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willunited

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Posts posted by willunited

  1. **![](http://imageshack.us/a/img14/3861/titulofinalhearte3.png)**

    **This Game is Portuguese**

    **We are looking for a spriter and a mapper.**

    **Knowledge:RPG Maker VX ACE**

    **–-History---**

    **Final Heart is a RPG that takes place in a time not far from which we live, the story happens when a group of vigilantes gather to hold a huge corporation that takes the energy of the earth to produce a certain kind of magic matter that makes the sun closer and closer land, bringing diseases, poverty and lack of food for its inhabitants, our heroes have a mission to protect the world and destroy the ten reactors that produce this kind of matter, freeing the land of a collision with the sun, everything seems easy in theory, but in practice not everything goes as expected our vigilantes and they will not stop until the last heart beat …**

    **–-Characters---**

    **The game has 4 playable characters:**

    **-Shane Heart**

    **-Mía Sexabolic**

    **-Eva Widing**

    **-Axel Wallace**

    **![](http://imageshack.us/a/img839/8214/2z95.png)**

    **–-Enemies---**

    **-Dante**

    **-Stella**

    **-Russel**

    **![](http://imageshack.us/a/img826/5827/zecd.png)**

    **–-Teaser---**

    **https://www.youtube.com/watch?v=qmgGw8E6EvI**
  2. I'm using EA and a lot of players using 64x system can't connect to my server,they login and the screen just freeze forever.

    I made a 64x run-time setup and doesn't work.

    It's not runtimes…prob some EA bug,they have various bugs.
  3. I'm using EA,and if i minimize the server he goes to the Tray (normal),but if i click to open,he doesn't open…

    I need go to the task manager and destroy process,then i need to open the server again...
  4. Replace Font_Name and fontname with your font name (obviously)

    In modtext add under Public Font_Georgia As CustomFont:

    ```
    Public Font_Name As CustomFont
    ```

    In Sub EngineInitFontTextures() under

    ```

    ' Georgia

    NumTextures = NumTextures + 1

    ReDim Preserve gTexture(NumTextures)

    Font_Georgia.Texture.Texture = NumTextures

    Font_Georgia.Texture.filepath = App.Path & FONT_PATH & "georgia.png"

    LoadTexture Font_Georgia.Texture

    ```

    add:

    ```

    ' Font Name

    NumTextures = NumTextures + 1

    ReDim Preserve gTexture(NumTextures)

    Font_Name.Texture.Texture = NumTextures

    Font_Name.Texture.filepath = App.Path & FONT_PATH & "fontname.png"

    LoadTexture Font_Name.Texture
    ```

    at Sub UnloadFontTextures() add:

    ```
    UnloadFont Font_Name
    ```

    at Sub EngineInitFontSettings() add:

    ```
    LoadFontHeader Font_Name, "fontname.dat"
    ```

    Use this tutorial to make custom png and dat files:

    [http://www.touchofde…-a-bitmap-font/](http://www.touchofdeathforums.com/community/index.php?/topic/131631-how-to-make-a-bitmap-font/)
  5. i added 2 new equipment slots:

    Skin (to replace weapon paperdoll)

    Sprite (to replace armor paperdoll)

    and i did it:

    > ' set the paperdoll order
    >
    > ReDim PaperdollOrder(1 To 10 - 1) As Long
    >
    > PaperdollOrder(2) = Equipment.shield
    >
    > If GetPlayerEquipment(MyIndex, skin) > 0 Then
    >
    > PaperdollOrder(3) = Equipment.skin
    >
    > Else
    >
    > PaperdollOrder(3) = Equipment.Weapon
    >
    > End If
    >
    > If GetPlayerEquipment(MyIndex, Sprite) > 0 Then
    >
    > PaperdollOrder(1) = Equipment.Sprite
    >
    > Else
    >
    > PaperdollOrder(1) = Equipment.Armor
    >
    > End If

