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Braiton

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Everything posted by Braiton

  1. Braiton

    Tabbed Chat!

    @IceCake: > Edit: I forgot! When I try to compile, it say's ChatText isn't declared, how to fix? I think thats pretty much self-explainatory. ChatText isn't declared. Check to see if it's being declared, if it's not then save it as a string.
  2. Well it should work. Change the map number, the x and y. Then close the server, dont reload it, you are only reloading scripts (like im guessing you did), start server again. Profit.
  3. Use Packets to comunicate with the server. You might want to look at other item types to see how they are handled.
  4. @βushiε: > Look, saying someone is average when there levels are over 85 is as stupid as eating a dead fish's epiglottis. A player is average when their levels are over 50 and combat level is around 55+. My character is "below average" to you, but has beaten the KBD 5 times. PWNT. Can that guy even be considered a tough monster? Pfft. When i was about level 80 i used to solo it. Plus you did not kill it alone, you went with clan members. Get your facts right before trying to attempt a show off.
  5. Looks sexy. Oh crap…i think i...i..got an...nevermind.
  6. Dhamone, read a few posts back. I had the same problem. Turns out i had skipped a piece of code and i didn't notice. Look on the previous page and you'll find it.
  7. Well, it depends on where you want the SP bar to be. If you want it anywhere on the GUI just delete the Energy label in the char menu and move the SP lbl where your bar is. Then create another label over the bar and make it calculate the width like the rest of the bars: ``` frmMirage.shpSP(ornameofthelabel).Width = ((GetPlayerSP(MyIndex)) / (GetPlayerMaxSP(MyIndex))) * 73 ``` If you want it over the screen then blt it properly then make the shpSP (or whatever you call it) a picturebox and put lblSP inside that picture box and position it to fit perfectly where your bar is being blt'd.
  8. Oh, skipped that. Stupid me. Seems to be working fine now. Ill let you know if i find something else.
  9. Alright, tested quickly again and here's the sumary: *Some new property values still not saving: you are only saving frequency and duration from what i looked on your code. Therefor the type of spell and Effect (the person who is being casted on) are still saving incorrectly. The type of spell will reset to cure and Effect will save, but check the Area Effect box while its at it too (thus saving it too) *Stun now working. Duration too. *Buffs work but wont continue working unless you address the first problem that is the property saving incorrectly. Don't worry, the spell type will still remain as Buff even if its resetting, its not that. What is worrying me the most is that the Effect is being saved incorrectly and because of that will return an error. IE: I choose Shield type, duration 10 secs, effect: castor. First time cast, everything is perfect. We edit it, Second time cast: RTE 380: Invalid Property Value and Highlights``` frmSpellEditor.chkArea.Value = Spell(EditorIndex).AE ```. Because it is saving the Effect property value wrong and its thinking the Buff spell is being cast as Area Effect and at the same time Castor only therefor returning an error. Will continue testing later. Also, in case you are wondering im still using 2.7\. And no, dont worry, i made the changes necesarry to get it to work without altering any piece of code.
  10. @Robin: > @Braiton: > > > What are you talking about? Making it transparent is so ducking simple. Go to your frmMirage and: > > > > ``` > > Private Declare Function SetWindowLong Lib "user32" Alias "SetWindowLongA" (ByVal hwnd As Long, ByVal nIndex As Long, ByVal dwNewLong As Long) As Long > > Private Const MAKE_THAT_TXT = (-20) > > Private Const DUCKING_TRANSPARENT = &H20& > > ``` > > Just add that shiz to declarations and make sure frmMirage loads the following: > > > > ``` > > SetWindowLong txtChat.hwnd, MAKE_THAT_TXT, DUCKING_TRANSPARENT > > ``` > > There. Problem solved. Now add an image behind the text box and there you have your uber chatbox. > > Renaming your variables to crap like that is fairly pointless. I know. Its like the most retarded thing anyone can do. But it relieves stress. I need that; specially in this time of the year. God dammit >.<
  11. What are you talking about? Making it transparent is so ducking simple. Go to your frmMirage and: ``` Private Declare Function SetWindowLong Lib "user32" Alias "SetWindowLongA" (ByVal hwnd As Long, ByVal nIndex As Long, ByVal dwNewLong As Long) As Long Private Const MAKE_THAT_TXT = (-20) Private Const DUCKING_TRANSPARENT = &H20& ``` Just add that shiz to declarations and make sure frmMirage loads the following: ``` SetWindowLong txtChat.hwnd, MAKE_THAT_TXT, DUCKING_TRANSPARENT ``` There. Problem solved. Now add an image behind the text box and there you have your uber chatbox.
  12. Quick test. Installed it, etc and tested it quickly because i have very little time :p This is what i noticed *New properties not saving correctly. When you want to edit the spell again, the spell type, target, duration and frequency will reset. *Stun spell stuns yourself/or thinks the npc is already stunned since it will return "The Spell on X has failed" when casting for first time in an npc. I assume something similar could happen with the root spell but haven't tested it yet. *Bind Spell not working. Activated the spell in a certain location, proceeded to get killed by an NPC but spawned on Class default location. Tried killing myself with a Kill atrribute too. Not working. *Teleport spell working fine. *Basic spell types working fine. I have yet to test Durations, Frequency, Target selection & the Buff Spells. Will report later when i have more time.
  13. @Flaw: > Hey man, could I get the source for this?? =] Pretty pleeease. You've gotta be shitting me. All he did was move stuff around. Do the same. If you want a download link, he provided one above. Regards, Braiton.
  14. A custom guitar Over U$ 9000! *drools*
  15. Braiton

