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Viral Dragon

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Posts posted by Viral Dragon

  1. hats probably because Gold takes up inventory space.
    So even if you run out, it should still stay there. That way
    you don't accidentally use up all the free spaces and then
    have no way of getting money unless you drop/sell something.

    -Viral.
  2. 23.kraft:

    When a player dies: He is sent back to the start map of the start XY coords.
    Here: 9I marked the part you're looking it's between the //**//
    ```
    ' ToDo
    Sub OnDeath(ByVal index As Long)
        Dim i As Long

        ' Set HP to nothing
        Call SetPlayerVital(index, Vitals.HP, 0)

        ' Drop all worn items
        For i = 1 To Equipment.Equipment_Count - 1
            If GetPlayerEquipment(index, i) > 0 Then
                PlayerMapDropItem index, GetPlayerEquipment(index, i), 0
            End If
        Next

        ' Warp player away
        Call SetPlayerDir(index, DIR_DOWN)

        With Map(GetPlayerMap(index))
            ' to the bootmap if it is set
            If .BootMap > 0 Then
                PlayerWarp index, .BootMap, .BootX, .BootY
            Else
    '' //*********************//
                Call PlayerWarp(index, START_MAP, START_X, START_Y)
    '' //********************//       
    End If
        End With

        ' clear all DoTs and HoTs
        For i = 1 To MAX_DOTS
            With TempPlayer(index).DoT(i)
                .Used = False
                .Spell = 0
                .Timer = 0
                .Caster = 0
                .StartTime = 0
            End With

            With TempPlayer(index).HoT(i)
                .Used = False
                .Spell = 0
                .Timer = 0
                .Caster = 0
                .StartTime = 0
            End With
        Next

        ' Clear spell casting
        TempPlayer(index).spellBuffer.Spell = 0
        TempPlayer(index).spellBuffer.Timer = 0
        TempPlayer(index).spellBuffer.target = 0
        TempPlayer(index).spellBuffer.tType = 0
        Call SendClearSpellBuffer(index)

        ' Restore vitals
        Call SetPlayerVital(index, Vitals.HP, GetPlayerMaxVital(index, Vitals.HP))
        Call SetPlayerVital(index, Vitals.MP, GetPlayerMaxVital(index, Vitals.MP))
        Call SendVital(index, Vitals.HP)
        Call SendVital(index, Vitals.MP)
        ' send vitals to party if in one
        If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index

        ' If the player the attacker killed was a pk then take it away
        If GetPlayerPK(index) = YES Then
            Call SetPlayerPK(index, NO)
            Call SendPlayerData(index)
        End If

    End Sub
    ```
    When a NPC dies it's:```

    ' //////////////////////////////////////
                    ' // This is used for spawning an NPC //
                    ' //////////////////////////////////////
                    ' Check if we are supposed to spawn an npc or not
                    If MapNpc(MapNum).Npc(x).Num = 0 And Map(MapNum).Npc(x) > 0 Then
                        If TickCount > MapNpc(MapNum).Npc(x).SpawnWait + (Npc(Map(MapNum).Npc(x)).SpawnSecs * 1000) Then
                            Call SpawnNpc(x, MapNum)
                        End If
                    End If
    ```
  3. Lol Edit again: I figured out THAT problem now the new problem is the
    tilesets. After importing the maps, I noticed that some of my images has been changed.

    Should I delete the old tile sets? Because I think I have a couple of maps that used
    the old tile sets. ._. (I was playing around, I guess I could redo it? I really don't wanna though).

    -Viral.
  4. .___.

    You know what. I'm just fcking stupid. I did not
    even once think about looking at the server for the maps.
    Ahaha…ah god I'm stupid. Thanks Skweek.

    At first I was like "Sever? There's maps there? No there's not"
    I nav to the folder and do you know. Lol.

    Thanks. Guess Robin was right, I wasn't doing it right .__.

    -Viral.

    Edit: Nevermind, that didn't work either. Now it just shows up pure black ._.
    And I know I imported all the tiles sets and graphics over.

    -Viral.
  5. @Robin:

    Nope it's still doing the same thing. I downloaded a copy of both
    version, EO and the modded one. Then I deleted the maps in modded
    version and then drag/dropped the maps from the EO version to the
    modded version. So it should come up "Ancient Forest", and instead when
    I logged in it came up as "Random Forest".

