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DeathKnight

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Posts posted by DeathKnight

  1. Easy fix.  Replace this function

    ```
    Function GetPlayerDamage(ByVal index As Long) As Long
    Dim WeaponNum As Long

    ' Check for subscript out of range
    If IsPlaying(index) = False Or index < 1 Or index > Player_HighIndex Then Exit Function

    If GetPlayerEquipment(index, Equipment.Weapon) > 0 Then
    If Not GetPlayerEquipmentDur(index, GetPlayerEquipment(index, Equipment.Weapon)) = 0 Or Item(GetPlayerEquipment(index, Equipment.Weapon)).Indestructable = 1 Then
    WeaponNum = GetPlayerEquipment(index, Equipment.Weapon)
    GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) * Item(WeaponNum).Data2 + (GetPlayerLevel(index) / 5)
    Exit Function
    End If
    End If

    GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) + (GetPlayerLevel(index) / 5)
    End Function

    ```
    with this

    ```
    Function GetPlayerDamage(ByVal index As Long) As Long
    Dim WeaponNum As Long

    ' Check for subscript out of range
    If IsPlaying(index) = False Or index < 1 Or index > Player_HighIndex Then Exit Function

    If GetPlayerEquipment(index, Equipment.Weapon) > 0 Then
    If Not GetPlayerEquipmentDur(index, GetPlayerEquipment(index, Equipment.Weapon)) = 0 Or Item(GetPlayerEquipment(index, Equipment.Weapon)).Indestructable = 1 Then
    WeaponNum = GetPlayerEquipment(index, Equipment.Weapon)
    GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) * Item(WeaponNum).Data2 + (GetPlayerLevel(index) * 0.2)
    Exit Function
    Else
    GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) + (GetPlayerLevel(index) * 0.2)
    End If
    Else
    GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) + (GetPlayerLevel(index) * 0.2)
    End If

    End Function

    ```
    Use this at your own risk.  I didn't test this at all, but from what I can see, the problem was the GetPlayerDamage = (blahblah) line right before the end function was overwriting the getplayerdamage being set in the function if the was a weapon equipped.
  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. *edit* and that's my bad, I didn't see that the questions were already replied to at the top of this page.  I must have been looking at page 23 as the last posts when I posted.

    I can't tell if your post was aimed at me or not, since you quoted me while I was trying to be helpful.  He has edited it so that the event editor is in the map section, and if you look he left the /editevent code in, just commented out. 

    ```
    ' Event Editor
    Case "/editevent"
    'If GetPlayerAccess(MyIndex) < STAFF_MAPPER Then
    ' AddText "You have insufficent access to do this!", BrightRed
    ' GoTo Continue
    'End If

    'SendRequestEditEvent

    ```
  4. The only thing wrong is what you think is in this engine :P 

    Jokes aside, there is no Quest system in here currently, and to edit events is in the map editor. You select events and click on the map.
  5. 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.
  6. 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).
  7. 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

    ```
  8. Just a few things I noticed concerning the teleport thing.

    The "Reusable" checkbox doesn't stay checked.  I can't figure out why this is, it looks like you included some lines to check on when the item editor is loaded.

    if you set your Y too high, it gives you an error on this line

    ```
    frmEditor_Item.cmbTool.ListIndex = .Data3

    ```
    I'm also having trouble with the map caption/number not updating.   For a second I thought this line was interfering with it, however I haven't been able to get it.  The first one you can get around by adding a data4 into the rec and changing the Y to save as data4 instead of three.

    ```
    frmEditor_Item.scrlSpell.Value = .Data1

    ```
  9. Personally I believe it depends on the game.  I like PoE's system for skills, because it works well with the game.  The game dumps a massive amount of item's on you, so finding skills isn't that big of a problem because of the gameplay and game style.  At the same time, I like WoW's approach also, because it suites the game style of grind for max tier items to supplement the skills. 

    Personally I'm going to try to find a unique way to implement a skill system in my game once I get a good base going.  One of the thing's I'm considering is a traditional skill tree (similar to WoW) where you have 5 tiers, 3 skills per tier to put points into, however these skills are "Socketed" the more you put skill points into a particular skill.  Then you can add supplements to the skill.  Basically instead of discovering skills, you will discover upgrades to skills that can be attached to any skill.

    Keep in mind I'm just sort of making this up as I'm typing this so I have no idea whether I want to implement something like this or not.
  10. 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.
  11. 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.
  12. 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.
  13. 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/<#EMO_DIR#>/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.
  14. 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.
  15. 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.
  16. 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.
  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.
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