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Scott

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Everything posted by Scott

  1. Scott

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    To do that you will need to change the chat box to not be focus all the time and make it only focus when some one hits enter or something. Then you can just go find in the source where it sets the keys for the hotbar and set it to your new keys.
  2. @Vus: > i solved this problem, but now, i have another one ^^ > because i have alatars quest system, i can not copy file you attached cuz it woudl not work, so i copied that fra drop (with codes) and now it gives this error: > In scrlDrop_Change() > **DropItem =** and says variable not defined You need to declare DropIndex At the very top of frmEditor_NPC under ``` Option Explicit ``` Add ``` Private DropIndex As Byte ``` @Ansonla: > is there another way or tutorial to not replace the forms? Yes, very easy to do No tutorial though
  3. @Vus: > It says Compile error: Cant assign to array and marks: .DropItem = I just installed this on a fresh copy of EO 2.0 works fine, you did something wrong. Seems like you skipped the last step or did not replace the form. Make sure you put both files from the zip in the client/src folder.
  4. @Justn: > Can you tell me what you fixed? I used Ballie's tutorial awhile back and it seems to be working fine. Is there a bug or something? Seemed to be from an older version 1.NpcRec was missing the sound field 2.Some variables where different in the drop loop, it also told you to put it in 2 place, there is only 1 now. 3.Where it starts up the npc editor it was not treating DropChance, DropItem, DropItemValue as arrays which caused an error.
  5. @Olimar72: > OK, so I fixed my previous problem (Thanks Robin). Now I'm getting "at 'Npc(EditorIndex).DropItem = scrlNum.Value' can't assign to array". So I know I need to declare it as an array, but how would I do that? I kinda know how to declare them, but I'm not sure how to change the expression to declare it as an array, rather than a variable. And yes, I did try Googling. ``` Npc(EditorIndex).DropItem(DropIndex) = scrlNum.Value ``` You need to set which item you are editing now that there is more than 1. For this mod in modType you edit NpcRec to change 3 fields ``` DropChance As Long DropItem As Long DropItemValue As Long ``` to ``` DropChance(1 To MAX_NPC_DROPS) As Double DropItem(1 To MAX_NPC_DROPS) As Byte DropItemValue(1 To MAX_NPC_DROPS) As Integer ``` so if you already did that, your arrays are declared already. If you look at the top of modType you will see this ``` Public Npc(1 To MAX_NPCS) As NpcRec ``` This declares an array of objects with all of NpcRec's variables, it's an exact copy of NpcRec so when you edited NpcRec you changed the 3 variables across the whole script to be arrays. **Fixed version here: [http://www.touchofdeathforums.com/smf/index.php/topic,75169.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,75169.0.html)**
  6. 100% Credit goes to Ballie I just fixed it, I take no credit for this code. Orignal:[http://www.touchofdeathforums.com/smf/index.php/topic,61133.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,61133.0.html) If you have done any part of the old tutorial start over fresh. Did it for my own project, figured I'd post it to save people some time. **Make sure you put both files from the zip in the client/src folder. Delete the old NPC data files!