    But he draw the weapon only…
  6. yes,it's at UpdateMapLogic sub,but i didn't found =\

    i tryied choosing the "i = Int(Rnd * 2)" to i = Int(Rnd * 5) but nothing happens (im trying to make npcs more randomics)

    > ' We could not move so Target must be behind something, walk randomly.
    >
    > If Not didwalk Then
    >
    > i = Int(Rnd * 2)
    >
    > If i = 1 Then
    >
    > i = Int(Rnd * 4)
    >
    > If CanNpcMove(mapnum, x, i) Then
    >
    > Call NpcMove(mapnum, x, i, MOVING_WALKING)
    >
    > End If
    >
    > End If
    >
    > End If
    >
    > End If
    >
    > Else
    >
    > i = Int(Rnd * 4)
    >
    > If i = 1 Then
    >
    > i = Int(Rnd * 4)
    >
    > If CanNpcMove(mapnum, x, i) Then
    >
    > Call NpcMove(mapnum, x, i, MOVING_WALKING)
    >
    > End If
    >
    > End If
    >
    > End If
    >
    > End If
    >
    > End If
    >
    > End If
  7. Im trying to do this in ModConstans:

    ' Map constants

    Public Const MAX_MAPS As Long = 100

    Select Case Options.resolution

    Case 800

    Public Const MAX_MAPX As Byte = (800 / 32 + 1)

    Case 1024

    Public Const MAX_MAPX As Byte = (1024 / 32 + 1)

    Case 1366

    Public Const MAX_MAPX As Byte = (1366 / 32 + 1)

    Case Else

    Public Const MAX_MAPX As Byte = (800 / 32 + 1)

    End Select

    Public Const MAX_MAPY As Byte = 18

    Public Const MAP_MORAL_NONE As Byte = 0

    Public Const MAP_MORAL_SAFE As Byte = 1

    But i get this error:

    Invalid Outside blocking.
  8. Public Function GetSpellBaseStat(ByVal index As Long, ByVal SpellNum As Long) As Long

    If SpellNum > 0 Then

    If Map(index).Moral = 0 Then

    Select Case Spell(SpellNum).BaseStat

    Case 0

    GetSpellBaseStat = Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 1

    GetSpellBaseStat = GetPlayerStat(index, Stats.strength) * Spell(SpellNum).PvPMultiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 2

    GetSpellBaseStat = GetPlayerStat(index, Stats.intelligence) * Spell(SpellNum).PvPMultiplier + Spell(SpellNum).Vital

    Case 3

    GetSpellBaseStat = GetPlayerStat(index, Stats.Agility) * Spell(SpellNum).PvPMultiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 4

    GetSpellBaseStat = GetPlayerStat(index, Stats.Endurance) * Spell(SpellNum).PvPMultiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 5

    GetSpellBaseStat = GetPlayerStat(index, Stats.Willpower) * Spell(SpellNum).PvPMultiplier + Spell(SpellNum).Vital

    End Select

    End If

    End If

    If SpellNum > 0 Then

    If Map(index).Moral = 1 Then

    Select Case Spell(SpellNum).BaseStat

    Case 0

    GetSpellBaseStat = Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 1

    GetSpellBaseStat = GetPlayerStat(index, Stats.strength) * Spell(SpellNum).Multiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 2

    GetSpellBaseStat = GetPlayerStat(index, Stats.intelligence) * Spell(SpellNum).Multiplier + Spell(SpellNum).Vital

    Case 3

    GetSpellBaseStat = GetPlayerStat(index, Stats.Agility) * Spell(SpellNum).Multiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 4

    GetSpellBaseStat = GetPlayerStat(index, Stats.Endurance) * Spell(SpellNum).Multiplier + Spell(SpellNum).Vital + GetPlayerDamage(index)

    Case 5

    GetSpellBaseStat = GetPlayerStat(index, Stats.Willpower) * Spell(SpellNum).Multiplier + Spell(SpellNum).Vital

    End Select

    End If

    End If

    End Function
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