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DeathKnight

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Everything posted by DeathKnight

  1. One thing I can think of that every game needs in some form is instanced maps.
  2. I'm trying to create a talent system, however I'm at a bit of a loss of how to do something, and I'm looking for some suggestions on how to proceed. I'm making a 5 tier talent system (kind of like how WoW has it) where Tier 1 has three talents. How I planned on doing it is save the talents in my editor with 3 variables (Class, Tier and "Slot") so the talent would be saved with the information like Warrior, Tier 1, Slot 1. Currently though, talent can be saved with this information. What would be the best way of checking to see if (in this example) a Warrier, T1, S1 talent is already saved so that it won't save unless it's a blank slot? Thanks.
  3. Thanks. I'll probably come to you when the system is done for some debugging (currently one thing I can't figure out how to do, but it shouldn't be too difficult), but I know once I hit the 2nd half of it then it will be way more difficult for me.
  4. Thanks, this really helped me understand it a bit better. Didn't help me get it fixed, I'm thinking of using a different engine, and I was able to start over and do a more complete copy and get done what needed to be done. (for the most part). At least it's working like it should (I focused more on copying the system and less on ripping out what it doesn't need. I'll work on that soon).
  5. I'm looking for some help implementing a new editor into an engine (using Eclipse Worlds 1.1.7, but that should matter). Essentially what I'm doing is trying to copy the spell editor to make a talent editor (once I get the editor working, I'll adjust the system). My problem is it crashes when it saves, so I'm just wondering if someone can explain where exactly something in the spell system is being pulled from. This is the particular sub in question. What happens is when I run my talent editor, it pops up with the basic editor (only have name, icon and a lstIndex on the form right now) . When I make the edit and save, the client closes down, no error, just exits. In the staff log's it shows that a talent was edited, though when I load it doesn't show any information on the talent screen (though that could just be my loading isn't correct). Can someone explain to me where the information for this line comes from exactly? ``` buffer.WriteBytes SpellData ``` ``` Public Sub SendSaveSpell(ByVal SpellNum As Long) Dim buffer As clsBuffer Dim SpellSize As Long Dim SpellData() As Byte ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set buffer = New clsBuffer SpellSize = LenB(Spell(SpellNum)) ReDim SpellData(SpellSize - 1) CopyMemory SpellData(0), ByVal VarPtr(Spell(SpellNum)), SpellSize buffer.WriteLong CSaveSpell buffer.WriteLong SpellNum buffer.WriteBytes SpellData SendData buffer.ToArray() Set buffer = Nothing Exit Sub ' Error handler errorhandler: HandleError "SendSaveSpell", "modClientTCP", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear End Sub ```
  6. Are you using the one on the front page, or the copy stein posted 5 posts ago on this page? Because the one on the front page has been long dead, the one stein posted still works fine.
  7. This might be a silly question, but did you remember to delete all your maps? I don't remember 100%, but I think this adds something to the map file, so you have to delete them for it to work. Try making a backup, then deleting all your maps and seeing if it works then.
  8. Also, if it's saved client side in a .ini file, wouldn't they be able to just go in and change it ayways? Like if you release a major exploit fix, they could bypass it by just updating the version so the server thinks the client is updated.
  9. There was a problem with the map's not respawning (except map 1) but that is fixed in the newer version. As for attacking, they probably won't attack you if you are an admin. For the RTE 9, when do you get the error? what are you doing when it happens.
  10. plus 192.168.1.2 isn't really your IP. It is the IP on your NETWORK, but not the internet.
  11. The great thing about variables, you can always add more later if you realize you don't have enough ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) That being said, I doubt anyone knows enough about what you are planning on doing to actually go through and make sure you have variables for everything. That being said, I don't see anything for current health, just HP. Maybe it is somewhere else in the coding, but I just see an HP (whether that is supposed to be max hp, or just hp idk.
  12. One option you have is to completely remove currency as an item type, and instead make it a straight value on the character (kind of like level is) from there it should be fairly easy to code up how you want it. Either way, there will be a lot of searching through the server code to do. A lot of the time, the shops and stuff (and tutorials on the forums) straight make reference to item 1 as gold, so you would need to reformat it to use, say, items 1-3 instead and assign a value that way.
