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Golf

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Everything posted by Golf

  1. It's possible without changing the source code.All you need to do is create sprite converter from original image to 32x32 so each frame is 32x32.I can do it. EO 2.0 Works in 4 rows and each row contains 4 frames so you can have any size of sprite. I can create one converter so you can convert all your sprites with one click but It takes some time and I wont do it for free. You can PM me for any kind of converter .
  2. @[member="Hackertatio"] Nice! Are you going to change the GUI or your are going to leave it in EO sytle?
  3. Golf

    Eclipse Worlds

    There is port you need to set in your client confing files,also you need to set IP adress you can get form IPChicken or WhatsMyIp.Also enable port forwarding on your router with port you set in config files.If you buy VPS you should get Ip adress and just open the server and set client port to server port and it should work.
  4. Already done by someone in Sub CheckAttack you need to delete line of code with event and It wont happen again.This is also nice and you can put 2 fixes in your source to be sure. NICE AND SHORT
  5. I will add Event system in near future, for now it works great.
  6. Not tutorial,I will just edit Pokemon Origins so it can work normally with all pokemon basics,battle,catching etc.
  7. ![](http://i.imgur.com/fmUEsqk.png) Hello Eclipse, yesterday I got idea to create Pokemon Engine.I have Pokemon Origins (Robin's Pokemon Origins) on my PC. I already added: -Starter choosing - On registration ( Bulbasaur,Charmander and Squirtle) -Potions - Heals your pokemon (New item type) -Images - Load images for pokemons -Pokemon Speed -Adding EXP (Now exp will be added EXP * LEVEL) -Moves -Moves editor: ![](http://i.imgur.com/aJyuH9P.png) 28.4.15 -Pokemon Editor new features (Set move pokemon can learn on each level) -Spawn (New tile type spawn so when player steps on spawn tile spawn location saves and when player lose the battle he got spawned there) -Storage (New tile type - opens player storage with 500 pokemons you can store) 3.5.15 -New Battle System -Storage update -Bag system(Inventory but in listbox) -New sprites -Load and Center sprites in PictureBox 4.5.15 -Pokeballs! -New shop -Trainer cards 5.5.15 -Trainer cards (When you click of player trainer card shows with : Name,6 Pokemons + icons,Levels,Power Level,Battle,Trade…) -Bank System (Works only with money.You can store your money and withdraw it later) Screenshots: >! Screenshots >! >! Storage: >! >! ![](http://i.imgur.com/0rKe2Rp.png) >! >! >! Bank: >! ![](http://i.imgur.com/kYLnsFK.png) >! >! Trainer card: >! >! ![](http://i.imgur.com/hvWLd2Q.png) >! >! >! Roster: >! >! ![](http://i.imgur.com/0ClKvvp.png) >! >! ![](http://i.imgur.com/fmUEsqk.png) >! >! >! ![](http://i.imgur.com/0s3q3S3.png) >! >! ![](http://i.imgur.com/4HALMJL.png) >! >! ![](http://i.imgur.com/FhUCGYZ.png) >! >! I typed wrong Geodude :/ 10.5.15 -Pokemon Roster -TP system (Like Cyrus) -Original pokemon origins had a bug when you move on next map (Fixed!) 12.5.15 -New shop! (Two listboxes one shop items one inventory) Buy,Sell -Chat message is now auto scrolling on the screen -Encounter auto scrolling message (example : "Encounter: Pidgey Lvl.3") -Grass animation 14.5.15 -some Bug Fixes -Pokemon on Map (Now you can edit pokemons that will spawn on map, using map editor (SS)) More will be added! I will update this post when I add something new.
  8. @[member="Justn"] Well, I can make it just tell me for what version of eclipse (EE,EO or something) and I will PM you.
  9. Golf

    [VB6]Compiling error!

    Fixed! I deleted one part of code and I dont know why but I fixed it by downloading original source copying whole sub and replacing it in my source. ``` Public Sub BltInventoryItem(ByVal x As Long, ByVal Y As Long) Dim rec As RECT, rec_pos As RECT Dim itemnum As Long, itempic As Long ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler itemnum = GetPlayerInvItemNum(MyIndex, DragInvSlotNum) If itemnum > 0 And itemnum
  10. Golf

    [VB6]Compiling error!

    Error sub: ![](http://i.imgur.com/pOQud0N.png) Compiling error: ![](http://i.imgur.com/It4N2Rp.png)
  11. Golf

    [EO] Mystery Boxes!

