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Zappy

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Everything posted by Zappy

  1. Zappy

    Smithing

    'Illegal' downloading secretly helps the economy, you should feel like a vigilante. Get crackin'
  2. It's not a bug, it's just refresh lag (I do believe) Look around in modCombat, you could add something like UpdateVitals or w.e. the sub is that refreshes the health bar after every Hot, Dot and Initial spell cast.
  3. I just recently decided to implement the pet system, and it works perfectly fine. My problem however, is that I can't for the life of me get the pet to NOT go by the same name as the NPC it's taken from. I've tried a bunch of different possible solutions (In DrawNpcNames), all turning up nothing. Whenever I attempt to even gather a tiny portion of data, by essentially "tracing" what values Im coming with using AddText, I get zilch. They return 0's the whole way through. (I'm tracing .Ispet, .PetData.Name, .Petdata.Owner) I'm stumped, and I'm just running around in circles trying to solve it. Anyone able to help me out? Or at least point me in the right direction x)?
  4. There's a way to do anything and everything. You should be asking "Does anyone want to share code on how to…" ;) ``` If Player(index).Access < 1 AND frmServer.chkAdminMode.Value = 1 Then AlertMsg "The server is currently only allowing Admins online." Exit Sub/Function End if ``` It's **_something like that_**. Throw it NEAR the top, but below a few login checks in the server side. Just CTRL + F "log in"
  5. No, if you've done all this, and you still can't host a server from your IP, double check your firewall. That's the only other advice I can give you…
  6. Put the chest attribute around the chest, and not on the chest. What I did was restrict opening chests to the front of it, and caused it to play an animation of my choice 1 tile above the chest attribute. To which I made an animation of 1 frame, an open chest. Gave it a bit of frame time, and bam. But like I said, you don't have to change anything to put the attribute NOT on a chest. It's not like it recognizes the tile image as a chest.
  7. Okay, I'm sure I can help you. Almost positive. You most likely DON'T have a static IP address. What you need to do, is take that IP address in your command prompt, the one specifically titled "IP address" (192.168.1.123) I hope XP is nearly the same as Vista/7 in this department, Now, you need to go to Control Panel > Network and Internet > Network and Sharing Centre. Look for "Change adapter settings", it should be on the left area. You'll see a few connections, right click the one called "Local Area Connection 3". (This is because that's where we're getting your IP from earlier) After right-clicking, Go to Properties and in the middle box search for "Internet Protocol Version 4 (TCP/IPv4). Select it and hit the properties button below. We're nearing the end now ~! Instead of having 'Obtain IP address automatically" selected, select "Use the following IP address" Fill it out like so: IP Address: 192.168.1.123 (From earlier) Subnet Mask: 255.255.255.0 Default Gateway: 192.168.0.1 Also select "Use the following DNS server addresses" below that. You only NEED to fill in one, so fill it in with 192.168.0.1 Hit OK and bam, you should be port forwarded Im HOPING. (if you did everything else correctly). This is a step I had no idea about until last year, which works perfectly for all my server hosting needs. Hope it helps ~ (Just in case you weren't sure, you still have to use your external IP to allow your friends to connect(the IP chicken IP))
  8. I mean look through and make sure it looks exactly the same as the default EO source code x) Oki doki! Fixed fixed. I noticed the only possible thing that could be interfering with twips was picScreen. I compared its properties, and apparently it's width, and width only was different. It was set to 359.94, even though it was exactly the same size as the original EO frmMain screen, which was set to 480\. When trying to set it back to 480, it doubled the screen size… hmm. After abit of fiddling, I decided to simply chuck away my frmMain, grab the original EO one, and paste all my edits and extra windows in. Everything is back to normal~ This seems like a bug with VB6, rather than the EO engine. x)
  9. Thanks Robin~ I'll scan every section that even comes close to mentioning "twips" ;)
  10. Oh boy uhm lets see. Oh, right I forgot I replaced all of modDirectDraw with the default source code, so scratch it off the list of possible locations of the problem. As for my modifications, I don't think I've done anything that could possibly have interfered with whatever controls dragging images but: Quest system Crafting system NPC convo system Chest system On top of that, many minor tweaks to things to alter the game the way I want it. Nothing that affected more than 1 sub though. Honestly I've changed so much I can't remember, that's why I came here hoping someone could inform me where the bit of programming in control of dragging or w.e. 's being done is. Hmm… Really wish I could give more info :< OH. I remembered I added the one tutorial on allowing the numpad keys to be used with the hotbar, maybe that has some explanations. -goes to check it out- It's leading me around, but everything looks normal. I don't know what the hell's wrong x)
  11. Yeah, the hotbar fix is in. It's not that I CAN'T use the things in my hotbar, I can. It just places everything 3 spaces left. if I place it on f12, it puts it on f9 and pressing f9 activates it properly :o
  12. Oi, too posts in one day, I suck. This is kind of a bug I… made myself but didn't realize I made it because it was an accident that didn't actually cause an error. When dragging items/spells, what have you, the distance between the cursor and draggable object is exponentially increased (only on the x axis) depending on the direction you drag it. (Drag it right, it exponentially get driven right the farther right your cursor goes, same for left.) I don't know how this happened, but I'm assuming it has to do with modDirectDraw7, so I'm looking in there. I'm sure someone around here knows whats happening though, so I ask, in which sub would I find the problem? Which one draws the dragged icons? The part that confuses me is how it happens to both items and spells, even though they have separate blt~~ subs.. Another thing to note, is that when dragging to the hotbar, the item is placed 3 slots left of where your cursor is. (If you try to place it on 12, it lands on 9, 11 to 8, 10 to 7 and so on. ![](http://img585.imageshack.us/img585/2999/wutki.png) Sorry for being such a pest
  13. Thanks, lol. I was actually kinda lost. Now I see it, and understand how it works :3 Merci merci~ PERFECT Worked like a charm, awesome advice you got there Soul ;)
  14. Ah thanks, I was using SetPlayerVital for little bit, but wasn't sure I wanted to tamper with anything until I fixed the issue. x) I'll go look into all the subs and functions called in Dot to figure it out, thanks ^-^
  15. Hey y'all. I've seem to have run into a snag which I don't quite understand. I've been tinkering with spells, making them all stat based, including dots and hots. Now, dots work absolutely perfectly, and hots ALMOST work. except for one little problem. ``` Public Sub HandleHoT_Player(ByVal index As Long, ByVal hotNum As Long) Dim SkillLevel As Long Dim Vital As Long Dim HOT As Long With TempPlayer(index).HOT(hotNum) If .Used And .Spell > 0 Then ' time to tick? If GetTickCount > .Timer + (Spell(.Spell).Interval * 250) Then SkillLevel = Player(.Caster).Stat(Intelligence) Vital = Spell(.Spell).Vital HOT = (((Round(Vital + Random((Vital / 2), (Vital * 2) / 2)) + Round(SkillLevel * Random((SkillLevel / 2), (SkillLevel * 5) / 10)))) * 0.2) SendActionMsg Player(index).Map, "+" & HOT, BrightGreen, ACTIONMSG_SCROLL, Player(index).x * 32, Player(index).y * 32 Player(index).Vital(Vitals.HP) = (Player(index).Vital(Vitals.HP) + HOT) Call SendVital(index, Vitals.HP) .Timer = GetTickCount ' check if DoT is still active - if player died it'll have been purged If .Used And .Spell > 0 Then ' destroy hoT if finished If GetTickCount - .StartTime >= (Spell(.Spell).Duration * 1000) Then .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End If End If End If End If End With End Sub ``` I've sifted through the errors, and commented out individual lines to come to the conclusion that this line: ``` SkillLevel = Player(.Caster).Stat(Intelligence) ``` is the problem. Dot used the exact same line, and works just fine. In hot however, I'm given "subscript out of range". I've changed it to ``` SkillLevel = 10 ```and it works, so I clearly can't grab the player stat this way in this specific sub… My question is, how WOULD I go about grabbing the stat, if I can't do it this way? Thanks
  16. Zappy

