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JadeCurt1ss

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Everything posted by JadeCurt1ss

  1. Actually, I'm listening to U Can't Touch This, by MC Hammer
  2. @Kyon: > … Are you playing Guitar Hero 3, good sir? > > Maddening Shroud - Frou Frou (it is teh lulz) XD
  3. Never get involved in this tangled mess, my friend.
  4. "One" As made Famous by: Metallica
  5. I had an idea during calculus: Can I make an if statement in the Gamelogic's Sub GetPlayerDamage that goes something like this: Function GetPlayerDamage(ByVal Index As Long) As Long Dim WeaponSlot As Long, RingSlot As Long, NecklaceSlot As Long GetPlayerDamage = 0 ' Check for subscript out of range If IsPlaying(Index) = False Or Index MAX_PLAYERS Then Exit Function End If If ITEM_TYPE_SWORD Then GetPlayerDamage = Rand(Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 3) * 0.25, Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 2) * 2.5) If ITEM_TYPE_AXE Then GetPlayerDamage = Rand(Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 3) * 0.25, Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 2) * 2.5) If ITEM_TYPE_BOW Then GetPlayerDamage = Rand(Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 3) * 0.25, Int(GetPlayerSTR(Index) / 4) + Int(GetPlayerDEF(Index) / 2) * 2.5) Else GetPlayerDamage = Rand(Int(GetPlayerStr(index) /4) * 0.50, etc? I know the formulas were the same, but can the concept still work?
  6. Holy wow, unnown! This is easier than I thought. I'll just edit the details that I need. I'm creating separate weapon types (bow, axe, sword), and I will be making a separate damage formula for each. so I'll just figure out how to make a weapon from reading the source a bit more. Any suggestions before I start? (I got classes today)
  7. Well it would require one of us going through the source and figuring out the values the sliderbars values change. I Could edit the main post as I come acrss it for people who want/need it like shadow.
  8. Awesome, unnown! You're realy just churning these out, aren't you. Can you do a new item/weapon type for your next one? I want to learn about TCP, and adding custom items, etc. to my game.
  9. That actually made sense. Lets keep going till te admins tell us to piss off. We'll just keep going, none the less, amirite?
  10. I could go on and just spam my own topic like crazy just chatting with you, Shadow ;]
  11. Oic. This helped my post count none the less.
  12. > text boxes for integers nonono… no integers. Longs. Yeah. L-o-n-g-s. I can't stand plain ol' integers.
  13. Except certain stats. Ever heard of a boss battle?
  14. I want a new bit of spell data, known as SpellIcon, that will show up in a picbox in the spell's picbox. So: Here's the code so far. a new picture box called picIconSP in modTypes (Client & server) > SpellIcon As Long after > SpellDone As Long . Now I updated the TCP of both Client and Server to this (Edit is at the end): > Sub SendSaveSpell(ByVal SpellNum As Long) > Call SendData("savespell" & SEP_CHAR & SpellNum & SEP_CHAR & Trim$(Spell(SpellNum).Name) & SEP_CHAR & Spell(SpellNum).ClassReq & SEP_CHAR & Spell(SpellNum).LevelReq & SEP_CHAR & Spell(SpellNum).Type & SEP_CHAR & Spell(SpellNum).Data1 & SEP_CHAR & Spell(SpellNum).Data2 & SEP_CHAR & Spell(SpellNum).Data3 & SEP_CHAR & Spell(SpellNum).MPCost & SEP_CHAR & Trim$(Spell(SpellNum).Sound) & SEP_CHAR & Spell(SpellNum).Range & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & Spell(SpellNum).AE & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & Spell(SpellNum).SpellIcon & SEP_CHAR & Spell(SpellNum).Element & END_CHAR) > End Sub > after > > > SpellDone As Long > > . > > I added this into frmSpellEditor: > > This goes in Client's Handledata: > > > Spell(n).SpellIcon = Val(parse(18)) > > This is in the server's Handledata: > > > Spell(Spellnum).SpellIcon = Val(SpellData(18)) > > This is in modGameEditor: > > > frmSpellEditor.Hscroll1.value = Spell.SpellIcon > > In frmMirage: > > > picIconSP.picture = Spell(SpellNum)SpellIcon > > However… Nothing. I defined everything (I think) but I'm getting a compile error. I also think I might be missing data...
  15. Thanks, Fred. I always admired you and Aphelion Online. Nice to get a compliment from the person you admire.
  16. It's a script using NPCs. If you want, I could write it out in the script section.
  17. Added HP Values of > 32,767\. Code is in tutorial section. Main post edited. Bump for moar people to join.
  18. Well, when I started this project, I wanted tough NPCs especially boss NPCs; however the current system of NPC Creation did not allow for that, as scroll bars only go up to 32,767 (The size of an integer in VB6) Well, looking in the game finds that the NPC HP values are longs which can reach 2,147,850,675\. Thats a far cry from 32,767\. So, let's unlock the potential of NPCs: First: Obtain VB6, and a copy of EE 2.7 (I haven't tested on anything lower.) Open your client, and then examine the interface of frmNPCeditor. Find the scrollbar for NPC HP, and delete it. Next, create a Textbox in its place with the name "StartHP". Double Click on the Code and change the .value to .text Under that, input this code: > Private Sub StartHP_KeyPress(KeyAscii As Integer) > Dim Counter As Byte > Dim IsNumber As Boolean > > IsNumber = False > > For Counter = 0 To 9 > If Chr$(KeyAscii) = Trim(Counter) Then IsNumber = True > Next > > If Not IsNumber Then MsgBox ("That is not a number.") > End Sub This makes sure you have a number as your input. Next, hit CTRL + F simultaneously. This opens the search/find box. Enter StartHP.Value into the search terms and set the search parameters to "Enitre Project" using the radio buttons. Everwhere it shows you a "StartHP.Value" change it to a "StartHP.Text". That's all there is to it! Have fun!