    Well , you can edit code to edit rewards, also Box Editor can be added :) And mystery box rewards with only one random item thats why its mystery.
  12. Golf

    [VB6]Compiling error!

    When I try to compile application I got error! ``` Engine_BltFast DDS_Item(itempic), rec, rec_pos, frmMain.picTempInv, False ```
  13. Golf

    [EO] Mystery Boxes!

    Update: Server side: In modServerTCP in sub SendMysteryBox. At the top of sub add : ``` SendActionMsg GetPlayerMap(index), "I just won " & Value & " " & Item(itemnum).Name, Pink, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32 ```
  14. Golf

    [EO] Mystery Boxes!

    Done ! Well, I wasn't really tired I needed to go to school so I didn't have time to finish it. Now its finished! (With Images)
  15. @[member="Harris"] I did that long time ago and it worked for me. There can be more reasons why you get this error : Try to uninstall IE 10 or 11. Also try: > Easy fix. Edit your client.vbp or server.vbp with notepad and change this > > ``` > > Object={831FDD16-0C5C-11D2-A9FC-0000F8754DA1}#2.1#0; mscomctl.ocx > ``` > to this > > ``` > > Object={831FDD16-0C5C-11D2-A9FC-0000F8754DA1}#2.0#0; mscomctl.ocx > ``` And : > I had the same problem. Here's what I did to fix it: > > 1. Run Command Prompt as administrator. > 2. Enter 'cd "C:\Windows\System32"' for 32-bit systems or 'cd "C:\Windows\SysWOW64"' for 64-bit systems. > 3. Enter 'regtlib msdatsrc.tlb'. > > This is implying that you have MSCOMCTL.OCX registered.
  16. Golf

    [EO] Mystery Boxes!

    Mystery Box System 1.0 At the end of tutorial it should look like this: ![](http://i.imgur.com/jjOc0MW.png) **Client side** In frmEditor_Item add new frame fraBox and in that frame add label lblBox and scrollbar scrlBox It should look like this ![](http://i.imgur.com/nCvDCUg.png) In scrlBox code add: ``` If EditorIndex < 1 Or EditorIndex > MAX_ITEMS Then Exit Sub lblBox.Caption = "Box: " & scrlBox.value item(EditorIndex).CBoxNumber = scrlBox.value Exit Sub ``` Now in cmbType List at the end add "Box" In modConstants add: ``` Public Const ITEM_TYPE_BOX As Byte = 9 ``` In modEnumerations add: ``` SMysteryBox ``` In modGameEditors in sub ItemInit before End With add ``` 'Box If (frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_BOX) Then frmEditor_Item.fraBox.Visible = True frmEditor_Item.scrlBox.value = .CBoxNumber Else frmEditor_Item.fraBox.Visible = False End If ``` In modHandleData in sub InitMessages add: ``` HandleDataSub(SMysteryBox) = GetAddress(AddressOf HandleMysteryBox) ``` In same module add: ``` Private Sub HandleMysteryBox(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer Dim itemnumber As Byte Dim value As String Set Buffer = New clsBuffer Buffer.WriteBytes Data() itemnumber = Buffer.ReadLong value = Buffer.ReadString OpenMystery itemnumber, value End Sub ``` Create new module and name it modMysteryBox and add in it : ``` Public Sub OpenMystery(ByVal itemnum As Integer, ByVal value As String) Dim itempic As Long itempic = item(itemnum).Pic frmMysteryBox.Show frmMysteryBox.lblItemName.Caption = value & " " & item(itemnum).Name End Sub ``` In ModGeneral in sub LoadGUI add: ``` frmMysteryBox.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main_mystery.bmp") ``` In modTypes in Type ItemRec add: ``` CBoxNumber As Byte ``` **SERVER SIDE** Create new module and name it modBox and in it add: ``` Public Sub OpenMystery(index As Long, caseID As Long) Dim n As Byte Select Case caseID Case "0" PlayerMsg index, "I feel lucky today!", White PlayerMsg index, "You've obtained Nothing", Red SendPlayerData index Case "1" PlayerMsg index, "I feel lucky today!", White n = Random(0, 20) If (n < 1) Then Call GiveInvItem(index, 1, 100000, True) PlayerMsg index, "You've obtained 100k $", Red SendMysteryBox index, 1, "100k" ElseIf (n < 5) Then Call GiveInvItem(index, 1, 1000000, True) PlayerMsg index, "You've obtained 1M $", Red SendMysteryBox index, 1, "1 Million" Else Call GiveInvItem(index, 1, 1, True) PlayerMsg index, "You've obtained 1$", Red SendMysteryBox index, 1, "1" SendPlayerData index End If Case Else End Select End Sub ``` In modConstants add: ``` Public Const ITEM_TYPE_BOX As Byte = 9 ``` In modEnumerations add: ``` SMysteryBox ``` In modServerTcp add : ``` Public Sub SendMysteryBox(ByVal index As Long, ByVal itemnum As Long, ByVal Value As String) SendActionMsg GetPlayerMap(index), "I just won " & Value & " " & Item(itemnum).Name, Pink, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32 Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong SMysteryBox Buffer.WriteLong itemnum Buffer.WriteString Value SendDataTo index, Buffer.ToArray Set Buffer = Nothing End Sub ``` In modPlayer in sub UseItem before End Select add: ``` Case ITEM_TYPE_BOX 'get box number n = Item(itemnum).CBoxNumber Call OpenMystery(index, n) Call TakeInvItem(index, itemnum, 1) ``` In modTypes in Type ItemRec add ``` CBoxNumber As Byte ``` Now you are DONE! **Without this system wont work!** **Download files [here](https://www.mediafire.com/?agukh66lbf1xxgx).** **Paste main_mystery.bmp in data files\graphics\GUI** **Inside client source in folder Forms open frmMysteryBox . Also paste frmMysteryBox in src folder.**
  17. Nice, but you should add more screenshots
  18. Golf

