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Syner

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Everything posted by Syner

  1. I've been using mindbeast quite successfully with my game and I wanted to know if the maker planned to update it or if anybody had the contact info for the maker I might actually bankroll development on it or atleast pay for a source of it.
  2. I tried to download the eclipse 2.8 files and it turned out to be 2.7 again, is it mislabled in link or mislabled in file or just the wrong file? please help!
  3. I remember hearing the IPhone was compatible with eclipse or something is the LG versa the same ? lol
  4. ScriptErrors=0 Custom=0 Level=0 SellCommand=0 OneHouseOnly=0 PresetHousing=0 Have almost no clue what those do.
  5. What are the dimensions of the scrolling and non scrolling eclipse maps?
  6. Is it possible that when 3.0 is released there will be index's for NPC's and Items so the items and NPCs can return values like attack dmg and str added from items? ie ; getnpcstr(npcindex) getitemstrA(itemindex) or something like that
  7. I'm paying for original tileset works that I can use in a game. I'm not looking for maps I'm looking for peices that I can use to create the maps as I prefer. Contact with email and past projects, or projects you're willing to sell.
  8. I'm looking for people to do sprite graphics for me. I have sprite images that I've made or worked on atleast and I want a spriter willing to remake into an original sprite. Contact me with your email and past projects and we'll discuss payment soon as you contact me.
  9. +1 Kudos on coming out and saying it. To be honest, I used to be tired of waiting simply because of the statements about it coming soon lol, now I'm developing the game and don't even care about 3.0 anymore. To be honest 2.7 really does work very well I will say that.
  10. I think forums are just about the very best way to communicate via the internet but let's face it a community that is also on mIRC and forums is a tightly knit community, plus it gives relatively new members to communicate directly with advanced members more easily. How about we create a Touch Of Death mIRC channel or something?
  11. You have a contest for everything except source edits. Myself personally I've been getting real into the source editing and even I can throw out some interesting source ideas, I won't be able to win seeing the other edits people are doing but I think it could open up people to more ideas and get more people into the source editing.
  12. I want to edit the source to increase max items to a larger number or the max everything I guess.
  13. Holy Hell! haha I never heard about mindbeast, I'm definately messing around with it now though. I would suggest mindbeast gets a bunch of commands to retrieve the info on the item and NPC stats now too =P
  14. Can we get an index for every item created and sadscript commands to edit the item stats using itemindex#. I.E. call SetItemSTR(itemindex#, value) call SetItemDMG(itemindex#, value) call SetItemDEF(itemindex#, value) call SetItemMAGI(itemindex#, value) call SetItemEXPMod(itemindex#, value) call SetItemSpeed(itemindex#, value) call SetItemAttackSpeed(itemindex#, value) call SetItemValue(itemindex#, value)
  15. I wanted to make RangeX equal to any numbers between 1 and 10 and I thought this seemed like an easy way to do it I'm trying to make a ranged class but I'm having trouble calling up the checks on each tile infront of me for NPC or players. -.- Dim RangeX RangeX = Int(IndexX) + 1 RangeX = Int(IndexX) + 2 RangeX = Int(IndexX) + 3 RangeX = Int(IndexX) + 4 RangeX = Int(IndexX) + 5 RangeX = Int(IndexX) + 6 RangeX = Int(IndexX) + 7 RangeX = Int(IndexX) + 8
  16. Seems like it would be fairly easy to add the spell animation to the spell editor for scripted spells ( if you wanted to use the ingame spell targeting system ) instead of goigng through the hassle of checking the x and y and map when the game can do it automatically…afterall the real main thing people want to edit in the spells editor are the damages and effects more than the animation I think most people would agree they don't want to worry about the animation scripting as much as the damage and effect scripting. Spellanim is a useful SS command but scripted spells can be alot more effective and easier to script with the option to skip spellanim scripting in the spell editor when u chose scripted spell
  17. I redid somebody else's damage script and changed the recipe and I wanna fix it so that negative damage I.E. -162 will not cause damage but I can't fix it nomatter what I try do I need to do a source edit? Sub OnAttack(Index, Damage) Dim Target Dim Range Dim Level Dim Main If GetPlayerClass(index) = 0 Then Main = Int(GetPlayerSTR(index)) End If If GetPlayerClass(index) = 1 Then Main = Int(GetPlayerSPEED(index)) End If If GetPlayerClass(index) = 2 Then Main = Int(GetPlayerSTR(index)) End If If GetPlayerClass(index) = 3 Then Main = Int(GetPlayerMAGI(index)) End If If GetPlayerClass(index) = 4 Then Main = Int(GetPlayerSPEED(index)) End If If GetPlayerClass(index) = 5 Then Main = Int(GetPlayerSPEED(index)) End If If GetPlayerClass(index) = 6 Then Main = Int(GetPlayerSTR(index)) End If If GetPlayerClass(index) = 7 Then Main = Int(GetPlayerMAGI(index)) End If If GetPlayerClass(index) = 8 Then Main = Int(GetPlayerMAGI(index)) End If If GetPlayerClass(index) = 9 Then Main = Int(GetPlayerDEF(index)) End If If GetPlayerClass(index) = 10 Then Main = Int(GetPlayerMAGI(index)) End If If GetPlayerClass(index) = 11 Then Main = Int(GetPlayerDEF(index)) End If If GetPlayerTarget(index) > 0 Then Target = GetPlayerTarget(index) Range = Rand(Int(GetPlayerSTR(index) + Int(Damage) + Int(Main)) - Int(GetPlayerLevel(Target)), Int(GetPlayerSTR(index) + Int(Damage) + Int(GetPlayerLevel(index)) - Int(GetPlayerDef(Target) + GetPlayerLevel(Target)))) End If If GetPlayerTarget(index) < 0 Then Target = GetPlayerTargetNPC(index) Range = Rand(Int(GetPlayerSTR(index)) + Int(Damage) + Int(Main), Int(GetPlayerSTR(index) + Int(Damage) + Int(GetPlayerLevel(index)) - Int(GetPlayerDef(Target)))) End If If Int(Range) > 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, Range) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, Range) End If If Int(Range) < 1 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, 0) End If If Int(GetPlayerTarget(index)) < 0 Then Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, 0) End If End If End If End Sub
  18. Can this be done with defense too? I tried to do it with defense and changed the information around but I can't get it to work, can u help me?
