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cheatking

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Posts posted by cheatking

  1. >! ~The Final Frontier~
    >! -Review Of Progress-
    >! I have spent much time making changes to an already existing base. Which just so happens to be Eclipse Mega. This base is not the most stable nor is it the most qualified, but it's what I chose because I didn't feel like doing all of the work for DX8\. And EM represents the usage of it fairly well. Along with this base are bugs as with everything. My priority is making this the most stable and bug free engine for use. 'm not only fixing that which is broken, 'm adding some things that are relatively new. Simple, but pretty cool, and as you review what 've done, please add a comment of constructive criticism that tells me what you think about what 've done, what I plan to do, and what you'd like to see. Thank you for your time. Enjoy.
    >! _Working On Consistently_: **Find and fix any and all bugs/errors that I can**
    >! **THINGS I PLAN TO DO**
    >! **- Make a converter for items/npcs/quests/players**
    >! **- Marriage System**
    >! **- Make different chatbox sizes**
    >! **- I wanna say Alchemy, because this feature is for combining items in your inventory to create ONE or TWO items.**
    >! **- Fixed player target when the target logs out.**
    >! **THINGS 'VE DONE**
    >! **~~~~~~~~~~~~~~~~~~~~AFTER [3/17/2013.3:47AM]~~~~~~~~~~~~~~~~~~~~**
    >! - **Made 'E' toggle through editors with nice and simple GUI (ADMIN_MODERATOR and up.)**
    >! It's nicer and more useful than you may think. You'll see ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
    >! - **Server Panel Option for dropping items on death.**
    >! - **Created a Friends System with working private messages and GUI ('B' opens the Buddy List)**
    >! > If you have a player targeted, the letter 'B' sends a buddy request.
    >! > Buddy list updates upon arrival of data.
    >! > Displays Online/Offline status beside name.
    >! > GUI for Messaging/Editing friend status(Delete)
    >! > Double Clicking Name opens panel with Friend Details such as lvls and other stats
    >! > Only friends can PM each other./deactivate the system.
    >! > Server panel option to activate/deactivate
    >! > Limit to 5 requests per every 30 minutes
    >! (Avoid stalking so to speak.)
    >! (You get 1 request point back every 5 minutes.)
    >! - **Fixed PM's.**
    >! - **Fixed GUI occasionally still visible after logout and log back in.**
    >! - **The button that opens the inventory has been switched to the letters 'V' and 'N' for whichever you prefer**
    >! The letter 'B' is now being used for the Friend System
    >! - **Added custom Success/Empty message colors in the resource editor**
    >! **- Skill System is now easily customized Server-Side in modSkills with simple directions and easily noticable notations.**
    >! - **Fixed NPC Check movement error, Subscript out of range.**
    >! MapNpc(MapNpcNum).num was coming in as a 0
    >! - **Fixed Index check error, Subscript out of range.**
    >! Functions weren't making sure index was > 0
    >! - **Darkened up the background colors of the editors a bit.**
    >! I like it better this way since it's not so bright. And when you're making games all day, you're looking at these forms quite often.
    >! Hard to tell a difference unless you know what you're looking for, but trust me, your eyes will thank me.
    >! - **Added skill levels/exp for crafting, mining, woodcutting, and fishing.**
    >! Events can give exp to any of these skills.
    >! Resources can give exp to any of these skills.
    >! Events can require a certain skill level.
    >! Resources can require a certain skill level.
    >! Items can require a certain skill level.
    >! - **Fixed polearms able to attack through blocked tiles**
    >! - **Fixed Quest Dialog visibility leaving when the space key is pressed, but popping up above all other dialogs**.
    >! Can no longer pick up an item while the Quest Dialog is open.
    >! - **Fixed little bug with event chat bubble text -Event- option not correctly setting to true when needed**.
    >! - **In case of accidental Rand function misuse, this function now corrects the high and low values**
    >! To MAKE SURE the high is the high and the low is the low. If they're mixed up, it simply switches them and continues.
    >! - **Pressing enter after entering password on the login screen will now log you in.**
    >! - **GUI hidden when in map editor**
    >! Health bars and such along with chatbox and minimap)
    >! - **NPC Avoid tiles now block events too.**
    >! - **Just fixed un-equipping shields.**
    >! Wasn't allowing it because another GUI cancelled out the sub before the For-Loop reached it.
    >! **~~~~~~~~~~~~~~~~~~~~****BEFORE** **[3/17/2013.3:47AM]~~~~~~~~~~~~~~~~~~~~**
    >! - **Fixed item (amount needed) event condition**…
