Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Helladen

Members
  • Posts

    2272
  • Joined

  • Last visited

    Never

Everything posted by Helladen

  1. I fixed the typo thanks. Private means that it can only be called within the module/form/etc it is in. Public means it is global, it can be called anywhere.
  2. That's how I feel about it. Documentation is only needed if the team is clueless about the project or your paying a programmer for example to code the engine for you. They need an idea of how it should be like and explaining things when they need it is a complete waste of time.
  3. Name needs to be a string. ``` Public Sub DrawPlayerName(ByVal Index As Long) Dim TextX As Long Dim TextY As Long Dim color As Long Dim Name As String 'Title System Dim TitleX As Long Dim TitleY As Long Dim title As String ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler ' Check access level If GetPlayerPK(Index) = NO Then Select Case GetPlayerAccess(Index) Case 0 color = RGB(255, 96, 0) Case 1 color = QBColor(DarkGrey) Case 2 color = QBColor(Cyan) Case 3 color = QBColor(BrightGreen) Case 4 color = QBColor(Yellow) End Select Else color = QBColor(BrightRed) End If Name = Trim$(Player(Index).Name) 'Title System title = Trim$(Player(Index).CurTitle) ' calc pos TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(Name))) If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 Else ' Determine location for text TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 16 End If 'Title System TitleX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(title))) If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then TitleY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 4 Else ' Determine location for text TitleY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 4 End If ' Draw name Call DrawText(TexthDC, TextX, TextY, Name, color) 'Title System If title = "----" Then Exit Sub 'Draw Title Call DrawText(TexthDC, TitleX, TitleY, "[" & title & "]", color) ' Error handler Exit Sub errorhandler: HandleError "DrawPlayerName", "modText", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```
  4. @discoponies: > I want to purchase the amazing package, I have the money (pay day just gone, love it), surely your bank have sorted out your card (unless you are with the twats at Natwest). The amazing package is out of date by a long shot. Unless you can program I'd advise not buying it.
  5. Lol glad Robin speaks English, there still using EE2.6\. :P
  6. @crzyone9584: > Double click them and add the code that goes with those labels. > > and colorful seriously? how you gonna answer a question with a question? stop trying to help when you just make more questions for people. Be nice now.
  7. Alright that's good. I personally have no idea how to fix it myself. I tried a lot of different things so hopefully it's fixed in the new release. :)
  8. Saving npcs to the map, you need to alter it. It has a lot of problems such as limiting the amounts of pets per map and if they force close the client or server they remain saved to the map.
  9. You should set the values in player(index).pet then call it, rather than just spawning it. The way you did it just plain sucks, to be honest. And someone needs to rewrite the way the pets are handled, saving them to the map is bad design flaw written all over it.
  10. @Drakiac: > Oh!! His is if you have no weapon equipped then you can't cast a spell. mine is for If you only want one specific item, such as a wand, to be equipped for spells. we're comparing apples and oranges. :) Select Case is like 1, 2, 3, 4 will not allow you to cast. I was giving two examples. Where you have to have a weapon equipped or use select case to use it as an array.
  11. I know… I was giving you constructive criticism in how to improve the code you provided.
  12. I was saying make it where if the user doesn't have a weapon they can't cast or use select case rather than the method you were using. (It's easier to read than copying and pasting the same line 100 times).
  13. That won't work. This would be a better approach or… > ' Make sure player has item equipped > If GetPlayerEquipment(index, Weapon) = 0 Then > Call PlayerMsg(index, "You need a weapon equipped to cast a spell!", BrightRed) > Exit Sub > End If Select Case, don't do it like that.
  14. I bet the world ends before this reaches 1 million. :P 8090
  15. I play now, add Helladen. I'm no where near as good as Robin but I got like 1630 total levels.
  16. @ayevdayev: > I want to make a suggestion. I don't know if it's too hard to make but maybe there could be a full screen option in a future version of origins. BTW, I can't do it myself. So don't give me the message, "Go do it yourself." because I can't. Just say no if you think it's too hard or you just don't want to do it. Full screen options are easy to do.
  17. @Devo: > All this and they still fail at basic human facial structure. Who cares about that? There just giving examples of what the engine is capable of doing. The way they look can obviously still be changed, Unreal isn't a game company, it's a game making software…
  18. @Robin: > Already fixed the hotbar. You can find it in the source tutorials board. > > Blank messages will probably have something to do with with not clearing the UDTs properly. That and you need to clear all editable data before the TCP inits. Same thing the server does, the client needs to set all the data to the default values.
  19. @Conra: > Thanks but I still think it's neccesary because you need to have atleast a basic layout of your maps and characters and even your ideas and plans for the games. Writing stuff out for yourself is pointless. I keep it inside my head. ;3
  20. @Craselin: > About the guild system, could i have a tutorial on how to do that? (it doesn't have to be the way i planned out) And i meant, i'm not good with making audio files (more specifically MIDI files) so a tutorial on how to make them and what to make them with (etc) would be awesome. > > Kind regards, > Craselin No. It's from Wind's Noctrine. The system itself is really easy to program, I just do not want to reprogram something I already have. The point of this thread is share ideas and give tutorials out to people who present good ideas. You don't make MIDI programming, you make them by composing…
  21. I already have a guild system reprogramming it would be a waste of time on my part. And the other request I don't quite understand.
  22. I figured it out. I had the PetRec below the PlayerRec.
  23. Lightning I think the tutorial part of PlayerRec is wrong. Your doing Pet as PetRec, it errors saying forward reference to user-defined type.
×
×
  • Create New...