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balliztik1

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Everything posted by balliztik1

  1. Agreed on the border. Looks like it glows. =o The texture might be a bit off. It almost looks like some old parchment that is wrinkled. A scroll would be smoother.
  2. There's not much I can add that others haven't said. You are mixing "zoomed" tiles with 1:1 ratio tiles, which means you've got defined tiles on top of blurry tiles. Either one would look fine, but together, it ruins the whole feel. It will be especially noticeable since you're using RMXP sprites, which are more defined.
  3. The older versions of Eclipse had experience tables that were editable through a .ini file in the server. It's a fairly simple edit to recreate this. **Please note: If you have access to the source code (which is pretty much assumed if you're here), and your experience table is based on a formula, it's much easier just to change the GetPlayerNextLevel function and MAX_LEVELS constant to suit your needs rather than having to implement a .ini system.** _All edits are server-side._ The first thing that needs to be done is to get rid of the old experience system. It is very loosely integrated, so it's not too hard to do. Find and delete the following: ``` Function GetPlayerNextLevel(ByVal index As Long) As Long GetPlayerNextLevel = (GetPlayerLevel(index) + 1) * (GetPlayerStat(index, Stats.strength) + GetPlayerStat(index, Stats.endurance) + GetPlayerStat(index, Stats.intelligence) + GetPlayerStat(index, Stats.spirit) + GetPlayerPOINTS(index)) * 25 End Function ``` ``` Public Const MAX_LEVELS As Byte = 100 ``` Now, we just need to add in our new system. We'll need to set up two variables to do this. Add the following to the source (preferably in modGlobals if you value organization): ``` Public MAX_LEVELS As Byte Public Experience() As Long ``` Now, a simple loading sub will set everything up. Add this, preferably in modDatabase: ``` Sub LoadExperience() Dim I As Byte If Not FileExist("data\Experience.ini") Then Call SetStatus("Generating experience table...") MaxLevel = 100 Call PutVar(App.Path & "\data\Experience.ini", "Max", "MaxLevel", CStr(MaxLevel)) ReDim Experience(1 To MaxLevel) For I = 1 To MaxLevel Experience(I) = I * 25 Call PutVar(App.Path & "\data\Experience.ini", "Exp", CStr(I), CStr(Experience(I))) Next Else Call SetStatus("Loading experience...") MaxLevel = CByte(GetVar(App.Path & "\data\Experience.ini", "Max", "MaxLevel")) ReDim Experience(1 To MaxLevel) For I = 1 To MaxLevel Experience(I) = CLng(GetVar(App.Path & "\data\Experience.ini", "Exp", CStr(I))) Next End If End Sub ``` Now, all that needs to be done is to make sure this is called. Find Sub LoadGameData and add this to it somewhere: ``` Call LoadExperience ``` As a last touch, just make sure to replace the old GetPlayerNextLevel (located in modPlayer) with this new one that reflects the proper values: ``` Function GetPlayerNextLevel(ByVal Index As Long) As Long If GetPlayerLevel(Index) = MAX_LEVELS Then GetPlayerNextLevel = 9999999 Else GetPlayerNextLevel = Experience(GetPlayerLevel(Index) + 1) End If End Function ``` To note, there's nothing in place yet to stop players from gaining experience once they've hit the level cap, so a slight change might be in order to the way SetPlayerExp works. Consider changing it to this: ``` Sub SetPlayerExp(ByVal Index As Long, ByVal EXP As Long) If GetPlayerLevel(Index) = MAX_LEVELS Then EXP = 0 Player(Index).EXP = EXP End Sub ``` Either do that, or restrict experience from accruing at the max level somehow. How you do it really doesn't matter, though. That's that - a simple edit that allows a custom experience table. Just fire up the server and it will auto-create the .ini for you. All you need to do is alter it.
  4. @meowton: > this is damned interesting. I really REALLY like this engine, and I cant wait for you to take it to the LIMIIIIT. I have one question though. for the items and sprites, do you always have to use the neon green color as the background? and the items use a mask type thing where the grey and green cancel eachother out right? The pixel in the top left corner of the item's sheet is the mask color.
  5. Reaction face? ;D Quick, someone cut that guy out! :| This are srs face
  6. ![](http://www.beaubuckley.info/derrick/Endurance.png) He's talking about training, you sick bastards! :rolleyes:
  7. @Sir: > we worship devil on Saturdays, RPG sessios are usualy Sundays. Kusy is the reason American parents are scared of RPGs. ;)
  8. They serve memory at McDonald's? =O Haha, sure thing. Added it.
  9. Oh, yes. I knew I was forgetting a popular one. Thanks Addy.
  10. How's the party system? I know it's been a pain in the past. Was it ever fixed? It's a pretty necessary part of any MMO, so if it's still buggy, I might give it a look over and try to fix it.
  11. Never been a fan of HK sprites, myself. They are much too big, in my opinion, and as such, each frame is a large movement. Also, the lack of toes is slightly disturbing. I keep looking at it and it just haunts me. xD Not really much more to say than that. This is obviously a work in progress, so I'll reserve some judgement until later.
  12. You don't need to send out your whole graphics folder. All you need is your sprite base, and the items you want paperdolled. It'd be best if you hosted the images somewhere. As it is, people who would consider working on this for you might not want to download your whole folder just to find out it doesn't even interest them.
  13. I missed this topic, but it was working about 30 minutes ago when I logged in.
  14. You'll have to line it up properly. Eclipse is set up to use a 32x64 grid. If you have your sprite misaligned, then you'll see parts of other images floating about.
  15. This isn't the final Stable. I'm not even part of the team. This is just the last I'm going to actively pursue some bugs. I've done my fair share of debugging with both "Fixed" Eclipse and bits and pieces found in Stable, but I'm switching over to Origins, so this is like my going away present or something. I dunno. xD My point is that this is just me giving Stable one last tweak. Damien is still in charge of Stable overall, so whatever he plans on doing with Stable is up to him. Stable won't die, I'm sure. There's still a much larger support for Stable than there is for Origins, so there will always be people willing to work on it. I've been a bit busy lately, but I've made a note of several more issues. It shouldn't take too long. If there's anything else that needs doing, feel free to suggest. I don't care if it's a bug fix or simply a new feature. Suggest away. I'll grab a fresh copy of Stable in a while and get to work. I'll update the main post with plans.
  16. balliztik1