    >! Wasn't working for taking more than one of an item that wasn't stackable
    >! - **Added HasItems(index, itemnum, itemamount) boolean function**.
    >! Returns true/false
    >! Used in give/take event processing
    >! - **Added feature to allow resource to give more than one of an item**…
    >! - **Added feature to allow spacing resource reward amount throughout the attacking/damaging process**.
    >! - **Added feature for resource health to be random between user set numbers**.
    >! - **Changed frmEditor_Spell.scrlCool.Max AKA spell Casting time capabilities from 60 seconds to 300**
    >! Which is 5 minutes
    >! - **Changed frmEditor_Spell.scrlCast.Max AKA spell cooldown time capabilities from 60 seconds to 300**
    >! Which is 5 minutes
    >! - **Changed frmEditor_Spell.scrlVital to a texbox**
    >! To allow numbers higher than 32767.
    >! - **Changed frmEditor_Spell.lblDir caption to "Dir: Up"**
    >! Because that's the default Index on startup.
    >! - **Changed frmEditor_Spell.scrlDir.Max to 3**
    >! Because that's all it should be. Otherwise an error occurs.
    >! - **Changed NPC death exp given calculation**.
    >! Random within 5, 10, or 20% of set value, options included within npc editor. (Ex. 150 = 142-158) The higher the original number, the greater the difference.
    >! - **Added Random NPC Health feature**
    >! Took a good bit of work.. Nothing like the resource was.
    >! - **Added damage cap**
    >! Will not show damage higher then the amount of hp the npc has(for players who like to know how much health the kill had)
    >! Will probably make this a player option Client-Side
    >! - **Removed ability to delete or edit currency type item on item 1**
    >! What's the point? It's always currency lol
    >! NOT a big deal though.
    >! You can still edit everything else about the item just not the type of item and you can't use the delete button on it. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
    >! - **Added damage boost using the combat level of the currently equipped weapon**
    >! - **Added Walkthrough Toggle**
    >! Command "/walkthrough"
    >! Button on admin panel
    >! For ADMIN_MONITOR and up
    >! To allow/disallow above average players to walk through objects
    >! - **Changed heal button on admin panel to heal self when no name is entered**
    >! - **Add kill counter/death counter. Have not made any ways to display them yet**.
    >! GetPlayerKills(Index) or GetPlayerDeaths(Index) or
    >! SetPlayerKills(Index, Value, True/False) or SetPlayerDeaths(Index, Value, True/False)
    >! True adds the value to the current value, False sets the current value to the value you inputted.
    >! - **Fixed Spell Class not having 'None' option**.
    >! - **Fixed Healing Spell with not updating HP**.
    >! - **Fixed Quest copymemory error**.
    >! Server/Client QuestRec's were different. Causing an improper placement of variables.
    >! Quests appear to be 100% error free now.
    >! - **Fixed Spell editor array data being all screwed up…**
    >! Wiped all spells and started over, works fine now, something wasn't saved right
    >! - **Added 'OPTION' for random currency drop, include random percent…**
    >! - **Brought back ability to attack npc without a weapon**
    >! Still have polearm capability(which I don't like how it's done but it works so 'll keep it)
    >! - **Removed the ability to Walkthrough almost anything just because the map is a safezone**, now you'll only walk through players
    >! I Plan to give player the option to walk through npc's and event's in a safezone.
    >! - **Added GetItemFromEvent and GiveItemToEvent to Quest Edito**r.
    >! Now quests can send you to an event to get or give an item.
    >! Not just an npc.
    >! - **Added dynamic colors for player's health decreasing during attack**(70%hp+ Green, 35%hp+ Yellow, 34.99%hp- BrightRed)
    >! Shows Players Health before the hit and the damage done by the npc(Ex. 66 -22)
    >! Not sure if it would be better to show the what the player's hp was before the hit; then damage, or show what it is after
    >! and probably not show the damage.
    >! - **Add follow feature. Uses the target system. Must be beside the player you want to follow**
    >! Automatically corrects direction, doesn't just MOCK the other player (that would be silly ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png))
    >! Stops following if more than 2 spaces away.
    >! Unfortunately if your connection is slower than the player that you are following, you will be likely to fall behind
    >! and stop following the player due to that. You have to be next to the player to follow them. If you want to cancel
    >! following the player yourself, just move in a different direction.
    >! 'll be adding the capability to move to the player, follow the player, and back and forth until canceled so you'll be
    >! able to follow the player no matter the distance bewteen you. Just like NPC's do during attack but faster ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
