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kenny92316

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Posts posted by kenny92316

  1. @Jimmy93:

    > Client side,
    > open frmEditor_NPC
    > Select the scroll bar beside value: 0
    > Scroll down in the properties until you see "Max 255"
    > Change the max to 50 000

    I'm pretty sure the scroll bars have a maximum of around 32,700 about as much as interger data can max at.
  2. The server it's self don't use much cpu, but the client does. If you're playing on the same computer as the server it lowers its capablitys a bit. Just saying, but even with that hundreds of players if you can get enough players to play it.
  3. You would have to mod your server to read a database for purchasing off a website, and the website would have to write data to the database using mysql, or one of the other database programs. None of which I know how to do.
  4. 2\. Public Const MAX_LEVELS As Long = 100
    10\. I suspect it's 2.147B as with the long's limit, and in the code it says:
    Public Const MAX_BYTE As Byte = 255
    Public Const MAX_INTEGER As Integer = 32767
    Public Const MAX_LONG As Long = 2147483647
    ```
    If Int(Amount) < 10000 Then
            ConvertCurrency = Amount
        ElseIf Int(Amount) < 999999 Then
            ConvertCurrency = Int(Amount / 1000) & "k"
        ElseIf Int(Amount) < 999999999 Then
            ConvertCurrency = Int(Amount / 1000000) & "m"
        Else
            ConvertCurrency = Int(Amount / 1000000000) & "b"
        End If
    ```8\. I suspect stats are saved as bytes which is a 255 cap, change their dim xxx as byte to interger if you can find it.
  5. In the case else, which would be the character moving, simply place something like:

    ```
    dim Rnum
    rnum = rand(100,1)
    if Rnum => 25 then
    Set Buffer = New clsBuffer
                    Buffer.WriteLong CCast
                    Buffer.WriteLong spellslot
                    SendData Buffer.ToArray()
                    Set Buffer = Nothing
                    SpellBuffer = spellslot
                    SpellBufferTimer = GetTickCount
                    exit sub
    elseif Rnum < 25 then
    Call AddText("Your attempt to cast the spell has failed!", BrightRed)
    end if

    ```
  6. In my opinion try either using one variable for each database part 1 and 2 or change the varriable you're using into an array so you don't have an issue with it only reading one data.
  7. I finally got a chance to poke around the source for subs that would be used for npc attack, I found one but not exactly sure what the data input is refering to. The StartAddr and ExtraVar in specific. The only thing that I noticed is the buffer.readlong, and the two data types are classified as longs in the call of the sub.

    ```
    Private Sub HandleNpcAttack(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
    Dim i As Long
    Dim Buffer As clsBuffer

        ' If debug mode, handle error then exit out
        If Options.Debug = 1 Then On Error GoTo errorhandler

        Set Buffer = New clsBuffer
        Buffer.WriteBytes Data()
        i = Buffer.ReadLong
        ' Set player to attacking
        MapNpc(i).Attacking = 1
        MapNpc(i).AttackTimer = GetTickCount

        ' Error handler
        Exit Sub
    errorhandler:
        HandleError "HandleNpcAttack", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext
        Err.Clear
        Exit Sub
    End Sub
    ```
  8. @Renzo:

    > @Soul:
    >
    > > There's ice cream cake, chocolate cake, vanilla cake, strawberry cake, carrot cake, etc..
    >
    > [Here is your list of cakes](http://en.wikipedia.org/wiki/List_of_cakes)
    >
    > [and here are all the different kinds of pies](http://en.wikipedia.org/wiki/List_of_pies)
    > and that doesnt even include the different fruits
    > @Soul:
    >
    > > We have artificial flavoring and all you have is fruit.
    >
    > I rest my case

    Great argument, tons more kinds of yummy pies than there are cakes for those who like real flavor, compared to artifical stuff in regular ol' cakes. You dont see Black berry cakes do you, no but theres black berry pies, and nearly every fruit is in several kinds of pie. Not sure about vegitables though, dont think "carrot" cake fits into this category either. In my opinion Pie beats plain ol' cake any day.
  9. well more of what i mean for the 2nd part is it might be a shared friendlist if you use their account(getplayerlogin() not getplayername()) if they have more than 1 character, but good luck with this in getting it how you want it.
  10. -Online friends will have their names in green. Offline friends will have their names in red. I was working on this, and I didn't get it to work properly. I plan to continue working on it when I have more time, though, since this is a pretty critical part of any friends list.