  13. well a problem I see right off the bat is that with the equations, the very rare encounter is literally impossible. your Y will equal .666666, however your range for your Z is 1-100, so Z will never be less than Y. Even your very common encounter has only a 5.33% chance of it triggering. Either you will have to play with the forumlas, or you can take a stepcount into it. Make a step counter and use something like ``` Y = Format(100 / (187.5 / 1.25) * 1, "0.00") + (GetPlayerStepCount(index)*.05) ``` I wouldn't do it EXACTLY like that, I would put a cap on it so you can't go above, say, 35% chance of an encounter.
  14. if you look in``` Function GetPlayerMaxVital ```it has all of the code that calculates max HP and max MP
  15. You won't necessarily need to add those forms, but all of the changes that were made that apply to the system you will still need to add to your current forms. I think that is what he is asking, if you have added the code and required objects to your current form.
  16. Yeah, it was released back on page 16 [http://www.samugames.com/eclipse/EORJ_Source.zip](http://www.samugames.com/eclipse/EORJ_Source.zip)
  17. Something like that, but that would be horribly inefficient. I believe someone around here did instanced maps in a downloadable source (you can rip it) were ever player had a map attached to them, and when they entered the instanced map, it copied the original onto their map (at least that is how I understood it, never touched it myself).
  18. [http://grammarist.co…/spelled-spelt/](http://grammarist.com/spelling/spelled-spelt/) Actually spelt is a form of wheat. *edit: I guess it can be spelt in england, but I prefer not to mix words that have completely different meanings.
  19. > Heads up: your in-game newspaper has spelt "Johto" wrong. *spelled. Just saying, most people don't realize the difference. And if someone goes to dictionary.com to find spelt, they are getting punched, because dictionary.com has it incorrect also.
  20. No, it isn't that I want them to not duplicate. The current loot system is that you have your NPC Editor which you have to select the item, and amount of items, per drop. Instead of having like 8 items to select in the NPC editor, I want there just to have a drop down box where I select the item table that it drops from. I want to add a variable to the item adding it to, say, a set of items. So I can have monster 1 drop items from set 1\. I just select the set when I'm saving the Item.
  21. *bump* just wondering if anyone had any opinions on this.
  22. To start off, I want to create add onto the item drops so that an NPC drops a random item from an array, i.e. we have array that stores 8 items, instead of creating a multiitem system that supports that many items, I just select this array on the NPC editor and there is a chance to drop any of the items from that array. My question would be what would the best method to do this be? The only ways I've thought of doing this have been: 1:Add in the random generator 1-max used items and loop it until it hits one of the items in the array (seems inefficient). 2:Create a Multi-Dimensional array and save it to a file that is loaded on item use. With this though, when an item is deleted, I would have to loop it to move all the value's up and redim it 3:Multi-dimensional array, same as above, but instead of looping and rediming the array, set the value in that spot to -1, then when I'm saving a new item to the array, I can search for -1 and change that to the current item number. I could also have it redim if it's the last item in the array that is -1, so I'm not ending up with uselessly long arrays if I'm adding and removing items from them. What are everyones thoughts on doing this?
  23. Player Vital's is stored as an array, so the array is named vital, and HP and MP are stored seperately in the array. I may be wrong on this part, but I believe the HP is stored in spot 1 of the array and MP is stored in 2, and 0 is unused. ``` ' Vitals used by Players, Npcs and Classes Public Enum Vitals HP = 1 mp ' Make sure Vital_Count is below everything else Vital_Count End Enum ```
  24. Just looking over this code I caught one small thing this line ``` If itemamount = 0 Or itemamount < .costvalue Or itemamount2 = 0 Or itemamount < .CostValue2 Then ``` should be this``` If itemamount = 0 Or itemamount < .costvalue Or itemamount2 = 0 Or itemamount2 < .CostValue2 Then ``` otherwise it's compairing item amount 1 to item cost 2
  25. You will definately need to edit where the map actually draws. Check the modgraphics (or modDirectDraw7) depending on your version. I.e. in EO 2.0.1 you have this sub ``` Public Sub BltMapTile ``` with this bit of code in it ``` For i = MapLayer.Ground To MapLayer.Mask2 ``` That would need to be changed to draw mask3
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