    >! - **Added TopKill Event on the Server**
    >! 1st through 5th placements are available
    >! Custom exp rewards
    >! Dinky/nifty server gui
    >! 3rd, 4th, and 5th placements are optional
    >! Custom start message
    >! Custom end message
    >! Custom Action Message after every kill (optional)
    >! Custom Player Message after every kill (optional)
    >! Custom messages have built in data inserts:
    >! (1) #1stname# will automatically be replaced with the name of the player who was in first place.
    >! (2) #2ndname# ^ ^ ^ ^ ^ second place.
    >! (3) #3rdname# ^ ^ ^ ^ ^ third place.
    >! (4) #4thname# ^ ^ ^ ^ ^ fourth place.
    >! (5) #5thname# ^ ^ ^ ^ ^ fifth place.
    >! (6) #1stkills# will automatically be replaced with the amount of kills first place had.
    >! (7) #2ndkills# ^ ^ ^ ^ ^ second place ^
    >! (8) #3rddkills# ^ ^ ^ ^ ^ third place ^
    >! (9) #4thkills# ^ ^ ^ ^ ^ fourth place ^
    >! (10) #5thkills# ^ ^ ^ ^ ^ fifth place ^
    >! (11) #1stexp# will automatically be replaced with the amount of exp awarded to first place.
    >! (12) #2ndexp# ^ ^ ^ ^ ^ second place.
    >! (13) #3rdexp# ^ ^ ^ ^ ^ third place.
    >! (14) #4thexp# ^ ^ ^ ^ ^ fourth place.
    >! (15) #5thexp# ^ ^ ^ ^ ^ fifth place.
    >! (16) #totalkills# will be replaced with all of the kills added up.
    >! (17) #getkills# will be replaced with the amount of kills needed to end the game.
    >! (18) #placement# will be replaced with the player's current placement (only for action/player message settings)
    >! (19) #playerkills# will be replaced with the player's current kills (only for action/player message settings)
    >! Custom Msg Colors. All ingame colors available
    >! Built with default Messages (Just leave the message box's blank)
    >! At some point this might have the capability to give away more than exp, idk yet. I like experiece ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
    >! I like the idea of an option to play an animation on the character after each kill, during the attacking process,
    >! and/or when the game ends. Thinking about it. Won't be hard I think, just not sure if I want to release it to the public. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
    >! –-------------------------------------------------------
    >! -----------Resource Random Feature------------
    >! ---------------------------------------------------------
    >! Pro's:
    >! -Allows for random health. You set the high and the low. This way the amount of 'hits' it will take to chop down is unknown.
    >! -Like runescape skilling, resources can give more than one of an item.
    >! -Allows for random item loot. You set the high and the low. You'll get a random amount of the item you have chosen.
    >! -Finally, my favorite, loot can be distributed while attacking, not just when the resource is destroyed… That's just
    >! saying that you will get the specified amount of items given to you one by one throughout the health of the resource.
    >! So with random health, random amount of items given, and the distribution option, resources are now more realistic
    >! in effect and create a more enjoyable aspect in the game.
    >! Con's:
    >! -If the distribution option is activated, the damage of the tool needs to coincide relatively evenly with the health of the
    >! resource, meaning if your resource's health is 10 and you want to give 5 items throughout the health, you'll want
    >! your weapon to do NO more than 1 or 2 damage. The reason for this is because of the algorithm. The code
    >! divides the amount of health by the amount of items. So if the health is 10, it will be divided by 5\. As you should
    >! already know, the result is 2\. So for every 2 health points taken away, you will be given an item. If your weapon does
    >! 10 damage in one hit, you'll only be awarded the final item and not the other 4\. So with a little bit of math, you'll
    >! be able to figure out how to set up your tools and resources appropriately. Sorry about this but honestly, if you
    >! don't like it, change it. It's fully functional as is so I don't care. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
    >! –-------------------------------------------------------
    >! -------------------Release Info----------------------
    >! ---------------------------------------------------------
    >! (Eclipse - The Final Frontier) symbolizes singularity among many. What sticks out in a crowd. 'm running through
    >! every little nook and cranny and getting out any bug/error there is while adding some rather pleasant and beloved
    >! features for game makers everywhere. Features that'll bring regular RPG's to the online world.
    >! 'll hopefully be releasing what I believe to be the most stable version of eclipse around July.
    >! I know it seems like a long way from now but it'll be worth it. In the meantime. Stick around to see what's being done.