    Keybindings?

    Well, first of all, look into a chat system that requires you to push enter to chat. That's a good place to start. As for key bindings, all keys are numeric. For instance, the "A" key is 65\. All you'd have to do is store the key code for the pressed key in a variable, like "AttackKey = 65". Then, in the source, where it says things like "If KeyPressed = VBKeyCTRL", you could do something like "If KeyPressed = AttackKey". You'd have to make edits to most/all of the key-based functions of Eclipse to accomplish this, but it's not too hard; it's just a lot of tedious work.
  17. @Shackles: > Place your cursor over your Eclipse folder. > > Right-click it. > > Click "Delete". You forgot to say to hold shift when clicking delete. ;D
  18. @Anna: > Ok what the hell is Organization XIII? This. _I_ know what Organization XIII is, but people who might know how to help you might not. Provide some screenshots or something of what you want.
  19. Your GFX folder has files called "Tiles0" through "Tiles9". Those files store the in-game tiles. Just replace the tilesets with these new ones, or append the image to one of the tilesets.
  20. http://www.touchofdeathforums.com/smf/index.php/topic,60179.0.html Use the converter. It should save you a lot of time without having to undo the massive (much needed) changes to the graphics system.
  21. Are you trying to revert Origins to the old way of handling sprites and paperdoll? If so, that's very backward. Robin specifically coded it this way to streamline Origins. In a quick test, Stable was using ~10x the memory of Origins, due primarily to the outdated tile, sprite, and paperdoll system. I don't think anyone is going to want to downgrade Origins, especially given that it's a complete rewrite. Robin would tell you to stop being lazy and just convert your sheets to the proper format.
  22. Thanks for all the feedback, everyone. This project will be underway eventually. I'm currently undertaking a sort of last hurrah with Stable, working to organize the scripting section, as well as give the engine one last unofficial debug fix. After that, though I'll surely still help with source edits and scripts for Stable, I'll be working more with making some edits to Origins. Robin's created a wonderful base; it just needs coders to write some tutorials, like Unknown_Raven has been doing, and hopefully, me, in the future. So, do continue to leave comments if you have something to say. This is on hiatus for now. I expect I'll be starting into it as early as next week or so, though. Until then, I'll just keep tweaking the design for it.
  23. Robin, I have a copy of the map in question, although I don't think there's really much to gather. It'd take a hell of a lot of time and knowledge of specific events to reconstruct what happened, but somehow about a dozen NPCs got assigned a number well above 1500. Whenever we give map testing another go, we can try to recreate the issue. The steps, if I remember correctly, were as follows: -Beau hosted the server. -I was mapping in map 2, Beau in map 3. -Beau changed his map size from default to 20x20 after laying some ground tiles. -Beau experienced some odd changes, specifically the spawning of random NPCs and the changing of the ground tileset. -Beau told me to warp to him. I did, and saw only a black screen. -Beau left map 3 via the Switchover to map 1, then returned. -Server asplode. I tried recreating this issue by using the same tiles, filling the ground, then switching the map size, to no avail. The map resized perfectly each time. We did not experience any other error the remainder of our mapping session. We completed 15 or so test maps without issue. I'd guess that it's a packet error, too, but which packet and how eludes me as well. It'd take a lot of picking through to solve that.
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