    wouldnt you beable to do like findplayer() ? if i remember correctly it checks to see if the player is online. Also wouldnt it be easier to add it into the existing ini file for the players account so they have their own unique friend list?
  11. When i try to compile the project "Konfuse.vbp" thats already made i get some shit about liscence from frmmirage.frm.
    ![](http://i35.photobucket.com/albums/d186/kenny92316/429-Source-Recompile.png)
    ![](http://i35.photobucket.com/albums/d186/kenny92316/429-Source-Recompile2.png)
    Anyone got any ideas why im getting liscence errors when i try to recompile any precompiled, or modified versions of client? Also it goes down that entire list of frmMirage.yada.Value = ReadInI(yada)
  12. A few questions, Would this edit work as i wanted it to? Would i need to add any additonal data to the frmmapeditor or frmhouseeditor, if so can you give a pointer? Any addtional data i should know i need to place?

    Function GetTileX(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long)
    Select Case layer
    Case 0
        GetTileX = map(mapper).Tile(x, y).Ground - Int(map(mapper).Tile(x, y).Ground / 14) * 14
    Case 1
        GetTileX = map(mapper).Tile(x, y).Mask - Int(map(mapper).Tile(x, y).Mask / 14) * 14
    Case 2
        GetTileX = map(mapper).Tile(x, y).Anim - Int(map(mapper).Tile(x, y).Anim / 14) * 14
    Case 3
        GetTileX = map(mapper).Tile(x, y).Anim2 - Int(map(mapper).Tile(x, y).Anim2 / 14) * 14
    Case 4
        GetTileX = map(mapper).Tile(x, y).Mask2 - Int(map(mapper).Tile(x, y).Mask2 / 14) * 14
    Case 5
        GetTileX = map(mapper).Tile(x, y).M2Anim - Int(map(mapper).Tile(x, y).M2Anim / 14) * 14
    Case 6
        GetTileX = map(mapper).Tile(x, y).M2Anim2 - Int(map(mapper).Tile(x, y).M2Anim2 / 14) * 14
    Case 7
        GetTileX = map(mapper).Tile(x, y).Fringe - Int(map(mapper).Tile(x, y).Fringe / 14) * 14
    Case 8
        GetTileX = map(mapper).Tile(x, y).FAnim - Int(map(mapper).Tile(x, y).FAnim / 14) * 14
    Case 9
        GetTileX = map(mapper).Tile(x, y).FAnim2 - Int(map(mapper).Tile(x, y).FAnim2 / 14) * 14
    Case 10
        GetTileX = map(mapper).Tile(x, y).Fringe2 - Int(map(mapper).Tile(x, y).Fringe2 / 14) * 14
    Case 11
        GetTileX = map(mapper).Tile(x, y).F2Anim - Int(map(mapper).Tile(x, y).F2Anim / 14) * 14
    Case 12
        GetTileX = map(mapper).Tile(x, y).F2Anim2 - Int(map(mapper).Tile(x, y).F2Anim2 / 14) * 14
    End Select
    End Function
    Function GetTileY(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long)
    Select Case layer
    Case 0
        GetTileY = Int(map(mapper).Tile(x, y).Ground / 14)
    Case 1
        GetTileY = Int(map(mapper).Tile(x, y).Mask / 14)
    Case 2
        GetTileY = Int(map(mapper).Tile(x, y).Anim / 14)
    Case 3
        GetTileY = Int(map(mapper).Tile(x, y).Anim2 / 14)
    Case 4
        GetTileY = Int(map(mapper).Tile(x, y).Mask2 / 14)
    Case 5
        GetTileY = Int(map(mapper).Tile(x, y).M2Anim / 14)
    Case 6
        GetTileY = Int(map(mapper).Tile(x, y).M2Anim2 / 14)
    Case 7
        GetTileY = Int(map(mapper).Tile(x, y).Fringe / 14)
    Case 8
        GetTileY = Int(map(mapper).Tile(x, y).FAnim / 14)
    Case 9
        GetTileY = Int(map(mapper).Tile(x, y).FAnim2 / 14)
    Case 10
        GetTileY = Int(map(mapper).Tile(x, y).Fringe2 / 14)
    Case 11
        GetTileY = Int(map(mapper).Tile(x, y).F2Anim / 14)
    Case 12
        GetTileY = Int(map(mapper).Tile(x, y).F2Anim2 / 14)
    End Select
    End Function
    Function GetTileSet(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long)
    Select Case layer
    Case 0
        GetTileSet = map(mapper).Tile(x, y).GroundSet
    Case 1
        GetTileSet = map(mapper).Tile(x, y).MaskSet
    Case 2
        GetTileSet = map(mapper).Tile(x, y).AnimSet
    Case 3
        GetTileSet = map(mapper).Tile(x, y).Anim2Set
    Case 4
        GetTileSet = map(mapper).Tile(x, y).Mask2Set
    Case 5
        GetTileSet = map(mapper).Tile(x, y).M2AnimSet
    Case 6
        GetTileSet = map(mapper).Tile(x, y).M2Anim2Set
    Case 7
        GetTileSet = map(mapper).Tile(x, y).FringeSet
    Case 8
        GetTileSet = map(mapper).Tile(x, y).FAnimSet
    Case 8
        GetTileSet = map(mapper).Tile(x, y).FAnim2Set
    Case 10
        GetTileSet = map(mapper).Tile(x, y).Fringe2Set
    Case 11
        GetTileSet = map(mapper).Tile(x, y).F2AnimSet
    Case 12
        GetTileSet = map(mapper).Tile(x, y).F2Anim2Set
    End Select
    End Function
  13. I would like to know the section of code to change and if any additional code needs changed, if anyone would like to tell me that is.