** In modType in both **CLIENT/SERVER** replace NpcRec with this one ``` Private Type NpcRec Name As String * NAME_LENGTH AttackSay As String * 100 Sound As String * NAME_LENGTH Sprite As Long SpawnSecs As Long Behaviour As Byte Range As Byte DropChance(1 To MAX_NPC_DROPS) As Double DropItem(1 To MAX_NPC_DROPS) As Byte DropItemValue(1 To MAX_NPC_DROPS) As Integer Stat(1 To Stats.Stat_Count - 1) As Byte HP As Long EXP As Long Animation As Long Damage As Long Level As Long End Type ``` In modConstants in both **CLIENT/SERVER** search ``` ' General constants ``` Place this under that ``` Public Const MAX_NPC_DROPS As Byte = 10 ``` **SERVER** Search in modCombat for ``` 'Drop the goods if they get it ``` Delete ``` n = Int(Rnd * Npc(npcNum).DropChance) + 1 If n = 1 Then Call SpawnItem(Npc(npcNum).DropItem, Npc(npcNum).DropItemValue, mapNum, MapNpc(mapNum).Npc(mapNpcNum).x, MapNpc(mapNum).Npc(mapNpcNum).y) End If ``` and replace it with ``` For n = 1 To MAX_NPC_DROPS If Npc(NpcNum).DropItem(n) = 0 Then Exit For If Rnd
  7. Maxed except summoning. ![](http://img577.imageshack.us/img577/8248/rsbank.png)
  8. I am looking for a developer to develop some features for the EO 2.0 engine. I am looking for all this work to be presented in a tutorial type format *1, and a fresh source with just this feature on it *2. **Payment** Depending on how much past work you can show me i'll give you between 0%-50% of the project up front, we can discuss what you will require upfront. After you show me a working copy via: Teamviewer type program, or Compiled engine/client to test I will give you the other percentage owed and you will send me the source/tutorial. **What to send me** 1\. Which project you want to take up 2\. How much money you would require to design that feature 3\. Some kind of aim/msn/skype for easy discussion/contact would be nice not required. **Projects** (Red = I have money invested in a developer for this project at the moment and am not taking quotes.) (Purple = Some one has expressed interest in this but I have not payed them yet, accepting quotes but chances are this project is taken.) (Green = This project is still open and I am accepting quotes for it.) 1.Seamless map transition What I mean by this, I want the user to always be in the center of the map (Unless up against a wall with no map next to it or it's different sized map). The user should notice little to no transition from map to map and be able to see whats happening on maps around them even if they are on a different map. This effect should only work if the map is the same x/y as the map it's trying to load, so all the maps fit together like a puzzle while still allowing for dynamic map sizes. **Things to post** 1.Any questions you have about anything **Things not to post** 1.Anything about how hard it is to make a game/ I should make it my self, I'm looking to outsource my work and I expect no one to do any of these for free. 2.Unless your constructive please don't tell me how much you hate/ think any of these would not work. *1 If you feel the design is to complicated for a tutorial and/or feel you would like to add a small fee to the price to design the tutorial we can work that out. *2 This engine/client: http://www.robin.freemmorpgmaker.com/eo_2_0_0.zip
  9. @noghost31: > This is Great I was just talking about needing something Like I'll give it a try and expand on this for sure. > > Be nice if I could add Random NPC and Items to self populate. For npc unquote ``` 'SpawnNpcDung (mapid) ``` in the modMapGen file. For items your on your own.
  10. @Ryoku: > stupid question… why are you using a tile set that mixes LTTP and RMXP? I just used the default ones that came with the engine and put tiles I wanted on it. It's not meant for some one to use in a game, just as an example.
  11. @kibbelz: > This is very nice. In my game we have done something similar but all in one map. And we have instanced it all so it doesn't waste maps. It would be great if you also did the same. > > Agreed, It is nice although if you could clean things up it would be cool :3. > > Good job. I agree, working on it.
  12. Scott

