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DeathKnight

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Everything posted by DeathKnight

  1. No, he is surprised that instead of taking what you've been told and trying, you expect people to find it for you. Try searching for "Sub TryPlayerAttackPlayer" or something like this. This sub controls what happens when a player trys to attack another player. You just need to add a check somewhere in there BEFORE it calls the actual attack sub.
  2. I think he was trying to say that for EA you actually have to use transparency, it doesn't automatically look at the first pixel.
  3. I absolutely love how he actually gave you an answer of where to look, and then you try to rip him apart because he suggested going to ask the custom versions owner on his forums, and that you should use a better engine…
  4. I'm sure if someone had a 52" monitor, that an eclipse game would be the last thing they're playing ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) . Besides, if you are going to make a game, you need to learn to code eventually, and you could probably rip the feature from dragon eclipse
  5. if it is saving it as a whole number, just change it to (Spell(SpellNum).Multiplier)/10) saving it as a double should work, since it allows decimals, but at the same time it eats more memory (a double is 8 bytes, if you aren't going to go over a multiplier of 25.5, just use a byte and its only, well, a byte).
  6. Looking at the above, I would have to guess he gets it when he clicks the create character button. Did you make sure to add a malequip and femalequip into the text file for your current classes?
  7. > Posted 12 October 2006 - 12:45 PM I think this could be why the pics aren't showing…
  8. About the MapBlock, it was already being redimmed, however the call was being made after an update mapblock. No need to add in a redim, just need to in sub SpawnMapNpcs move ``` CacheMapBlocks mapNum ``` to above ``` For i = 1 To MAX_MAP_NPCS Call SpawnNpc(i, mapNum) Next ```
  9. Or you could just edit the attack function to check if member is in the same guild, and exit function if they are, so they don't kill each other. Then you just add in a check if they are on a PVP map if you want them to be able to fight.
  10. Someone in a different thread said something about it having something to do with the spell packets. Maybe it was just the version I was using that this worked in. Anyways, it was said in the suggestions that they are looking into this.
  11. DeathKnight

    Odd error

    Make spell 23 and 24, then delete 23\. Once you've deleted it, I'm pretty sure you don't get an error on that spell again. I looked at it a little and couldn't think of a fix for it.
  12. One small thing I noticed, when you are editing a map and have an NPC on it, if you change the map size too high (i.e. 50, 50) the server will crash on sub updatemapblock I narrowed it down to the updatemapblock in the Sub SpawnNpc
  13. One thing I noticed also, if you skip 23, make 24, then go make 23 it doesn't break. Actually I tried deleting 22-28 after I tried this and the bug didn't repeat. Looks like it is just the first time around that it does it.
  14. DeathKnight

    Some question

    This has it already in it, so you can download it and rip it. I don't think I've seen a tutorial on it yet. [http://www.touchofdeathforums.com/community/index.php?/topic/129648-eclipse-instancing-mappacks-style/page__hl__instanced](http://www.touchofdeathforums.com/community/index.php?/topic/129648-eclipse-instancing-mappacks-style/page__hl__instanced)
  15. It wouldn't be too hard to code, just look into ``` Sub CheckResource ``` and find where it says " ' cut it down! " From there you can do whatever you want, i.e. ``` if rnd() > .25 then ``` Don't forget the end if. That would just put it at roughly a 75% chance of success. I don't think I've seen any tutorials about this, unless they are buried. But this should show you were to code everything in.
  16. For the 2nd part, when the player dies, it should be fairly easy to edit. Server side just look for ``` Sub OnDeath ``` And add whatever code you need to be run when the player dies there. The other one could be done a few different ways, but it would depend when you want something to happen. If you want something to happen when the players health drops below a certain point after an NPC hit him, just find ``` Sub NpcAttackPlayer ``` and add a check in there after the damage is taken.
  17. That being said, it would be really easy to edit a stat to add defense. If you search ``` Public Sub TryNpcAttackPlayer ``` You just have to set a stat to affect damage. i.e. you can change this code ``` ' if the player blocks, take away the block amount blockAmount = CanPlayerBlock(index) Damage = Damage - blockAmount ``` to something like this ``` ' if the player blocks, take away the block amount blockAmount = CanPlayerBlock(index) Damage = Damage - blockAmount - (GetPlayerStat(index, Endurance) / 2) ``` Although I don't suggest doing it like that, because then anyone with ungodly endurance wouldn't take any damage (also, this is just the example for NPC attacks, you would still cause just as much damage on them) BTW, if you don't want to do it yourself, here is a link to the tutorial he was refering to, I believe. [http://www.touchofdeathforums.com/community/index.php?/topic/120075-eo-adding-real-defence-server-only/](http://www.touchofdeathforums.com/community/index.php?/topic/120075-eo-adding-real-defence-server-only/)
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