    Edit: I think i found it, all i need to do is chage the variables to add more sets?

    Private Sub mnuType_Click(Index As Integer)
    Dim BMU As BitmapUtils
    Dim strfilename As String
    Dim i As Byte

        mnuType(Index).Checked = True
        If Index = 1 Then
            If mnuType(1).Checked = True Then
                frmAttributes.fraLayers.Visible = True
                frmAttributes.fraAttribs.Visible = False
                mnuTileSheet.Enabled = True
                frmAttributes.Visible = True
            End If
        ElseIf Index = 2 Then
            If mnuType(2).Checked = True Then
                frmAttributes.fraLayers.Visible = False
                frmAttributes.fraAttribs.Visible = True
                shpSelected.Width = 32
                shpSelected.Height = 32
                mnuTileSheet.Enabled = True
                frmAttributes.Visible = True
            End If
        Else
            If mnuType(3).Checked = True Then
                frmAttributes.fraLayers.Visible = False
                frmAttributes.fraAttribs.Visible = False
                mnuSet(10).Checked = True

                For i = 0 To ExtraSheets
                    If i <> 10 Then frmMapEditor.mnuSet(i).Checked = False
                Next i

                If ENCRYPT_TYPE = "BMP" Then
                        frmMapEditor.picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & 10 & ".bmp")
                        Else
                        Set BMU = New BitmapUtils
                        strfilename = App.Path & "/gfx/" & "tiles" & 10 & "." & Trim$(ENCRYPT_TYPE)
                        BMU.LoadByteData (strfilename)
                        BMU.DecryptByteData (Trim$(ENCRYPT_PASS))
                        BMU.DecompressByteData_ZLib
                        frmMapEditor.picBackSelect.Cls
                        frmMapEditor.picBackSelect.Width = BMU.ImageWidth
                        frmMapEditor.picBackSelect.Height = BMU.ImageHeight
                        Call BMU.Blt(frmMapEditor.picBackSelect.hDC)
                        End If

                EditorSet = 10

                scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y)
                picBack.Width = picBackSelect.Width
                If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX
                If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800
                mnuTileSheet.Enabled = False
                frmAttributes.Visible = False
            End If
        End If

        For i = 1 To 3
            If i <> Index Then mnuType(i).Checked = False
        Next i
    End Sub
  14. call spawnitemslot(5, 6, 2, 1, 3, 4, 7)
    5 = not sure -_- <<–---------
    6 = item number spawned
    4 = x position of item
    7 = y position of item
    2 = amount of the item spawned
    1 = the items durrability
    3 = the map the item is spawned on
    spawns an item on a map

    where the number 5 is it should be Mapitemslot, Ex if you have in your data.ini
    MAX_MAP_ITEMS=100   THen the highest mapitemslotnumber would be 100

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Function Rand( High, Low)

    Quote
    Rand(5, 1)
    1 = lowest number
    5 = highest number
    creates a random number inbetween the 2 numbers declared

    Was incorrect since 1 was infront and its high, low not low, high
    Rand(1, 5)
    1 = lowest number
    5 = highest number

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Also was wondering how to use Call LoadInternet(index, address) correctly, how exactly would we put the address. would we put it in quotes or as-is? And i was wondering if this was EE only because it dont seem to work on TE. Thanks.
  15. Im looking to improve upon my scripting by helping others in need. I can install most scripts easily, write differnent scripts like admin off, admin on, a script to give you creator status without having to access the accounts folder and such. Im willing to help anyone who asks for my help so if you need a scripter ask me to help ya.
  16. Does anyone have this link… i tried to get to the test and got some freaky results lol... and nerdtest.com didnt seem to be the correct site even though the signature pics say it is lol.
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