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Dennys

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Everything posted by Dennys

  1. Try changing the indexes to -1\. Change the sub "Private Sub lblTrainStat_Click(Index As Integer)" to ``` Private Sub lblTrainStat_Click(Index As Integer) Dim secIndex As Long If Options.Debug = 1 Then On Error GoTo ErrorHandler If GetPlayerPOINTS(MyIndex) = 0 Then Exit Sub secIndex = Index - 1 SendTrainStat secIndex ' Error handler Exit Sub ErrorHandler: HandleError "lblTrainStat_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```Maybe that will fix it.
  2. I dont see anything wrong with your code. By what i can see your Stats should look like this or similiar in modEnumerations: ``` Public Enum Stats P_ATK = 1 M_ATK P_DEF M_DEF Fire Water Earth Light Dark ' Make sure Stat_Count is below everything else Stat_Count End Enum ```Perhaps this is where the mistake is. Make sure your P_ATK and M_ATK arent Switched in there.
  3. This is a manual way of drawing images on the map. You can choose what image to display the position in the map (X, Y coordinate) and you can also remove it by a simple command. I dont really know what it would be usefull for, what iam trying to use it from is simply learning how blting works so that i can create a projectile system. But you can use it for any number of things such as displaying temporary tiles on the map, it really depends on what your game needs. Right no with only display images on the client that sends the command but that can be fixed by a simple packet.
  4. This is weird why does changing Walk Speed make runing faster?
  5. Yeah i have the same item set and i noticed i was missing 792 to 999.
  6. i dont think theres a maximum make sure your not skiping number 792 if you do that it will stop. I may be wrong.
  7. To move the admin panels position go to fmrMain->Form_Load() and change ``` picAdmin.Left = 544 ```to the desired amount of pixels you want to the left of it. And for the top i believe you can change that in the properties of picAdmin
  8. What post? and what did Zesh win? and please dont quote my entire post that takes alot of space.
  9. Thanks Zesh, its not complete though, i still need to figure out how to be able to choose dynamic image sizes and how to be able to use different pictures with one Sub instead of making a sub for each picture. If anyone is willign to help please do. And Banana what does it look similiar to?
  10. The Last couple of days i have been trying to make an image appear on the picScreen, after receiving an idea from Skillzalot i followed the BltBlood Sub and successfully Blted an Image on the picScreen. Here is what ive learned. Image width and height must be 32x32 for it to work. It is all Client Side: **modDirectDraw7** You may change "Image" on the following codes to anything First you need to declare a new Direct Draw Surface. After Option Explicit add something similiar to this. You may change "Image" at your discretion: ``` Public DDS_Image As DirectDrawSurface7 Public DDSD_Image As DDSURFACEDESC2 ``` In Private Sub InitSurfaces() add: ``` If FileExist(App.Path & "\data files\graphics\image.bmp", True) Then Call InitDDSurf("image", DDSD_Image, DDS_Image) ```In this code you need to change "\data files\graphics\image.bmp" to the path where your image is located (for it to work it must be somewhere inside of your graphics folder) and the "image" in InitDDSurf has to be changed to the name of the folder\image name without bmp, For Example if image is named "arrow" and it is in the folder called animations the code woudl look like this: ``` If FileExist(App.Path & "\data files\graphics\animations\arrow.bmp", True) Then Call InitDDSurf("animations\arrow", DDSD_Image, DDS_Image) ``` At the bottom add the following sub: ``` Public Sub BltImage(ByVal Index As Long) Dim rec As DxVBLib.RECT ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler With Image(Index) rec.top = 0 rec.Bottom = PIC_Y rec.Left = (.Sprite - 1) * PIC_X rec.Right = rec.Left + PIC_X Engine_BltFast ConvertMapX(.x * PIC_X), ConvertMapY(.y * PIC_Y), DDS_Image, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY End With ' Error handler Exit Sub errorhandler: HandleError "BltImage", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` In the Sub DestroyDirectDraw add the following code before Exit Sub: ``` Set DDS_Image = Nothing ZeroMemory