    DX7 to Dx8

    Is there any tutorial for replacing dx7 with dx8? Thank you
  19. Best way to fix it (for me) is to open new image in paint select it all and copy, then open old file and paste copied image.Now save it and it should work. I think GUI in EW is dx7 so you need to save it as **.bmp** or **.jpg**,also check if old image size is same as new one.
  20. Hello, this is simple tutorial about custom checkboxes in options. At the end of tutorial it should look like this(You can set custom images): ![](http://i.imgur.com/Xb6QcfG.png) We will edit only client side. LET'S START First in **\data files\graphics\gui **add two images **check_true.bmp**(True checkbox - on) and **check_false.bmp**(False checkbox - off). Now open client source and in **frmMain** , **picOptions** remove **optMOn,optMOff,optSOn & optSOff.** Add two images in picOptions : **img_check_music** & **img_check_sound .** Open **img_check_music** code and paste: ``` Dim MusicFile As String 'Check if it's false or true If Options.Music = 0 Then Options.Music = 1 ' start music playing MusicFile = Trim$(Map.Music) If Not MusicFile = "None." Then PlayMidi MusicFile Else StopMidi End If ' save to config.ini SaveOptions 'Change image img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") Else Options.Music = 0 ' stop music playing StopMidi ' save to config.ini SaveOptions 'Change image img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") End If ``` Now open **img_check_sound** code and paste: ``` If Options.Sound = 0 Then Options.Sound = 1 ' save to config.ini SaveOptions img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") Else Options.Sound = 0 ' save to config.ini SaveOptions img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") End If ``` Now in **modDatabase** in sub **loadOptions** replace : ``` If Options.Music = 0 Then frmMain.OptMOff.Value = True Else frmMain.OptMOn.Value = True End If If Options.Sound = 0 Then frmMain.OptSOff.Value = True Else frmMain.OptSOn.Value = True End If ``` With: ``` If Options.Music = 0 Then frmMain.img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") Else frmMain.img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") End If If Options.Sound = 0 Then frmMain.img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") Else frmMain.img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") End If ``` **THATS ALL! **
  21. Hello, this is simple tutorial about custom checkboxes in options. At the end of tutorial it should look like this(You can set custom images): ![](http://i.imgur.com/Xb6QcfG.png) We will edit only client side. LET'S START First in **\data files\graphics\gui **add two images **check_true.bmp**(True checkbox - on) and **check_false.bmp**(False checkbox - off). Now open client source and in **frmMain** , **picOptions** remove **optMOn,optMOff,optSOn & optSOff.** Add two images in picOptions : **img_check_music** & **img_check_sound** Open **img_check_music** code and paste: ``` Dim MusicFile As String 'Check if it's false or true If Options.Music = 0 Then Options.Music = 1 ' start music playing MusicFile = Trim$(Map.Music) If Not MusicFile = "None." Then PlayMidi MusicFile Else StopMidi End If ' save to config.ini SaveOptions 'Change image img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") Else Options.Music = 0 ' stop music playing StopMidi ' save to config.ini SaveOptions 'Change image img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") End If ``` Now open **img_check_sound** code and paste: ``` If Options.Sound = 0 Then Options.Sound = 1 ' save to config.ini SaveOptions img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") Else Options.Sound = 0 ' save to config.ini SaveOptions img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") End If ``` Now in **modDatabase** in sub **loadOptions** replace : ``` If Options.Music = 0 Then frmMain.OptMOff.Value = True Else frmMain.OptMOn.Value = True End If If Options.Sound = 0 Then frmMain.OptSOff.Value = True Else frmMain.OptSOn.Value = True End If ``` With: ``` If Options.Music = 0 Then frmMain.img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") Else frmMain.img_check_music.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") End If If Options.Sound = 0 Then frmMain.img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_false.bmp") Else frmMain.img_check_sound.Picture = LoadPicture(App.Path & "\data files\graphics\gui\check_true.bmp") End If ``` **THATS ALL!**
