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Zeno

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  1. Zeno

    Source for this ?

    Just look for and remove this from modGameLogic's Sub UpdateDescWindow ``` 'no DescWindow for currency If Trim$(Item(itemnum).Type) = 7 Then Exit Sub End If ```
  2. You can not alter any Eclipse above 4.0 as they are closed source. You can either learn to use VB6.0 and make the edits you want on custom versions of Eclipse, or, pick a different custom version.
  3. The easiest way to do this is just to use the existing chatbox. GMs could change the message, which would be sent out every five or ten minutes to every player. This way, you don't have to worry about creating any infrastructure, maybe just a timer. Sending packets works on a send/handle system. Before sending, a packet is compiled starting with the packet's name (a string enumerated as a constant in modEnumerations) followed by any other information in the packet. All Send subs work this way. Then on the other end (client-side if sent from server, or vice versa), that number is read from the packet and then the rest of the packet sent to the appropriate handle sub, based on the address in modHandleData sub InitMessages(). Then the handle sub uses any remaining packet information to carry out the operation. It sounds a bit complicated, but once you get the hang of it, it becomes very simple and easy to use. For what you're looking to do here, the message of the day (MotD) packets would make a good example to look to. You could also just use an included MotD function. Although that text is usually sent only on logging in and when changed, it sounds like it would fit your bill.
  4. I'm looking at your source right now. I'd say your problem is in the way you've handled logins. modHandleData sub HandleLogin is triggered when a player first logs into their accounts. This happens before a character has been selected. Remove the banking and skills procedures. You'll also have to move your daily reward. Since no player has been chosen yet, at this point nothing can happen that involves a chosen player. A good place to put those procedures is HandleRequestUseChar in modHandleData. The banking procedures are already there, you just have to add Call CheckSkills(index) and your daily reward system.
  5. > I noticed this too, but I didn't see where it would cause an error or any problems. > > Could it cause any problems if left undone? If so, what? In certain engines you can get RTE9\. Usually there is an IsPlaying(index) check to stop a sub if the player is offline.
  6. PD? D? :S Actually, having taken a closer look, I don't think that's your issue. Saving and loading in EFF copies arrays, so there shouldn't be any mistakes there. Sorry about that. It's very hard to say with little information. This error could happen in your player(index).char was declared from 1 to 3 and tempplayer(index).curchar returns a value of 0 (or >3). I don't see any line where you have something like this: ``` TempPlayer(index).CurChar = Buffer.ReadByte ``` Without something like that, the value would be 0, which would give you this error.
  7. If you're using an engine which already includes DX8, you can get the same effect by rendering an image (with any buttons, text, etc. you would need) after the top map layer.
  8. Zeno

    Currency label

    You can try searching the source within VB6 using the name of that label. You should be able to find where the caption of the label is set. Use the code below to give you an idea of what to look for. I cannot help much since I do not know where the values for your Dilac or Arena are stored, but I'd imagine something like so: ``` NAME-OF-LABEL.Caption = Player(Index).Dilac & "D" NAME-OF-LABEL.Caption = Player(Index).Arena & "AT" ```
  9. Zeno

    Render Night

    Make sure you have correctly placed the night tiles graphics in your client's folder. Also be sure that you have put the correct rendering sub and placed the call for it in the right spot in Render_Graphics. By the way, since The Final Frontier uses DX8, tiles are a poor approach to dimming the map at night-time. Try to find more about basic alpha blending both in these forums and outside them.
  10. That just copies the value of the variables into a buffer - this also needs a value to be set. What you need is the buffer _reading_ chunk for skills when a character is loading (which was probably included in the tutorial). There should be values set for the array on character creation as well.
  11. > The problem is that, when I run the game with VB, I get no error :S > > (Iam his partner project work) C++ and Visual Basic are completely different programming languages. You cannot use one's program for the other. This is why it works when you open it in VB (the language it is written in) and not when he opens it in C++ (mismatched language). * * * > You need the Visual Basic IDE, not the Visual C++ IDE. > > Get the Visual Basic 6 IDE and run the client from within. When the error comes press the debug button. A line of code will be highlighted. Paste that code here. You should then be able to follow along with other bug reporters on this same issue.
  12. If you have not made any edits to the source code, you could try deleting your server\data files\maps folder. Do a quick check if this is a common error in the thread where you got the engine. If you have made edits to the program, the issue is likely within those changes.
  13. I agree with Dr. House and recommend port forwarding. It's neither difficult nor much of a security risk. The need to install Hamachi is a turn-off for many players.
  14. Zeno

    Tileset problems

    > I looked around on the forums and some one told the person that the transparency is the first pixel used but the first color I used was black and it still didn't work. These problems come up a lot! For anyone who stumbles here with a similar problem, the first pixel usually sets the transparency colour for bitmap images, but the alpha layer is used for PNGs.
  15. Hello, and welcome to the forums. Your English is really good, but you may want to better use paragraphs. Both of these things can only be changed in a closed-source engine and will require use of Visual Basic 6.0\. The first is easy. The second is more difficult. In many engines, you can change the points on level up by editing this line in modPlayer sub CheckPlayerLevelUp: ``` Call SetPlayerPOINTS(index, GetPlayerPOINTS(index) + 3) ``` Not all engines will use those exact words, but the code will be a similar line in a similar place. The mouse attacking is much more difficult, and I doubt you'll find anyone who will tell your exactly how to do it. You can start thinking about how you might be able to do it by looking at [this tutorial](http://www.eclipseorigins.com/community/index.php?/topic/122426-mouse-movement-v2/?hl=mouse) and [this tutorial](http://www.eclipseorigins.com/community/index.php?/topic/132500-eo-simple-learning-a-better-character-movement-system/?hl=%2Bmouse+%2Battack) which involve mouse functions.
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