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Golf

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Posts 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. 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.
  3. ![](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.
  4. 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 <= MAX_ITEMS Then
    itempic = Item(itemnum).Pic

    If itempic = 0 Then Exit Sub

    With rec
    .top = 0
    .Bottom = .top + PIC_Y
    .Left = DDSD_Item(itempic).lWidth / 2
    .Right = .Left + PIC_X
    End With

    With rec_pos
    .top = 2
    .Bottom = .top + PIC_Y
    .Left = 2
    .Right = .Left + PIC_X
    End With

    ' Load item if not loaded, and reset timer
    ItemTimer(itempic) = GetTickCount + SurfaceTimerMax

    If DDS_Item(itempic) Is Nothing Then
    Call InitDDSurf("Items\" & itempic, DDSD_Item(itempic), DDS_Item(itempic))
    End If

    Engine_BltToDC DDS_Item(itempic), rec, rec_pos, frmMain.picTempInv, False

    With frmMain.picTempInv
    .top = Y
    .Left = x
    .Visible = True
    .ZOrder (0)
    End With
    End If

    ' Error handler
    Exit Sub
    errorhandler:
    HandleError "BltInventoryItem", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext
    Err.Clear
    Exit Sub
    End Sub

    ```
  5. 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

    ```
  6. @[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.
  7. 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.**
  8. 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.
  9. 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!  **
  10. 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!**
  11. 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

    ```
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