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Zappy

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Everything posted by Zappy

  1. thanks sir :3 I figured it out shortly after posting. I originally put it in Game Loop(), but had errors so assumed that wasn't the correct place to do what needed to be done. I later realized that my system was changing a variable to 0 occasionally… -sigh- and fixed it from there ^_^
  2. Zappy

    Cannot connect?

    So you registered fine, and it worked, but you can't log in? Are we talking about trying to get into someone else's game or your own? Double check in server>data>accounts that yours is in fact created. Go to client>data files> config and make sure your IP is either your hosts IP if your trying to connect externally, or if you're trying to connect to yourself, make sure your IP is set to 127.0.0.1 (or localhost)
  3. I'm trying to refresh my quest log to update how many items you've collected or npcs you've killed as soon as you've increased the value. It currently refreshes, but only after closing the quest log and reopening it. Put simply, where would I put a chunk of code I intend to run through frequently on the client side in association with frmMain?
  4. Ciao! So working on my GUI, I've almost got everything covered and completed. However, I'm stuck on txtMyChat. I'm aware I need to switch it to a rich text box to make it transparent and show my GUI, but how exactly can I grab the key event from the RTB? I've been trying to find some help pages on it but I can't find squat. Can anyone run me through it? What do I need to change in Handle KeyPresses so it picks up on RTB's?
  5. Oh cool, I got a spot :3
  6. Zappy

    Alternate fonts~

    Why thank you! I'll probably have to work with AddFontResource until I feel satisfied enough to release publicly and make an installer. And yes yes, I just stick to the free font sites that tell me which fonts are "commercial use friendly!" just in case ^_^
  7. Zappy

    Alternate fonts~

    Hey y'all! Just a quick, easy to answer question. If I change the font used in the txtChat, and txtInput boxes in frmMain to a downloaded font, will packaging the .exe also package the font? So will others who haven't downloaded the font, still be able to see text, or will they just see [][][][][]. Thanks! ^_^
  8. Just to clarify, the music plays initially on the map just fine, before you turn it on and off? Have you edited the source code ever? Maybe you've accidentally tampered with frmMain or something, and it doesn't even get the request to play any more… hmm
  9. Thanks for the tut sir ^_^ just HAD to implement it! Absolutely no problems
  10. @Peter120: > Okay, now I get this :mad: : > > >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/a8caf60fcc5ad538dd76de0561078f3a.png) You need the "=" between them silly. I don't know where yours went :3 Item(EditorIndex).Toolpower = scrlToolpower.Value
  11. @Justn: > Ur label has to be named lblToolPwr not lblToolPower as it says in the tutorial :) That… could also be an issue... Ya, it's kinda hard writing the tut from code you've already implemented, you kinda type things wrong and screw the whole thing up. thanks for catching that ^-^ fixed*
  12. You're surely not changing the lbl name. >! ![](http://img690.imageshack.us/img690/2018/derplj.png)
  13. Hahaha, oops. Ya, throw: ``` frmEditor_Item.scrlToolpower.Value = .Toolpower ```Under: ``` ' Basic requirements ``` I fixed the tut. My bad
  14. **_What it does_** My friends commonly tell me to "Blah blah make shopping easier." Having to click buy/sell for every individual item can be a nuisance when you're trying to stock up on potions, or sell a freshly chopped stack of lumber. So I'm here to offer a simple and effective fix for those who don't know where to start! Instead of having to hit "buy" or "sell" for each item, you now enter "buying mode" or "selling mode" after clicking the respective button. From that point on, you can continue clicking items you wish to buy or sell without being pestered to click the button every time. You can cancel "buying/selling mode" buy clicking on the respective button a second time. **Server Side** In **modHandleData**, in **HandleSellItem** and **HandleBuyItem**, find: ``` ResetShopAction index ``` This command will show up twice in each sub, remove every instance found in the these two subs. **_Client Side_** Enter frmMain, open the code and find: ``` Private Sub imgShopBuy_Click() ``` and replace the entire sub with: ``` Private Sub imgShopBuy_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If ShopAction = 1 Then ShopAction = 0 AddText "Stopped Buying", White Else ShopAction = 1 ' buying an item AddText "Started Buying. (Double Click Items to Buy)", White End If ' Error handler Exit Sub errorhandler: HandleError "imgShopBuy_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` now find: ``` Private Sub imgShopSell_Click() ``` and replace the entire sub with: ``` Private Sub imgShopSell_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If ShopAction = 2 Then ShopAction = 0 AddText "Stopped Selling", White Else ShopAction = 2 ' selling an item AddText "Started Selling. (Double Click Items to Sell)", White End If ' Error handler Exit Sub errorhandler: HandleError "imgShopSell_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` There! Enjoy!
  15. @Peter120: > Hello! > Nice tutorial, but at compile I get Variable not defined lblToolPwr If you've named your labels something else, replace "lblToolpwr.Caption" with "[insert label name].Caption" in the form work code, or rename your label. lblToolpwr isn't utilized anywhere but the frmEditor_Item. So trouble shoot there, I'm sure you'll find it ;)
  16. Zappy

    Command index?