    -Viral.
  6. @Robin:

    Did that. If you open up map1.dat in notepad in EOv2 it'll say "Ancient Forest –- music.mid"
    Now when I delete map1.dat in moddedEO, and then replace it with the map from EOv2,
    when you load up the game, it'll literally look like the tile set. And whn you map edit, you can edit the
    map, but youll be editing it away the tile set. And if you open that up in notepad, it'll say
    "Random Forest ---music.mid".

    So, is the server telling it to look for this particular map name or something?

    -Viral.

    Edit: Downloaded a fresh copy of the modded one. Deleted maps. Put in mine (only did 2 this
    time).

    This time it didn't tile set on me. Instead it still came back up as the random forest map (the original)
    and somehow changed the map name to "Random Forest". and brought up the original map.
    Instead of the one I imported. ._. This hard coded into the server or something?

    -Viral.
  7. Skweek,

    You know what. Not any differences really. I just said those 2
    for some reason. Really it just comes up pure black. .__. And I spent a
    lot of time on those maps too. But for some reason, they're not importing right.

    Perhaps, …It's how they're numbered? Or what if I change the number?
    When you download a fresh copy it comes with like 2 maps already there,
    what if I either 1) delete them, or 2) rename their number to something else?

    -Viral.
  8. Airdude,

    Hmm. Let me try to simplify it. I probably did make it too complicated.
    Basically let's say you have EO v2, you have maps 1,2,3\. You worked
    very hard on these maps.

    Now, let's say some one made a modified version of EO v2 (mods 2.5)
    And now you don't want to have to re-make those maps, so you go into
    your map folder and drag/drop them into the new folder. This is technically
    called "Importing", this works for EO to EO (EO1-> EO2) However you noticed
    it doesn't work for EO -> Mods 2.5\.

    Make sense?

    -Viral.
  9. …..Uhm. Wat? No.
    I specifically referred to EO for a reason.
    (Eclipse Origins) Evolution is EE, Stable is ES and so on.

    I'm using 3 different types of EO, all of which map almost the
    same exact way.

    -Viral.
  10. On EO you can't walk over an attribute already on the map (or one you lay down)
    otherwise it'll auto close the mapping editor. Why? I don't know probably a send request
    error.

    -Viral.
  11. Nasa:

    When you click on the attribute "Warp" (map editor -> attributes -> warp)
    It'll ask you to change the coords. (X,Y) (X is horizontal and Y is vertical.)

    Use the Loc command button on your admin panel to help figure out the XY coords.

    -Viral.
  12. So,

    I just tried to import maps from version of EO to another version EO.
    Lets take for example, uhm…Mod 2.5/4/6/7 whatever it is, and EO v2\.

    How would one import maps from either of those to the other?
    EO maps --> Mods 2.5
    Mods 2.5 -> EO.

    .__. I have tried this time and time again, it'll either show up not blank or not at all.
    (blank as in pure black).
  13. Well,

    I'm using a modified EO version but, now that I have a flash working
    engine I was wonder, how would I play a flash clip BEFORE they warp
    on to the map? Like what I want done is, based on their class/race
    they are shown a different flash clip, and are warped to difference spots.

    I could live without the second but I'd like to know how to do the first:
    show flash based on class and then show flash clip before actual game.

    -Viral.
  14. @Robin:

    I would hope so, yes. But I'm asking how did you? If possible, I'd like
    to do something similar if not the same. Don't need to know how you did
    it, just wanna know what it is.

    (Although the client thing is probably just a .exe calling another .exe
    but if you wanna tell me how you did that, that'd  be cool. Lol)

    -Viral.
  15. Alright well,

    Everytime I try compiling the server (make server.exe) I keep getting this
    error:
    "Compile Error: User-defined type not defined"
    This is the line is highlights.

    Private Sub lvwInfo_ColumnClick(ByVal ColumnHeader As MSComctlLib.ColumnHeader

    .__. Why? The client was able to edit just fine. Although with the client
    when I boot it and go into game, I'm 1) auto killed, and 2) can't see a map.
    Only constant brown everywhere.

    -Viral.
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