out on safe maps, like in cities etc., where noone can attack them._
  18. **EDIT: Can be deleted, I defined the Quest type with wrong name [QuestRec instead of ChestRec]** Hiya. I am trying to learn using UDT for quests in my game instead of INI [to suck a little less in programming] I have read a tutorial [quests/items/tiles], that uses these, and tried to fit the code for my own use. **When I'm trying to compile, I get the following error:** ``` Compile error: Fixed or Static data can't be larger than 64K ``` And the yellow line points at: ``` Private Type PlayerRec ``` How can I fix it? Do I have too many types in PlayerRec, or what? **Also, the test code for a chest _``` Case 1 If Player(index).ChestQuest1.ChestProgress = 2 Then Call PlayerMsg(attacker, "The chest progress is 2", Green) ElseIf Player(index).ChestQuest1.ChestProgress = 1 Then If HasItem(index, 5) Then Call TakeInvItem(index, 5, 0) Call PlayerMsg(index, "You gave away Your axe. Chest progress set to 2", Green) Call GiveInvItem(index, 1, 100, True) Player(index).ChestQuest1.ChestProgress = 2 Else Call PlayerMsg(index, "You don't have the axe. Chest progress is still 1", Green) End If ElseIf Player(index).ChestQuest1.ChestProgress = 0 Then Call PlayerMsg(index, "Click me while holding an axe to lose it. Chest progress set to 1", Green) Player(index).ChestQuest1.ChestProgress = 1 End If ``` The case is there, because it's running on the onClick code. **Also, my PlayerRec:** ``` Private Type PlayerRec ' Account Login As String * ACCOUNT_LENGTH Password As String * NAME_LENGTH ' General Name As String * ACCOUNT_LENGTH Sex As Byte Class As Long Sprite As Long Level As Byte exp As Long Access As Byte PK As Byte ' Vitals Vital(1 To Vitals.Vital_Count - 1) As Long ' Stats Stat(1 To Stats.Stat_Count - 1) As Byte POINTS As Long ' Worn equipment Equipment(1 To Equipment.Equipment_Count - 1) As Long ' Inventory Inv(1 To MAX_INV) As PlayerInvRec Spell(1 To MAX_PLAYER_SPELLS) As Long ' Hotbar Hotbar(1 To MAX_HOTBAR) As HotbarRec ' Position Map As Long x As Byte y As Byte Dir As Byte ' Quest state PlayerQuest(1 To MAX_QUESTS) As PlayerQuestRec 'Quest ChestQuest(1 To MAX_CHESTS) As QuestRec End Type ``` PlayerQuest type is there because of the Quest system I put there from a tutorial [this one will be used for NPC based quests, while mine will be used mainly for Chests, unlockable passages etc]_**
  19. Okay, I am not sure what causes this, but the gold icon in the inventory randomly dissapears when picking up other objects. Sometimes it dissapears after 4 items, sometimes when picking up last item before inv is full. Also sometimes it appears, but as an item with PINK rectangle [that should normally be invisible] I am not sure if it could be that, but I have just made a little piece of code based on two different tutorials ['onClick' tut, and 'Chests' tut], that gives the player an item when he *clicks* a tile with his mouse. The code: ``` Dim b As Long b = FindOpenInvSlot(index, 4) If Val(ReadINI(GetPlayerName(index), "Test Chest", App.Path & "\data\Chests.Dat", 0)) = 0 Then If b > 0 Then Call PlayerMsg(index, "You open the chest", White) Call SetPlayerInvItemNum(index, b, 4) Call WriteINI(GetPlayerName(index), "Test Chest", 1, App.Path & "\data\Chests.Dat") Call SendInventoryUpdate(index, b) Else Call PlayerMsg(index, "You don't have enought free space.", White) End If Else Call PlayerMsg(index, "It is empty.", White) End If ``` I do realize this is the saddest piece of crap some of You saw [using INI = hate, but they're easiest for me], but it works. I did not observe such behaviour before. Any ideas what could cause this?
  20. Rotflturion

    My graphics

    I like it. :) You should change the grass borders tho, or it might look like green goo P:
  21. Rotflturion

    Marsh's Mum

    In some countries like Africa… Yes!
  22. @Becky: > I love these maps! Good job guys, I'm pretty picky xD @Murdock: > The game looks quite nice.. the graphics are eye candy.. the maps are well done and the perspective is uniquely cool.. well done Thank You friends. (': Hearing such a good opinion always makes me want to work even harder and make stuff better
  23. RTE 9. Crap. Trying to move on closed door = SPAM of 'Cannot do that' message, and LAG on entire map [npcs etc] How can I remove it without doing everything from start? If I simply won't use it in-game, it won't fuck up the server?
  24. @Juvanio: > Looks nice, so It's like a Maze game? The Sprites for people doesn't look like it's a person. More or less. The game will feature normal towns and areas like forests and so on, but the main challenge will remain deep underground - mazes, ancient ruins, dungeons, caves and so on - all full of riddles, traps, pissed monsters and of course loot (: What do You mean about the characters? This is a top-down [true top down, like in early GTA], so You don't see the sides of people.
  25. I have found a graphical bug with the hotbar. Basically, when You have a cool-down time on a spell, it should display the gray 'unavailable' graphic for the time of cool-down over the hotbar spell icon, right? The thing what it does, is it loads the position from the spell INVENTORY window, instead of hotbar. **Example, to make it clear:** You got [Fire] under hotbar 1, and [Water] under hotbar 2 AND You got [Fire] in the first inventory square, and [Water] in second THEN If You cast water, it displays the cool-down icon correctly, over the water hotkey ![](http://img155.imageshack.us/img155/4631/correctx.png) **BUT.** Let's say You change the position in Your spell inventory to: First square [Water], second square [Fire]. THEN If You cast [water], the gray spell cooldown icon is showing over the [Fire] hotbar, instead of over [Water]. ![](http://img813.imageshack.us/img813/6935/incorrect.png) If You move the Water spell let's say one square down in the spell inventory, then it doesn't display the cooldown icon on the hotbar at all. I have added Robin's hotbar fix I found in the source tutorials, yet this graphical bug was NOT fixed by it.
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