Golf
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Posts posted by Golf
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@[member="Hackertatio"] Nice! Are you going to change the GUI or your are going to leave it in EO sytle?
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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.
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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
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Updated!
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I will add Event system in near future, for now it works great.
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Not tutorial,I will just edit Pokemon Origins so it can work normally with all pokemon basics,battle,catching etc.
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![](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. -
@[member="Justn"] Well, I can make it just tell me for what version of eclipse (EE,EO or something) and I will PM you.
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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
``` -
Error sub:
![](http://i.imgur.com/pOQud0N.png)
Compiling error:
![](http://i.imgur.com/It4N2Rp.png) -
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. -
When I try to compile application I got error!
```
Engine_BltFast DDS_Item(itempic), rec, rec_pos, frmMain.picTempInv, False
``` -
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
``` -
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) -
@[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. -
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.** -
Nice, but you should add more screenshots
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DX7 to Dx8
in Q & A
Is there any tutorial for replacing dx7 with dx8?
Thank you -
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.
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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! ** -
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!** -
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
``` -
I use DX7 eclipse and I need code to make(remove back color) inventory item pictures transparent
Help, eclipse origins 2.0
in Q & A
Posted
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 .