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

zidsal

Members
  • Posts

    163
  • Joined

  • Last visited

    Never

Everything posted by zidsal

  1. @DrNova: > Fools. Marsh owns that site as well. > How do you think he pays for Eclipse hosting? step 1: lures kids to eclipse step 2: puts them in cages and sells them to sweatshops step 3: profit
  2. change it to this ``` Case 3 Random = Rand(2,0) Select Case Random Case 0 Call PlayerWarp(index, 31, 9, 0) Case 1 Call PlayerWarp(index, 31, 30, 15) Case 2 Call PlayerWarp(index, 31, 9, 30) End Select Exit Sub ```1\. Call is used to call a function so there should be a space. 2\. Its rand(highest,lowest) not rand (lowest,highest(
  3. if you aint registered the .dll dx7vb.dll then register it. The only other thing I can thing of is the file is not saved as a 24 bit bitmap.
  4. thanks alot Fulou I would of never spotted that if it wasn't for you so you got a high five.
  5. no one uses rmvp tilesets because currently Eclipse is using direct x 7\. The tilesets will not work well with out some of the advantages that dirext x 8 bring. Its why Robin tried to convert mirage to dirext x 8 in the first place.
  6. Well I'm making some bosses (with my new ultra urber cool SS subs and functions) But this is really getting to me and I can't figure out whats wrong: Whats suppose to happen: you lose health every milisecond for 5 ticks. After 5 ticks you take additonal damage: What really happens the ticks go on for ever. ``` Sub Decay(victim) dim Count Count = 0 If Count < 5 then Call SpellAnim(6, getplayermap(victim), getplayerx(victim), getplayery(victim)) Call BattleMsg(victim, "Your body begins to decay..", GREY, 0) Call SetPlayerHP(victim, getplayerhp(victim) - 1) Call SendHP(victim) Count = Count + 1 End If If Count = 5 then Call RemoveTimer("Decay " & victim) Call playermsg(victim, "Your body has decayed",4) Call SetPlayerHP(victim, getplayerhp(victim) - 5) Call SendHP(victim) End If End Sub ``` so anyone want to take a crack at this?
  7. :confused: its only as unstable as you make it. Infact with crap like muti-threading it should be alot more stabe
  8. I stuck online after netherworld so people would get confused with my past fail attempts of netherworld. Hence netherworld Online :P
  9. ![](http://www.netherworldonline.com/nwo2 copy.png) I'm not going to copy and paste from my wip thread if you want to look at it go here: http://www.touchofdeathforums.com/smf/index.php?topic=39236.0 Although information is limited on the WIP anyone interested can feel free to contact me for more information on the game. Features (that the public know about) Cut scenes Quest System Capturable Land Mounts Tatical Based system Green = fully functional Blue = I'm not way over my head and have programmed this is some of my older games Red = not started (on a side note the starting area is 100% mapped and all grinding type npcs have been added in as well as there item drops). Who we need We are currently looking for content developer(s) to help bring motivation back to the project you will need to work at a very fast pace. I will warn you now this is NOT an easy job you can very easerly screw the whole game up if your not careful and I am a complete perfectionist. You will be in charge of the following: **Create the exp per level i.e 50 exp is needed to hit level 2.** Rebalncing npcs stats and **exp** (thought it's preaty balanced) Rebalancing spells Creating new npcs and spells (Most spells will be scripted so you don't need to worry about making them). **Coming up with random quests to help level** Coming up with new features (anyone saying crap like POH1!111 will be ignored). What I have bolded is what you will be doing straight away. The job does not require to much problems as you won't be mapping (unless your skilled in that area and want to help out) or coding/scripting. You can contact me via the forums : You will be granted access to our developer forums on the site which is perfect for dropping down areas and is our main source of communication. thanks zidsal
  10. change ``` Call SetTimer(SlymeHunterTimer, 1000) ```to ``` Call SetTimer("SlymeHunterTimer " & index, 1000) ``` change ``` Call RemoveTimer(SlymeHunterTimer) ```to ``` Call RemoveTimer("SlymeHunterTimer " & index) ``` the reason your getting errors is because your calling the subs and not the parameters.
  11. I've started messing around with ss timers there a pain. But as far as I've worked out the parameters for the remove and create timer command require a string so call the name in "". I.e Call SetTimer("SlymeHunterTimer", 1000)
  12. the reason the server lags is the use of 111000012364386 timer control's even though you only need 1.
  13. @ryono: > hey I was going to make my game a giant deathmatch. basically it would work like this: the point of the game is to kill other players. however, when u do kill other players, your name appears on the bottom of the screen and it says "Wanted: Name" and then it shows what map that you are on, So then people come and try to kill you and it starts a huge thing. there will also be big bosses. The battle system will work like this: You pick a class to play as, there will probably be around 10 classes. and each class has 3 skills, but the skills lvl up. they get exp points every time you use them. You make combos by tapping the page up key. your fist skill is used by pressing delete, second one is end, third is page down. > > so what do you think. would you play something like this? The first version of netherworld was a fully 100% pvp based game which was alot more indepth then this example. It did not work. These games only work once you have 5-6 people online. These games are almost impossible to kick off. Another example is 7 nations which was done very well but didn't have the player base that was needed
  14. > you put NPC_Num and NPCNum. Pick one and stick too it zidsal ;) thanks alot before now I've been identifying npcs by there exp value this has helped alot
  15. I really don't get how this sub works can someone post an example of how to cheak if npc type 1 has died or not? EDIT heres my npc ondeath sub just to show you what I've tried ``` ' Executes whenever an NPC is killed. ' Note: Death occurs as normal externally to this script. Sub OnNPCDeath(Index, Map, NPCNum, NPCIndex) Call BattleMsg(Index, "You have slain " & getnpcname(NPCNum) & ".", BRIGHTRED, 0) If NPC_Num = 1 Then Call PlayerMsg(index, "You've killed NPC 1!", 10) End If Exit sub End Sub ``` any help as I'm stumped
  16. zidsal