    Image Questions

    -sigh-. Ya thanks. I'm aware, but where in the engine does it say "pixel x1 y1 = Transparent Color." I think it'd be easier to alter the inventory item image buffer, instead of recoloring 1000 item files to my inventory bkg :< Well, it has something to do with SetMaskColorFromPixel(), I'll just screw around with that sub until I get it. It ain't goin' so well …
  17. Zappy

    Image Questions

    Howdy~! I have a quick question about image transparency settings, specifically items. Where does the engine define what colour will be transparent when posting images on the screen? I know that map items are transparent, but inventory items aren't. I need to change them to be trans. as well. I've been looking for how to do it by finding the action done for Map Items, but I can't find it. :< Anything you can offer to help would be awesome
  18. As am I, this was just easy peasy. ^-^ Maybe I'll work on that method sometime in the near future and post that as well!
  19. No problemo amigo, I aim to please ;)
  20. THE Files. Emphasis on "the" :D
  21. Zappy

    [EO] Access

    VB6 and search for modInput I do believe. Ctrl + F /editmap (or something). You'll see almost everything you need to know there. After you've figured that out, adapt it to the buttons in frmMain's admin panel. The rest is for you to learn
  22. Zappy

    [EO] Access

    As I recall looking through some of the form and codes, it's already built. I'm not sure if it actually works in game, but if it doesn't, it'd be really easy to set up.
  23. Zappy

    Agility

    If you really want to "fix" this, look in server>modcombat. Your "problem" is due to the logic behind dodging and parrying. (it uses agility to calculate dodge/parry chance) I for one agree with Ryoku, it's a happy coincidence ^_^
  24. You could look in the server end of logging in, and do a ``` If(Player(index).Access > 1) Then ' derp Else "Admins only!" 'CLOSE GAME AWE YEA End If ``` Toggle running through that with a setting on your server form, like a check box or something ``` If(serverform.chkbox.Value = 1)Then 'admin only mode Else 'not admin only End If ``` This is obviously messy code, but it's basically what you would need to do. I'm letting you figure out what to throw in each end. ;)
  25. Oki doki, I'll look for the right place to initiate it. But right now I can't seem to find it, so throwing it in the loop will be a temporary fix. x) EDIT: … Okay, yeah. Nevermind. Found it. Forget about that place. Now I can actually play that success sound too. Merci Merci~
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