    Question

    @MeteorRain: > If I'm asking how to it means I know what I'm doing :). I have never read something that contradicts it's self so much wow.
  13. @Ryoku: > this is GREAT… x.x But HOLY HELL, its a FREE-MAP-EATER. > > your gonna have to increase max maps by a lot to include this in any real game=P Ya I made it to just run 1 time to make a dungeon layout with little effort not to be run over and over. If I finished stopping rooms from overlapping it would not use so many maps but I kinda like it without it.
  14. **MySQL injection-** You can prevent this in code and setting up the database, limit access to that database so it only has access to the username/password than they can not get to any other information as that database login has no access to it. **cookie hijacking**- Not even using cookies in that example… **session hijacking-** Or sessions… **man-in-the-middle attacks-** As long as you put some sort of encryption on it what's there to grab? I mean your passing the username/password over their connection both ways. **brute-force attacks-** So your saying every other method is immune to trying every combination? Everything will fall if you have enough computing power to break it in a reasonable amount of time. **dictionary attacks-** If the users password is in the dictionary then how is that my fault? So unless I have one of my passwords or keys as something in the dictionary than this is no problem. **unwanted file access-** Not sure what to say about this. **hashing passwords (yes, this is a vulnerability)-** Don't hash your passwords then. Feel free to name off more And I have no idea how those 2 examples are not the same, in both cases people where being discriminated based on something about them, now there not exactly the same obviously but its related. Your acting like no one uses php, when in fact this forum does… Are the people who programmed this forum to good for you to? Side note:I'm very sorry if that offended you I'm not trying to make enemies please accept my apology!
  15. @Airdude2: > I think domino means that if you made a map the dungeon could appear on it and change the map you made, like an existing map of some sort? What it does now is 1)Make a room with no doors put all the random tiles around(Like bones and bookcases) and generate the map. 2)Decide where doors go choose a map for them than place the doors including the door to the parent room than update the room to put the doors where they should be. 3)Choose a un-generated door and move on 4)If we hit the distance limit or if there is no doors in the room move back a room and look for a door over and over until it finds a new one. 5)If it ends back up at the first room there must be no other doors so we end.
  16. @S.J.R.: > This is why when I read that someone knows PHP, that I won't ever hire him or her, because he or she certainly lacks knowledge about cryptography & security. > > Yours faithfully > Stephan. Well that's like saying because some one is black they are lazy, eat watermelon and will never make anything of their life. It's just not true… @Robin: > Hahaha. No. I understand its not the best most secure idea, but its easy and it seemed like that's what this OP was going for.
  17. An easier way to do it might be to use a web language for authentication, send a GET request form the server like page.php?user=username&pass=password than have it give back a true or false after checking it against the sql database would require a lot less integration into the engine seeing as the database stuff happens in on the web server.
  18. @Solidize: > Looks very nice, Scott! Thank you for sharing. > > Thanks, > **Solidize** Thanks you, I made it for the community.
  19. @Domino_: > making map's under existing? I'm sorry what do you mean by this?
  20. This script generates random dungeons on the EO Engine To use it (Login to view files) * Use this client: http://www.robin.freemmorpgmaker.com/eo_2_0_0.zip * Make sure you download, place and leave the tile sheet as #2 * Make an account and login before you generate the dungeon * To generate a dungeon go to the dungeon tab on the server window and click the button * You must exit the server and reopen it to generate a new dungeon * If you get small dungeons exit and try again it is random so they can end very short ![](http://desmond.imageshack.us/Himg231/scaled.php?server=231&filename=clientpicy.png&res=medium) ![](http://desmond.imageshack.us/Himg41/scaled.php?server=41&filename=enginepic.png&res=medium) Credit to [http://www.touchofdeathforums.com/smf/index.php?action=profile;u=13385](http://www.touchofdeathforums.com/smf/index.php?action=profile;u=13385) Encyclopedia Dramatica, For functions I took out of her code.
  21. Mostly what I don't understand is how the cords work on the draw function, and how I would be able to draw a square outline, I don't mean outlining the tiles.
  22. @shadowdeath: > Okay, I'm sorry. > Let me rephrase that. > While the source was changed, I saw no effect of it in game, even after I recomplied the source into an .exe. Ya sort of the not finished part was hoping for criticism of my code, sorry about that.
  23. @shadowdeath: > I'm confused. > I see no changes to anything. Well you didn't look very hard cause theres 2 new modules lol
  24. This script generates random dungeons on the EO Engine To use it (Login to view files) * Use this client: http://www.robin.freemmorpgmaker.com/eo_2_0_0.zip * Make sure you download, place and leave the tile sheet as #2 * Make an account and login before you generate the dungeon * To generate a dungeon go to the dungeon tab on the server window and click the button * You must exit the server and reopen it to generate a new dungeon * If you get small dungeons exit and try again it is random so they can end very short Please fell free to say what ever you want, good or bad I like all criticism! ![](http://desmond.imageshack.us/Himg231/scaled.php?server=231&filename=clientpicy.png&res=medium) ![](http://desmond.imageshack.us/Himg41/scaled.php?server=41&filename=enginepic.png&res=medium) Credit to [http://www.touchofdeathforums.com/smf/index.php?action=profile;u=13385](http://www.touchofdeathforums.com/smf/index.php?action=profile;u=13385) Encyclopedia Dramatica, For functions I took out of her code.
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