    Reformation

    1\. Router savings will be saved although I've never had experiance with this so what I'm about to say may be bull but your external i.p may change after reinstalling windows so make sure your router is operning port forward on your computer. 2.% calculations are possible but alas I'm gouing out soon and cba to thing about maths :P but it be something like TotalHealth(victim) - (getplayerhp(victim) * (1/10) that would take away 10% of players health of coruse this would be for the soruce as there is no victim indexing in SS and that is written in half pesudo code and half SS :P.
  17. is this a mockup or in real game screenshot (ever way it looks cool)
  18. The reason is I was in a rush and was doing this tutorial off the top of my head and just looking at the soruce to rip stuff out. When I posted it I thought it would work then forgot I missed some key stuff out :P. I forgot about this topic will fix the code up now.
  19. zidsal

    BltPlayerbar

    This is simple to do in bltplayerbar just add an if statement ``` If GetTickCount < Player(MyIndex).LastAttack + 5000 Then ``` by using this if statement it will stop blting the bars after the players last attack + 5 seconds. (If then then attacks again it will blt again e.t.c).
  20. half the issue of the increased flaming is that mods are locking the threads too soon…. Your not allowing people to get things off there chests (make a rant board?).
  21. zidsal

    Alphas in .bmp.

    @[UK: > Alster link=topic=39089.msg379146#msg379146 date=1235153923] > Bye, bye shadow theory. > > *Gets to work on importing .pngs into Eclipse* hate to crush your dreams by direct x 7 has no support for pngs as it was made before .png became a must have (I thing it might of been made before .pngs where even made but don't quote me on that). So if you want support for .pngs you're going to have to update to direct x 8.
  22. THIS REMAINS UNTESTED: I had to rush the code as I've got to go soon I will test it when I get back. Most of this is just from memory. DONT DO THIS TUTORIAL YET IT WILL NOT WORK (because I'm an idioit who rushes things) ALL CLIENT SIDE step 1 go to frmnpc editor add in a new option button call it BigNpc96. Add the following code ``` If BigNpc96.Value = Checked Then picSprite.Width = 960 'not sure on dimentions picSprite.Height = 960 'not sure on dimentions picSprite.Top = 1900 'not sure on dimentions picSprite.Left = 3360 'not sure on dimentions picSprites.Picture = LoadPicture(App.Path & "\GFX\96Sprites.bmp") end if ``` Step 2 coding go to modDirectx find ``` Public DD_SpriteSurf As DirectDrawSurface7 Public DDSD_Sprite As DDSURFACEDESC2 ``` Add ``` Public DD_96SpriteSurf As DirectDrawSurface7 Public DDSD_96Sprite As DDSURFACEDESC2 ``` find ``` ' Init sprite ddsd type and load the bitmap DDSD_Sprite.lFlags = DDSD_CAPS DDSD_Sprite.ddsCaps.lCaps = DDSCAPS_SYSTEMMEMORY Set DD_SpriteSurf = DD.CreateSurfaceFromFile(App.Path & "\GFX\Sprites.bmp", DDSD_Sprite) SetMaskColorFromPixel DD_SpriteSurf, 0, 0 ``` Add ``` ' Init sprite ddsd type and load the bitmap DDSD_96Sprite.lFlags = DDSD_CAPS DDSD_96Sprite.ddsCaps.lCaps = DDSCAPS_SYSTEMMEMORY Set DD_96SpriteSurf = DD.CreateSurfaceFromFile(App.Path & "\GFX\96Sprites.bmp", 96DDSD_Sprite) SetMaskColorFromPixel DD_96SpriteSurf, 0, 0 ``` find Sub DestroyDirectX() Add ``` Set DD_96SpriteSurf = Nothing ``` Go to bltnpcBody and add in ``` If Npc(MapNpc(MapNpcNum).num).Big = 2 Then rec.Top = Npc(MapNpc(MapNpcNum).num).Sprite * 96 + 32 rec.Bottom = rec.Top + PIC_Y rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * PIC_X rec.Right = rec.Left + PIC_X X = MapNpc(MapNpcNum).X * PIC_X + sx + MapNpc(MapNpcNum).xOffset y = MapNpc(MapNpcNum).y * PIC_Y + sx + MapNpc(MapNpcNum).yOffset ' Check if its out of bounds because of the offset If y < 0 Then rec.Top = rec.Top + (y * -1) y = 0 End If ' Call DD_BackBuffer.Blt(rec_pos, DD_96SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC) Call DD_BackBuffer.BltFast(X - (NewPlayerX * PIC_X) - NewXOffset, y - (NewPlayerY * PIC_Y) - NewYOffset, DD_96SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If ``` Go to BltNpcTop add in ``` If Npc(MapNpc(MapNpcNum).num).Big = 2 Then rec.Top = Npc(MapNpc(MapNpcNum).num).Sprite * 96 rec.Bottom = rec.Top + PIC_Y rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * PIC_X rec.Right = rec.Left + PIC_X X = MapNpc(MapNpcNum).X * PIC_X + sx + MapNpc(MapNpcNum).xOffset y = MapNpc(MapNpcNum).y * PIC_Y + sx + MapNpc(MapNpcNum).yOffset - 64 ' Check if its out of bounds because of the offset If y < 0 Then rec.Top = rec.Top + (y * -1) y = 0 End If ' Call DD_BackBuffer.Blt(rec_pos, DD_96SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC) Call DD_BackBuffer.BltFast(X - (NewPlayerX * PIC_X) - NewXOffset, y - (NewPlayerY * PIC_Y) - NewYOffset, DD_96SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ``` EDIT Bah dont do this tutorial yet it won't work I'll finish it off when I get home
  23. too be honest it dosn't matter if he dosn't have the soruce because its not just meant for him ;)
  24. zidsal

    Hosting

    1\. at the present time eclipse 2.7 will not work on linux (3.0 will be able to how ever). You can use wine to configure the server its been done before. 2\. Sent you information about visual basic 6
  25. this remains untested (dont see why it shouldn;t work)I'm about to test now but go to clscommands and add the following sub ``` Sub gobanking(index) Call SendBank(index) End Sub ```
×
×
  • Create New...