  19. They don't cast spells but giving them Magi and Speed can be used for scripting, I'm messing around with the source alot now and I WANT to edit the source to unlock speed and magi I just wanna know how
  20. I want to give NPCs Magi and Speed but I can't find out how to unlock it
  21. I suggest that you combine all the NPC on map number and NPC y and NPC x and NPC map into one index just like for players. So instead of having to find the Y and X and Num and Map of an NPC to destroy it, you simply have to call up the NPCIndex just like GetPlayerLevel(index) but now it can be GetPlayerDef(NPCIndex) and that way you can even level up NPCs and such.
  22. Put all the NPC attack information and scripting in it's own sub, Sub NPCHit(NPC, Target) If Damage > 0 then Call DamageTarget(NPC, Target, 0) End If If Damage < 0 then Call DamageTarget(NPC, Target, 0) End If End Sub NPC = The Number of attacking NPC Target = The Player/ Or NPC? That the NPC is attacking With this sub we can change the NPC attack and make spell anims and I can create an avoidability vs NPC script for my game lol. I think this would be amazing
  23. Make it so we can have NPCs with like 100,000 str and def or something and make it a number value that you enter instead of a scroll so that you can better reference the number. It's ridiculous to scroll left and right for stats you should consider redoing all scroll options to being number value entered by the user instead.
  24. Sub OnAttack(Index, Damage) Dim Target Dim Range Dim Level Dim Power Dim ACC1 Dim ACC2 If GetPlayerTarget(index) > 0 Then Target = GetPlayerTarget(index) ACC1 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(Target)), Int(GetPlayerLevel(index))) ACC2 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(Target)), Int(GetPlayerLevel(Target))) If ACC1 > ACC2 Then Range = Rand(Int(GetPlayerSTR(index)+ Int(Damage)) + GetPlayerLevel(Target), Int(GetPlayerSTR(index) + Int(Damage)) - GetPlayerDef(Target)) End If End If If GetPlayerTarget(index) < 0 Then Target = GetPlayerTargetNPC(index) ACC1 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(index)), Int(GetPlayerDef(index))) ACC2 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(index)), Int(GetPlayerDef(target))) If ACC1 > ACC2 Then Range = Rand(Int(GetPlayerSTR(index)+ Int(Damage)) + GetPlayerLevel(index), Int(GetPlayerSTR(index) + Int(Damage)) - GetPlayerDef(Target)) End If End If If ACC1 < ACC2 Then Range = 0 End If If Int(Range) > 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, Range) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, Range) End If End If If Int(Range) 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, 0) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, 0) End If End If End If End Sub Sub OnArrowHit(Index, Damage) Dim Target Dim Range Dim Level Dim Power Dim ACC1 Dim ACC2 If GetPlayerTarget(index) > 0 Then Target = GetPlayerTarget(index) ACC1 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(Target)), Int(GetPlayerLevel(index))) ACC2 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(Target)), Int(GetPlayerLevel(Target))) If ACC1 > ACC2 Then Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(Target), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerDef(Target)) End If End If If GetPlayerTarget(index) < 0 Then Target = GetPlayerTargetNPC(index) ACC1 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(index)), Int(GetPlayerDef(index))) ACC2 = Rand(Int(GetPlayerSpeed(index) + Int(GetPlayerSpeed(index)), Int(GetPlayerDef(target))) If ACC1 > ACC2 Then Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(index), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerDef(Target)) End If If Int(Range) > 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, Range) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, Range) End If End If If ACC1 < ACC2 Then Range = 1 End If If Int(Range) < 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, 0) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, 0) End If End If End If End Sub This is a variation on the damage range script in the database plus an avoidability built int, it worked awhile ago but now it stopped working and I dont think I changed anything lol please help.
  25. I changed my scripts alittle and now my client skips every few seconds and I'm receiving heavy server lag. I'm uploading my scripts I changed to see what I did Sub OnAttack(Index, Damage) Dim Target Dim Range Dim Level Dim Power If GetPlayerTarget(index) > 0 Then Target = GetPlayerTarget(index) Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(Target), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerDef(Target)) End If If GetPlayerTarget(index) < 0 Then Target = GetPlayerTargetNPC(index) Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(index), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerDef(Target)) End If If Int(Range) > 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, Range) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, Range) End If If Int(Range) < 0 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, 0) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, 0) End If End If End If End Sub Sub OnArrowHit(Index, Damage) Dim Target Dim Range Dim Level Dim Power If Int(GetPlayerTarget(index)) > 0 Then Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(Target), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerDef(Target)) End If If Int(GetPlayerTarget(index)) < 0 Then Range = Rand(Int(GetPlayerSTR(index) + Int(Damage)) + GetPlayerLevel(index), Int(GetPlayerSTR(index)+ Int(Damage)) - GetPlayerLevel(index)) End If If Int(Range) > 1 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, Range) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, Range) End If If Int(Range) < 1 Then If Int(GetPlayerTarget(Index)) > 0 Then Target = GetPlayerTarget(Index) Call DamagePlayer(Index, Target, 0) Else Target = GetPlayerTargetNPC(Index) Call DamageNPC(Index, Target, 0) End If End If End If End Sub
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