ByVal VarPtr(DDSD_Image), LenB(DDSD_Image) ``` In the Sub Called Render_Graphics() Search for ``` ' render the decals ```And under it add ``` For i = 1 To MAX_BYTE Call BltImage(i) Next ``` **modTypes** I added in their appropriate locations: ``` Public Image(1 To MAX_BYTE) As ImageRec ``` ``` Private Type ImageRec Sprite As Long x As Long y As Long End Type ``` **modDatabase** Add the following at the bottom: ``` Sub Image(ByVal Index As Long, ByVal x As Long, ByVal y As Long) With Image(Index) .x = x .y = y .Sprite = 1 End With Call BltImage(Index) End Sub Sub ClearImage(ByVal Index As Long) Call ZeroMemory(ByVal VarPtr(Image(Index)), LenB(Image(Index))) ' Error handler Exit Sub errorhandler: HandleError "ClearAnimation", "modDatabase", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` And that is it. You may call it by using ``` Call Projectile(Index, X, Y) ```Changing X to the X Coordinate and Y to the Y Coordinate that you want your image to appear in. And Index to a Number under which the image will be store. And to get rid of the image call: ``` Call ClearProjectile(Index) ```Index beign the same number you used to call it. If anyone has any improvements upon this code please post it and i will add.
  11. Its been solved already.. Maybe you should read more before asking people to give more detail. It says Draw an Image on the picScreen, so yes if you had a tutorial of a speexh box that would have helped too, imwas not looking for anything too specific.
  12. Thank you all for the help, i accomplished drawing something on the picScreen by following the BltBlood Sub thanks to Skillzalot for the idea. I will post a tutorial if someone requests it.
  13. Like i said ive already tried doing that and i would not be asking for help if i had not.
  14. Its outdated. ive already tried using it. The method he uses is different from the coding in EO 2.
  15. No problem RyokuHasu. Skillzalot I havent tried blood but ive given alot of thought on the animation, with no results. But thanks.
  16. Well ive actually had a few uses for it which ive had to solve other ways one of them beign creating a cooldown. But right now iam trying to create a projectile system for a boat game, you know launching a cannon ball. Why does it matter? If you cant help dont get my hopes up by posting. Edit: You may have read it wrong, what i want is not somethign on the GUI or a menu, i want an image to be Blted (or how ever you say it) on the picScreen which is the screen where the map is displayed.
  17. As the title says i would like to know if anyone can make a tutorial of how to **draw an image on the picScreen through code**, i looked through the tutorial section and the only tutorial i could find was outdated, and looking at the code isint helping. If not a Tutorial then an example of an image drawn by the code.
  18. Hey guys I am basically trying to change a tile with the click of another tile. Is it possible to change a tile (kinda of like Set Tile in es) but client side only? Meaning that i want the change to only be seen by the person who clicked it.
  19. thats good, but maybe instead of changing your sprite to 300, a sprite not found, just make an invisible sprite at that number. a sprite thats all black? it could work and prevent runtime errors
  20. how hard could it be to make a converter?
  21. nice Ambard. thsoe are awesome graphics on your game were they custom made?
  22. how about instead of only showing how to do for 800x600 you could show people how they can have any size they want? instead of ``` picScreen.width = 800 ' Width in tiles * 32 picScreen.height = 608 ' Height in tiles * 32 ```do something like ``` picScreen.width = (any number that is divisible by 32\. lets call that number X) picScreen.height = (any number that is divisible by 32\. Lets call this number Y) ```and instead of ``` Public Const MAX_MAPX As Byte = 24 Public Const MAX_MAPY As Byte = 18 ``` put ``` Public Const MAX_MAPX As Byte = (X / 32 - 1) Public Const MAX_MAPY As Byte = (Y / 32 - 1) ``` and then use the 800x600 as an example.
  23. if its in Eclipse Stable wouldn't it be much easier through scripting? try asking in that board maybe you will get more help.
  24. really? i thought it your would first divide and the subtract for example 640 / 32 = 20 - 32 = -12 What i posted is 640 - 32 = 608 / 32 = 19.
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