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Derryl

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Everything posted by Derryl

  1. @D.J.: > Inb4 crit. > > Nice tutorial but here are some things you should take into account: > > 1\. That map is WAY too overcrowded. > 2\. Overall it does not look that good because of point number 1. > > Regards, > Dewald Do you even know what "inb4 crit" is? If so are you being a complete idiot on purpose? Go outside, it's not all one patch of green and a house, is it? No, ofcourse it isn't. He's the used the perfect amount of detail.
  2. @Grimnnak: > It means you probably have some other Quest system and your trying to overwrite it with this one. > Just a re-iteration of something which Joe posted over in the 'Bugs & Errors' section. > > It's detrimental to the debugging process carried out by the skilled members of this forum, and no matter how much you think you're helping by telling them to restart their computer, you aren't. Stay quiet or you'll get a warning. > > Don't know the answer? Don't reply! > > Regards, > Robin
  3. @Smore: > Good feature, bad tutorial. You didn't say where to search for the code, lots of new programmers would be really confused by this. > Find ' Draw player names and ' Draw npc names If they don't know how to search then they shouldn't bother programming.
  4. You been playing with the source? That sometimes happens when you duck up a packet.
  5. @Kris: > Never said it didn't work :P I just said it looked like it did. How would you know >_>. And thanks.
  6. @Kris: > I have seen this somewhere before :O I can't put my finger on it though. http://www.touchofdeathforums.com/smf/index.php/topic,56700.0.html ^ But it's for EE.
  7. This tutorial is basically about making a party chat message system. I use /p for mine. So you will have to change the numbers in the "/p" code to fit the way you're chat messages work. Lets begin. **Client Side** At the bottom of "modClientTCP" add: ``` Public Sub SendPartyChatMsg(ByVal text As String) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong CPartyChatMsg Buffer.WriteString text SendData Buffer.ToArray() Set Buffer = Nothing End Sub ``` In "modEnumerations", above: ``` ' Make sure CMSG_COUNT is below everything else ``` Add: ``` CPartyChatMsg ``` In "modInput", in "Sub Handlekeypresses" under: ``` ' Handle when the player presses the return key If KeyAscii = vbKeyReturn Then ``` Add: ``` ' Party Msg If Left$(ChatText, 3) = "/p " Then ChatText = Mid$(ChatText, 4, Len(ChatText) - 3) If Len(ChatText) > 0 Then Call SendPartyChatMsg(ChatText) End If MyText = vbNullString frmMain.txtMyChat.text = vbNullString Exit Sub End If ``` And thats it for the client side. Again you will have to change the numbers in the above code if you want to use symbols to chat. **Server Side** In "modHandleData", in "Sub InitMessages" above the "End Sub" add: ``` HandleDataSub(CPartyChatMsg) = GetAddress(AddressOf HandlePartyChatMsg) ``` At the bottom of "modHandleData" add: ``` Sub HandlePartyChatMsg(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteBytes Data() PartyChatMsg Index, Buffer.ReadString, Pink Set Buffer = Nothing End Sub ``` At the bottom of "modServerTCP" add: ``` Public Sub PartyChatMsg(ByVal Index As Long, ByVal Msg As String, ByVal Color As Byte) Dim i As Long Dim Member As Integer Dim partyNum As Long partyNum = tempPlayer(Index).inParty ' not in a party? If tempPlayer(Index).inParty = 0 Then Call PlayerMsg(Index, "You are not in a party.", BrightRed) Exit Sub End If For i = 1 To MAX_PARTY_MEMBERS Member = Party(partyNum).Member(i) ' is online, does exist? If IsConnected(Party(partyNum).Member(i)) And IsPlaying(Party(partyNum).Member(i)) Then ' yep, send the message! Call PlayerMsg(Member, "[Party] " & GetPlayerName(Index) & ": " & Msg, Color) End If Next End Sub ``` In "modEnumerations", above: ``` ' Make sure CMSG_COUNT is below everything else ``` Add: ``` CPartyChatMsg ``` And that's it. Goodluck.
  8. http://www.touchofdeathforums.com/smf/index.php/topic,71591.msg769359.html#msg769359
  9. Derryl

    Main GUI

    Kind of. Mostly because the background its on is dark grey.
  10. Derryl

    Main GUI

    A lot of empty space, thats never good at all. If you're going to make a GUI that big you might aswell make a bigger picscreen to match it. But yeah, just reduce the wasted space.
  11. You might aswell pixel your own trees and waterfalls tbh, they don't work together at all.
  12. Derryl

    Eq position

    ``` ' Character consts Public Const EqTop As Long = 224 Public Const EqLeft As Long = 18 Public Const EqOffsetX As Long = 10 Public Const EqColumns As Long = 4 ``` Have a play around with those. You can find them in modConstants.
  13. 1\. Try this: http://www.touchofdeathforums.com/smf/index.php/topic,70769.0.html. You need VB6 to compile/save your changes after adding it, though. 2\. Again, there's a tutorial for it: http://www.touchofdeathforums.com/smf/index.php/topic,71740.0.html. And yet again you need VB6. 3\. Yes they do, you can change it in the NPC Editor (it's caption is "Range").
  14. What you've done isn't really an option. This would be how to add an actual option: Go to modTypes and scroll down to the "OptionsRec". Before the "End Type" add: ``` Movement as Byte ``` In modDatabase find: ``` Call PutVar(fileName, "Options", "Debug", Str(Options.Debug)) ``` And under it add: ``` Call PutVar(fileName, "Options", "Movement", Str(Options.Movement)) ``` Still in modOptions, in Sub LoadOptions under ``` Options.Debug = 0 ``` Add: ``` Options.Movement = 0 ``` Under: ``` Options.Debug = GetVar(fileName, "Options", "Debug") ``` Add: ``` Options.Movement = GetVar(fileName, "Options", "Movement") ``` Before "Error handler", add: ``` If Options.Movement = 0 Then frmMain.optW.Value = True Else frmMain.optR.Value = True End If ``` Finally, add these two subs at the end of the frmMain code: ``` Private Sub optW_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Options.Movement = 0 ' save to config.ini SaveOptions ' Error handler Exit Sub errorhandler: HandleError "optW_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub Private Sub optR_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Options.Movement = 1 ' save to config.ini SaveOptions ' Error handler Exit Sub errorhandler: HandleError "optR_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` Thats it for the code. Remember to add: Movement= 0 in your config.ini.
  15. Client side > modDD7\. You need VB6 to compile/save your changes.
  16. (For 3) Go to frmMain and open it's code. Under the "Option Explicit" at the very start add these: ``` Private Declare Function ReleaseCapture Lib "user32" () As Long Private Declare Function SendMessage Lib "user32" Alias "SendMessageA" (ByVal hwnd As Long, ByVal wMsg As Long, ByVal wParam As Long, lParam As Any) As Long ``` Now, in your Form_MouseMove sub above: ``` If debug mode, handle error then exit out ``` Add: ``` Dim lngReturnValue As Long If Button = 1 Then Call ReleaseCapture lngReturnValue = SendMessage(Form1.hwnd, WM_NCLBUTTONDOWN, HTCAPTION, 0&) End If ```
  17. Oh for god's sake. Yes, they do have the transparent backgrounds, well done. Changing them to bmp will make the transparent backgrounds automatically white.
  18. Those are converted forms of the RMXP RTP. Go download it, it has the sprites in EO format already (you just need to make them BMPs).
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