Viral Dragon
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Posts posted by Viral Dragon
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Revo:
Probably not, no. VB6 = VisualBasic 6,
IDE = Integrated Development Environment
It's what you use to edit the source code of the game, thats why you
have the src files and the .vbp files.
-Viral. -
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
``` -
@Azviking: You know you could do that yourself, right?
-Viral. -
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o.o What line does it error on? If you have VB6 IDE,
open it up and then press on "run" at the top. When it
crashes, it'll highlight a line (the first error it finds).
What line is it?
-Viral. -
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. -
.___.
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. -
@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. -
@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. -
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. -
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. -
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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). -
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. -
SP6?
I was under the impression there was only: vb6\. the IDE. you open it in the IDE
and then edit it away, make blah.exe and viola. So now I need a vb6sp6? Let me see
if I cant find it.
-Viral.
Edit: Nvm just read it. And yes I have SP6\.
-Vial. -
@Robin:
I downloaded it. Looked at the code, I think I get how you did it now.
Thanks. Seems kinda simple now that I think about it. Lol.
-Viral. -
@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. -
Edit: Nevermind the first error pops up constantly no matter what or how small the change.
Does anyone know why I keep getting this? Is there a component I need to install ?
-Viral. -
Well, I fixed the second error. The first one still pop up from time to time.
I think it's cause I changed the party variable from 4 to 7\. Am I not allowed
to increase this?
-Viral. -
@Robin:
How did you get the water to move? Is that a .gif or a animation?
Also, how did you get the client inside another client window?
-Viral. -
@Robin:
How would we add it back ? Let's say I wanted to use a custom font
to fit my "game's theme" like say a custom Celtic language or something.
-Viral. -
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.
Modification(S) 2.6 Nova
in Custom Versions
Posted
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.