  22. Well, as I can see for me bmp pictures have better quality than jpeg ones. This is just short tutorial in which I will explain you how to replace .jpg pictures with .bmp ones in frmMain and frmMenu GUI. All we need to do is copy go to modGeneral and copy whole sub: ``` Public Sub loadGUI(Optional ByVal loadingScreen As Boolean = False) ``` Now open Eclipse Toolkit 3.0 - You can download it [here](http://www.eclipseorigins.com/index.php?/topic/136889-et-30-eclipse-toolkit-30/) In Eclipse Toolkit open Source Editor and in Code paste copied sub: Then in Replace box paste this : ``` .jpg ``` And in With box paste this: ``` .bmp ``` Now click replace button any copy code you got. Replace loadGui sub in modGeneral with copied code from Eclipse Toolkit. REMEMBER : You need to have .bmp images in gui folder (Main and Menu) also you need to have .bmp bars :) THATS ALL! If you are using EO 2.0 it should be like this (withouth any source adds) ``` Public Sub loadGUI(Optional ByVal loadingScreen As Boolean = False) Dim i As Long ' if we can't find the interface On Error GoTo errorhandler ' loading screen If loadingScreen Then frmLoad.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\loading.bmp") Exit Sub End If ' menu frmMenu.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\background.bmp") frmMenu.picMain.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\main.bmp") frmMenu.picLogin.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\login.bmp") frmMenu.picRegister.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\register.bmp") frmMenu.picCredits.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\credits.bmp") frmMenu.picCharacter.Picture = LoadPicture(App.Path & "\data files\graphics\gui\menu\character.bmp") ' main frmMain.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\main.bmp") frmMain.picInventory.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\inventory.bmp") frmMain.picCharacter.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\character.bmp") frmMain.picSpells.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\skills.bmp") frmMain.picOptions.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\options.bmp") frmMain.picParty.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\party.bmp") frmMain.picItemDesc.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\description_item.bmp") frmMain.picSpellDesc.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\description_spell.bmp") frmMain.picTempInv.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\dragbox.bmp") frmMain.picTempBank.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\dragbox.bmp") frmMain.picTempSpell.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\dragbox.bmp") frmMain.picShop.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\shop.bmp") frmMain.picBank.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bank.bmp") frmMain.picTrade.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\trade.bmp") frmMain.picHotbar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\hotbar.bmp") ' main - bars frmMain.imgHPBar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bars\health.bmp") frmMain.imgMPBar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bars\spirit.bmp") frmMain.imgEXPBar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bars\experience.bmp") ' main - party bars For i = 1 To MAX_PARTY_MEMBERS frmMain.imgPartyHealth(i).Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bars\party_health.bmp") frmMain.imgPartySpirit(i).Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\bars\party_spirit.bmp") Next ' store the bar widths for calculations HPBar_Width = frmMain.imgHPBar.width SPRBar_Width = frmMain.imgMPBar.width EXPBar_Width = frmMain.imgEXPBar.width ' party Party_HPWidth = frmMain.imgPartyHealth(1).width Party_SPRWidth = frmMain.imgPartySpirit(1).width Exit Sub ' let them know we can't load the GUI errorhandler: MsgBox "Cannot find one or more interface images." & vbNewLine & "If they exist then you have not extracted the project properly." & vbNewLine & "Please follow the installation instructions fully.", vbCritical DestroyGame Exit Sub End Sub ```
  23. I use DX7 eclipse and I need code to make(remove back color) inventory item pictures transparent
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