    FTFY.
  2. Really now? Reaction images?

    Anyway the only real code changes would be for rendering wouldn't it? It's still a 2D grid, just displayed differently isn't it?
  3. > I already said there's no database of history.. Plus, there is a future; it's whatever hasn't happened yet. Whether or not the future is predetermined is another matter entirely. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

    Yes there is, we're a simulation of a simulation (repeat).
  4. > Its impossible, since there is no past nor future. Our past actions aren't registered in a database a time machine could have access to…

    But what if they are?

    We are in the matrix.
  5. > I don't think you can go back in time, because it's not like there are back ups. I couldn't hope in a machine and go back to yesterday. However, I think you could travel to the future by putting yourself into stasis or going into orbit around a blackhole where time passes slower..

    Or just you know… living.
  6. > I disprove science with science. I never said I don't believe in science. I just don't believe in the _Evolution Theory_ and anything that relates to it.
    >
    > I was born with poor eye sight (wear contacts) and diabetes. I'm not completely healthy myself. This reality is both good and bad; it gives us the real test of both sides of the same coin. Here's an [article](http://www.godandscience.org/apologetics/evilandsuffering.html) about a really good explanation of why God made the world like this.

    You disprove science with science?

    Fine.

    An all loving god would not allow harm to it's creations therefor god does not exist.
  7. > I'm not a nut. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
    >
    > I just am not that pro at evolution supporting.

    It's my belief that you are.
  8. > I don't think that would work, support something you don't believe in is nerver a good result.

    Typical religious nut, someone suggests something new and you're quick to shove it out the window.
  9. > The flying spaghetti monster is a fantastic religious figure. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus id dolor metus. Nullam adipiscing lacus id dolor cursus interdum. Vestibulum euismod tincidunt fringilla. Maecenas a libero pharetra arcu mollis porttitor at sed ipsum. Ut luctus augue quis sapien rhoncus congue. Proin egestas commodo blandit. Vivamus eleifend nunc sed urna consequat aliquet. Donec vel tortor luctus lorem tincidunt rhoncus vel eleifend mauris. Donec vitae ligula sapien, a luctus sapien.
    >
    > Proin sed faucibus magna. Quisque dictum sapien vestibulum lacus dictum egestas. Vestibulum sed orci eros. Nullam commodo suscipit sem et lacinia. Nullam commodo metus id est adipiscing accumsan. Fusce purus ante, bibendum in elementum at, mollis semper ante. Sed in lectus mauris. Aliquam eu eros nibh. Pellentesque convallis euismod nunc at tincidunt. Duis rhoncus lectus tortor, ac pellentesque eros. Nulla et urna nisl. Morbi a tellus nisl, pretium bibendum massa. Sed ultricies accumsan dapibus.
    >
    > Nulla vestibulum sem eget quam lobortis non ornare velit tincidunt. Duis et est in turpis ornare suscipit a id ligula. Nullam fermentum malesuada ipsum, mollis fringilla magna vehicula a. Pellentesque tristique mauris id libero vulputate imperdiet. Nullam gravida elit in magna lobortis dictum. Quisque sit amet tortor diam, et pellentesque tortor. Cras auctor erat in nunc fermentum sit amet dapibus ligula rutrum. Pellentesque ipsum tellus, varius ac sagittis id, sollicitudin eu ipsum. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Mauris mollis consequat diam in sodales. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Nunc ipsum tortor, viverra ut vestibulum aliquet, vulputate vitae metus. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Pellentesque suscipit elit ut elit congue ut tincidunt odio molestie. Quisque vel nisl quis nunc mollis laoreet. Pellentesque sodales eros vitae justo dictum at imperdiet augue iaculis.
    >
    > Quisque fringilla accumsan neque. Integer vulputate dignissim pharetra. Etiam ut sem nec justo blandit blandit eu et diam. Ut gravida elit nec lectus dapibus faucibus. Aliquam sed sodales sem. Vestibulum pretium consectetur ullamcorper. ~~I'm doing this because it makes me look smarter if I write more~~. Sed consectetur, erat quis hendrerit condimentum, lectus nibh molestie nulla, ut vestibulum felis tortor eu sapien. Vivamus sollicitudin odio pellentesque mauris mollis egestas. Aenean luctus elementum enim non commodo.
    >
    > Aenean faucibus faucibus aliquet. Etiam eu augue metus, vel sollicitudin purus. Morbi sed lectus eros. Nulla nunc urna, sollicitudin at dignissim vel, laoreet porttitor leo. Ut vel nisl et enim vulputate pretium eu a purus. Morbi eget nunc velit, ut venenatis orci. Integer rhoncus fermentum metus vel elementum. Integer ullamcorper porttitor nibh, at venenatis leo bibendum sed.

