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DJMaxus

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Everything posted by DJMaxus

  1. DJMaxus

    Negro.

    Well I'm black, the way I see it, there's a difference between niggers, niggas, and black people.. Niggers are loud, ignorant ass, stupid people who constantly get on your nerves. Niggas are friends or people you're cool with. Black people are, well black people, but the ones who don't fall into the two categories above. Black people actually know how to use the internet productively, and speak a language other than Ebonics. The only real time most black people will get upset is if someone uses them incorrectly, and any black person who gets mad for no real reason but just hearing one of the three words, is just a nigger. Then you got nigras who don't care, like me.
  2. 1\. No. 2\. Yes, if code it or buy it. 3\. In 1st post of EO topic 4\. Yes.
  3. In all seriousness, do not want picture of your dong, but I will donate.
  4. Yeah you could, but If you're not too familiar with VB6, It'd be easier to just edit your sprite graphics.
  5. What a ripoff, the picture says "You're not 18 yet. ;)" Where's my damn refund..
  6. @kibbelz: > When is the update going to be? it was supposed to be released yestoday! Oh wow. I was being sarcastic about October 3rd people.
  7. Look on your map editor for an attribute named item, click it, select an item, them click on the map. For npcs, go into map properties and select your npc, I believe you can spawn them from there as well
  8. Depends on what version you are using. If you are using Origins, the Admin Panel allows you to spawn items, and the Map Editor has an attribute that allows you to spawn NPCs once you have them set up in your Map Properties. With Stable, you have to place items and npcs from the map editor, just check out your attributes and map properties.
  9. @Sekaru: > Yeah but I dont like origins, can't make guilds and the stat system doesnt work either. Wait for new Origins or code those into the game yourself.
  10. @Raiko: > lol 2 days till new origins ? Well, glad someone remembered that..
  11. No one will want to play your game if you don't use vb6\. Vb6 will let you make your game unique, not some out of the box cookie cutter.
  12. DJMaxus

    Kleptomania

    Oh wow, Root Source. Nice collection there.
  13. @WD: > 2\. Any plans to make it so you can place NPC's in a perticular spot? I know you can make them a shop keeper and the stops them from moving but you can't place them in an exact spot. You can also use NPC avoid but then you can only have 1 npc on the map and the direction they face is random. > > Thanks. This is already in EO, check your map attributes, its called NPC Spawn. It allows u to set the direction as well. Then just click on the map to place the NPC
  14. It'll be released on October 3, at about 7:08pm, your time.
  15. This is a tutorial for Eclipse Origins v.2.0.0\. It will allow you to combine two items into one item as long as you have the proper tool equipped and the recipe for the item. I have finally gotten around to updating it to work with EOv2 with no problems. Just re-follow this tutorial here in the OP and you will be all good. **I recommend you expand it and modify it to fit your game.** *I've included **a new frmEditor_Item** that is ready for use with this tutorial. _**How It Works:**_ You will be creating a new item type called Recipe, this item will contain four variables, the two items needed, the resulting item, and the tool needed to use this recipe. The tool needed can be a hammer, mortar and pestle, magic staff, whatever. When creating a weapon, a new option for it will also be added that determines what kind of tool the item is, such as a hammer. When you use a recipe item, and you have the required items, as well as have the proper tool equipped to your character, you will successfully create the item and the recipe will disappear. (Or you can make it to where the recipe does not disappear with a simple edit) _**The Code:**_ **Server Side** In **modTypes** Find : **Private Type ItemRec** Add this to the bottom of **Private Type ItemRec** (before **End Type**) ``` Tool As Long ToolReq As Long ``` In **modConstants** Find: ``` Public Const ITEM_TYPE_SPELL As Byte = 8 ``` Add this below: ``` Public Const ITEM_TYPE_RECIPE As Byte = 9 ``` In **modPlayer** Find the **UseItem** sub. Near the top of the sub, find: ``` Dim n As Long, i As Long, tempItem As Long, x As Long, y As Long, itemnum As Long ``` Add this below: ``` Dim Item1 As Long Dim Item2 As Long Dim Result As Long ``` And add the following before the last **End Select** (Still in the same sub) ``` Case ITEM_TYPE_RECIPE ' Get the recipe information Item1 = Item(GetPlayerInvItemNum(Index, InvNum)).Data1 Item2 = Item(GetPlayerInvItemNum(Index, InvNum)).Data2 Result = Item(GetPlayerInvItemNum(Index, InvNum)).Data3 ' Perform Recipe checks If Item1 MAX_ITEMS Then Exit Sub Item(EditorIndex).ToolReq = cmbCToolReq.ListIndex End Sub ``` Double click cmbCTool, make the whole sub look like this: ``` Private Sub cmbCTool_Click() If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub Item(EditorIndex).Tool = cmbCTool.ListIndex End Sub ``` In cmbCTool and cmbCToolReq, go to their properties, find the "List" option, click it and add the following into it: ``` None Hammer Mortar & Pestle ``` In cmbType, go to its properties, find the "List" options, click it and add this to the bottom: ``` Recipe ``` Double click cmbType in the ItemEditor Find this: ``` If (cmbType.ListIndex = ITEM_TYPE_SPELL) Then fraSpell.Visible = True Else fraSpell.Visible = False End If ``` Underneath it add this: ``` If (cmbType.ListIndex = ITEM_TYPE_RECIPE) Then fraRecipe.Visible = True Else fraRecipe.Visible = False End If ``` Once you do this, you should be all finished with this tutorial. Hope this helps you further your project. I may be missing something in this tutorial because I made this in a hurry, but if so I will try to fix the mistakes/things I've missed. Enjoy the tut.
  16. DJMaxus

    DX8 Question

    Just to be clear, the max file size that a texture can be when using DX8 is 1024x1024 correct?
  17. Look through the code and study how Sprite integers are stored and how they determine what Sprite is displayed on picScreen based on what the player has chosen. Apply this same principle for your portraits. Create a new file in your graphics folder, and have it blt to your GUI based on the new integer you created.
  18. ![](http://img80.imageshack.us/img80/7086/weirdjapanesetv.gif)
  19. @Fixed: > This tutorial is outdated, and dosen't work with the current version. Why? Because alot of things are moved. Yes it does. And you're not being very specific by saying "a lot of things".
  20. @delgado88: > If I compile code from server side I got this error That error has nothing to do with this tutorial, you should go back and follow this tutorial a little more carefully. http://www.touchofdeathforums.com/smf/index.php/topic,61133.0.html
  21. Yes, XtremeWorlds is still around, but I think PlayerWorlds went down with OGC. Not sure about that though.
  22. This movie is probably not going to do very well at the box office, it was leaked about two months ago.
  23. Yeah take your time, even though I'd be happy with just the combat system and panoramas, do what you will before the next version. We'll wait
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