    Rs Bot

    @ᴆᴎᴧ: > Do posts count in this board? *facepalm*
  16. If he is doing it client side, PlaySound is probably the only, and best way to play a sound. This should work. Cant see why not, provided you the sound is named and placed correctly. ``` Private Sub picInv_DblClick(Index As Integer) Dim d As Long If Player(MyIndex).Inv(Inventory).num 0 Then If Item(GetPlayerInvItemNum(MyIndex, d)).Type ITEM_TYPE_POTIONADDSP Or ITEM_TYPE_POTIONADDHP Or ITEM_TYPE_POTIONADDMP Or ITEM_TYPE_POTIONSUBHP Or ITEM_TYPE_POTIONSUBMP Or ITEM_TYPE_POTIONSUBSP Then Call SendUseItem(Inventory) ElseIf Item(GetPlayerInvItemNum(MyIndex, d)).Type = ITEM_TYPE_POTIONADDSP Or ITEM_TYPE_POTIONSUBHP Or ITEM_TYPE_POTIONSUBMP Or ITEM_TYPE_POTIONSUBSP Then picInv(d - 1).Picture = LoadPicture() Call SendUseItem(Inventory) ElseIf Item(GetPlayerInvItemNum(MyIndex, d)).Type = ITEM_TYPE_POTIONADDHP Then Call SendUseItem(Inventory) picInv(d - 1).Picture = LoadPicture() Call PlaySound("health.wav") Call AddText("You used an item to restore your HP!", YELLOW) ElseIf Item(GetPlayerInvItemNum(MyIndex, d)).Type = ITEM_TYPE_POTIONADDMP Then Call SendUseItem(Inventory) picInv(d - 1).Picture = LoadPicture() Call PlaySound("health.wav") Call AddText("You used an item to restore your MP!", YELLOW) End If End If Next d Call UpdateVisInv End Sub ```
  17. Your doing it client side right? Have you tried with: Call PlaySound(Index, "health.wav") Not really sure, ill look into it later, got to go.
  18. For the first time in a while, i must say i can't wait to play this :p Looks so sexy!
  19. Braiton

    Kinky Robyn

    Oooh! Brings back memories lol. Im tempted to play now, but i dont want to :p
  20. @Bloodmyst: > i think its because What you are chaging there Affect all item That use the Item Type Potion Add HP/MP/SP Therefore if a weapon Uses these types of Bonuses it will affect them too just like any Potion/Spell/Item that uses These Bonus? No, that shouldnt be the problem because its checking for the item type, not for bonuses. Try doing it manually: Something like: ``` If Item(GetPlayerInvItemNum(MyIndex, d)).Type = Item_Type_WEAPON Then Call SendUseItem(Inventory) ElseIf If Item(GetPlayerInvItemNum(MyIndex, d)).Type = ITEM_TYPE_POTIONADDSP Or ITEM_TYPE_POTIONSUBHP Or ITEM_TYPE_POTIONSUBMP Or ITEM_TYPE_POTIONSUBSP Then blah blah End If  ```
  21. Are you sure theres a char created on Slot 1? Because what you are doing is check only for slot 1, so if you have a char in slot 2 or 3 but not in 1 then it will return false.
  22. Braiton

    2 questions.

    1. 2\. Yes, search around. You should find a tutorial.
  23. You can0t use portable. It is missing some components. You can either buy and use Enterprise or Professional edition.
  24. Look here http://www.touchofdeathforums.com/smf/index.php/board,311.0.html There a few tutorials that should help.
  25. You need to tell the game what the caption should look like, so my guess is that you should tell that somewhere on ModHandleData (the Player Stats packet to be more specific) Maybe something like this: ``` If SubDex > 0 Then frmMirage.lblDex.Caption = Val(parse(X)) - SubDex & " (+" & SubDex & ")" Else frmMirage.lblDex.Caption = Val(parse(X)) End If ``` Just change the parse number and tweak it to fit the name of the label. Also, dont forget to Dim SubDex As Long. Also dont forget to tell that SubDex = 0
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