    Thanks mate ^_^
  17. **What It Does** Frustrated trying to make higher tier ores/trees/etc more difficult to collect, purely on the basis of extra health? Want to prevent that bronze pickaxe wielder from mining your rich cobalt deposits? Well then this simple modification is for you! I've simply thrown in a new interacting requirement for resources and items called Tool power. eg: A **bronze pickaxe** will be given a **tool power of 1**, while a deposit of **copper and tin** will also be given a **tool power (required) of 1**. Therefore, anyone wielding at least a **bronze pickaxe** can mine **copper and tin**, but they won't be able to get at that deposit of **iron**, with a **tool power (required) of 2**. Don't worry though, an **iron pickaxe** with **tool power 2** can mine any ore with a **tool power (required) equal too or less than 2!** Now, let's begin the installation. **Server Side** In **modTypes**, in **ItemRec** add to the **BOTTOM**(before End Type): ``` Toolpower As Long ``` In **modTypes**, in **ResourceRec** add to the **BOTTOM**(before End Type): ``` ToolpowerReq As Long ``` In **modPlayer**, in **Sub CheckResource** Under: ``` Dim Damage As Long ```Add: ``` Dim ToolpowerReq As Long Dim Toolpower As Long ``` Above: ``` ' check if damage is more than health If Damage > 0 Then ``` Add: ``` ' check if tool power is strong enough If (Resource(Resource_index).ToolpowerReq 0 Then lblToolPwr.Caption = "Tool Power: " & scrlToolpower.Value Else lblToolPwr.Caption = "Tool Power: 0" End If Item(EditorIndex).Toolpower = scrlToolpower.Value ```**8.** Save frmEditor_Item and now open frmEditor_Resource **9.** Extend the window to make room for a label and scroll bar. **10.** Create a label, name it lblToolpowerReq, set its caption too "Tool Power Required: 0" **11.** Create a horizontal scroll bar,name it scrlPwrReq **12.** (Optional) Set it's Max as 255. **13**. Double click scrlPwrReq and add: ``` If scrlPwrReq.Value > 0 Then lblToolpowerReq.Caption = "Tool Power Required: " & scrlPwrReq.Value Else lblToolpowerReq.Caption = "Tool Power Required: 0" End If Resource(EditorIndex).ToolpowerReq = scrlPwrReq.Value ``` Tada! You're done! If you followed the steps correctly, it should be working wonderfully! ![](http://img706.imageshack.us/img706/8063/derpyw.png) I'm not a professional coder, this was something small I made for myself and was simply sharing it with people who have trouble!
  18. Yay I did it! I get it now ^_^ and such a small amount of code! ``` For i = 1 To MAX_INV If GetPlayerInvItemNum(index, i) = Item1 Then findItem1 = i Item1Val = GetPlayerInvItemValue(index, findItem1) End If Next ``` Thanks for all the tips guys!
  19. @Soul: > ``` > GetPlayerInvItemNum(index, invNum) > > ``` > This function returns item number in inventory slot invNum. Ah okay so it IS giving me the number… (Boy, this was a lot easier to figure out with a trace() in AS...) Anywho, just clarifying. You mean item number as in how many of an item the player is carrying, not what item# it is in the data files...? (eg: My gold is first, so it's item 1.) My ores are set as currency, so they can all sit in the same inventory slot.
  20. Zappy

    Command index?

    Anywhere I can locate a simple command index for all the commands/functions/procedures used in the eclipse project?
  21. Alright so. I fixed the error problem. Now my only problem is simply me not knowing exactly how to go about doing this. ``` Item1 = Item(GetPlayerInvItemNum(index, invNum)).Data1 Item2 = Item(GetPlayerInvItemNum(index, invNum)).Data2 Result = Item(GetPlayerInvItemNum(index, invNum)).Data3 need1 = Item(GetPlayerInvItemNum(index, invNum)).data4 need2 = Item(GetPlayerInvItemNum(index, invNum)).Data5 ' Perform Recipe checks If Item1 < need1 Or Item2 < need2 Then Call PlayerMsg(index, "This is an incomplete recipe...", White) Exit Sub End If If GetPlayerEquipment(index, Weapon)
  22. Ah. Thank you guys, see these are the kinda things I would never figure out myself without assistance. Seems so cryptic. I'll fix that with haste ^_^ Thanks for the info! I'm understanding this more and more !
  23. Yep I have that. I had problems with that earlier, but figured that out before coming here for help. Right now I'm having trouble with the runtime error 380… I'm not sure what could be causing it... hmmm.. What I'll do, is restore my old files, and then walk through and present the changes I made, in hopes that you'll easily spot the problems I caused x)
  24. Alright, so I decided to start experimenting with the script so I can improve, pick up the language, learn how to solve problems and hopefully become fluent in VB. Now, I've never touched anything like this before, not for very long that is. The most coding I've done is actionscript, so bear with me. I'm trying to improve the "Crafting, Blackmithing, Alchemy, etc" script for my test game by adding an "amount" slider to both item1 and item2\. I believe I almost have it, but I seem to have trouble gathering data, declaring variables, etc. >! ![](http://img641.imageshack.us/img641/479/image1wxq.png) I was hoping it would just be as simple as using ".Data4" and ".Data5", but it seems that's not the case. If anyone wants to walk me through this, I'd appreciate it very much. Eventually I'll learn and not NEED the assistance, but I a mentor for now. (Does the server grab data from the client? I've worked with the client side of my modification, but I've undone all my changes due to some mistakes I wanted to clean up, so it's free of all "Amount" variables I'm using.) Hope this makes sense x) Thanks! EDIT: Scratch that. I've compiled both my client and server, variables defined and no errors. EXCEPT. When I try to open the item editor in game, I get "Runtime error 380" "Invalid Property Value" What would this be? An issue with the GUI setup? A problem with the code itself? Where should I start looking to debug this error?
  25. AH. Thank you. Now that I see that, it all makes a lot of sense. Much appreciated ^_^
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