    Well if that's what you think, let me tell you this: Bacon ipsum dolor sit amet jowl ham cillum ut corned beef. Duis ground round adipisicing, shank meatball chuck pork chop jowl strip steak incididunt pariatur t-bone do ribeye. Meatloaf cupidatat esse eu consequat tenderloin non dolore bacon ham hock ex tempor. Est doner meatloaf labore ham laborum pork loin turkey beef tenderloin beef ribs andouille sunt culpa.

    Pork loin short loin andouille fugiat et cow capicola irure ribeye drumstick ex spare ribs commodo aliquip t-bone. Sint irure est filet mignon in. Bacon culpa ground round pork belly non ham hock sunt leberkas ham ut. Est ham hock dolor cupidatat drumstick.

    Ullamco flank ham sint jowl. Enim in tail spare ribs aliquip veniam short ribs cow hamburger consequat sirloin pork. Chicken frankfurter ground round shoulder leberkas et consequat pancetta bresaola sirloin pork belly dolor. Bacon consequat incididunt, cillum quis esse dolore pastrami. Sint chuck est tempor brisket excepteur voluptate laborum ea. Ham do officia kielbasa short ribs consectetur excepteur pork belly mollit.

    Jerky laborum corned beef tenderloin aliquip occaecat. Tail mollit dolore, aliqua in fatback strip steak duis proident capicola kielbasa laboris sed shankle spare ribs. Est id beef capicola in boudin sirloin velit laboris ea flank pig. Ex tenderloin officia anim tongue pork loin enim shoulder meatloaf ea frankfurter non ad andouille. Nisi non magna fatback frankfurter aliqua.

    Pork loin shoulder minim, culpa prosciutto turducken t-bone pork chop voluptate dolore rump veniam aliqua. Jerky laboris excepteur dolor magna. Ham enim elit sirloin, pork ex id deserunt sunt jerky adipisicing sint leberkas reprehenderit consequat. Elit veniam reprehenderit andouille fatback anim id, bresaola eiusmod nisi prosciutto est. Tongue ut andouille, hamburger labore jowl tri-tip qui deserunt pancetta bresaola dolor. Anim bresaola tail sunt frankfurter elit boudin nulla shankle. Incididunt hamburger culpa, t-bone sausage minim cow.
  10. > I would love to have sad script in an engine, and I would love for that to be FLASH!!!
    >
    > BTW, would it theoretically be possible to have a flash AND vb6 client connect to the SAME server?
    >
    > Thanks,
    >
    > –Matt

    Yea it's possible, but why would you?
  11. > Now you know what I slapped you for.

    If you say so ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

    Edit: new version.

    ![](http://puu.sh/2k66x.png)
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