  19. Not to rain on your parade, but I was testing this code, and it looks like you never defined the gender: All you said was if I have a gender, then load this. Else, blah. since no gender is defined, I load blah. I added your gender specific items code as well. Maybe some conflict somewhere in there? One tiny mistake: I found it =] Change this: > If CustomPlayers 0 Then > If Player(MyIndex).gender = True Then > ' Init head ddsd type and load the bitmap > DDSD_player_head.lFlags = DDSD_CAPS > DDSD_player_head.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_head = DD.CreateSurfaceFromFile(App.Path & "\GFX\maleheads.bmp", DDSD_player_head) > SetMaskColorFromPixel DD_player_head, 0, 0 > > ' Init body ddsd type and load the bitmap > DDSD_player_body.lFlags = DDSD_CAPS > DDSD_player_body.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_body = DD.CreateSurfaceFromFile(App.Path & "\GFX\malebodys.bmp", DDSD_player_body) > SetMaskColorFromPixel DD_player_body, 0, 0 > > ' Init legs ddsd type and load the bitmap > DDSD_player_legs.lFlags = DDSD_CAPS > DDSD_player_legs.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_legs = DD.CreateSurfaceFromFile(App.Path & "\GFX\malelegs.bmp", DDSD_player_legs) > SetMaskColorFromPixel DD_player_legs, 0, 0 > Else > ' Init head ddsd type and load the bitmap > DDSD_player_head.lFlags = DDSD_CAPS > DDSD_player_head.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_head = DD.CreateSurfaceFromFile(App.Path & "\GFX\femaleheads.bmp", DDSD_player_head) > SetMaskColorFromPixel DD_player_head, 0, 0 > > ' Init body ddsd type and load the bitmap > DDSD_player_body.lFlags = DDSD_CAPS > DDSD_player_body.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_body = DD.CreateSurfaceFromFile(App.Path & "\GFX\femalebodys.bmp", DDSD_player_body) > SetMaskColorFromPixel DD_player_body, 0, 0 > > ' Init legs ddsd type and load the bitmap > DDSD_player_legs.lFlags = DDSD_CAPS > DDSD_player_legs.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_legs = DD.CreateSurfaceFromFile(App.Path & "\GFX\femalelegs.bmp", DDSD_player_legs) > SetMaskColorFromPixel DD_player_legs, 0, 0 > End If > End If To This: > If CustomPlayers 0 Then > If Player(MyIndex).gender = 0 Then > ' Init head ddsd type and load the bitmap > DDSD_player_head.lFlags = DDSD_CAPS > DDSD_player_head.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_head = DD.CreateSurfaceFromFile(App.Path & "\GFX\maleheads.bmp", DDSD_player_head) > SetMaskColorFromPixel DD_player_head, 0, 0 > > ' Init body ddsd type and load the bitmap > DDSD_player_body.lFlags = DDSD_CAPS > DDSD_player_body.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_body = DD.CreateSurfaceFromFile(App.Path & "\GFX\malebodys.bmp", DDSD_player_body) > SetMaskColorFromPixel DD_player_body, 0, 0 > > ' Init legs ddsd type and load the bitmap > DDSD_player_legs.lFlags = DDSD_CAPS > DDSD_player_legs.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_legs = DD.CreateSurfaceFromFile(App.Path & "\GFX\malelegs.bmp", DDSD_player_legs) > SetMaskColorFromPixel DD_player_legs, 0, 0 > Else > ' Init head ddsd type and load the bitmap > DDSD_player_head.lFlags = DDSD_CAPS > DDSD_player_head.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_head = DD.CreateSurfaceFromFile(App.Path & "\GFX\femaleheads.bmp", DDSD_player_head) > SetMaskColorFromPixel DD_player_head, 0, 0 > > ' Init body ddsd type and load the bitmap > DDSD_player_body.lFlags = DDSD_CAPS > DDSD_player_body.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_body = DD.CreateSurfaceFromFile(App.Path & "\GFX\femalebodys.bmp", DDSD_player_body) > SetMaskColorFromPixel DD_player_body, 0, 0 > > ' Init legs ddsd type and load the bitmap > DDSD_player_legs.lFlags = DDSD_CAPS > DDSD_player_legs.ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_SYSTEMMEMORY > Set DD_player_legs = DD.CreateSurfaceFromFile(App.Path & "\GFX\femalelegs.bmp", DDSD_player_legs) > SetMaskColorFromPixel DD_player_legs, 0, 0 > End If > End If The gender system works off a number (0 or 1) as you probbably know. Still a great code, just needed some minor adjustments :P
  20. Locking this thread: the updated one is below this. USE THAT ONE!
  21. @dimx: > :cheesy: Yea i saw it and i was like wooo > > Sorry man i am looking for someone that has a little more experience with vb because i need to do some major editing to the source for the game. > > I made the Gui :P i rushed it, Because i didn't have time it will look 150% better for the release. > > Man that was Great we would love to have you on the team just sign up at the forums or do you have any way we can discus our plans. > > I have Edited the main post a little. No big bro. Good luck to you.
  22. Good news! Thanks to unnown's ambition after seeing a shaky code I had written, he churned out one of the features I was going to add to the source. Thank you unnown! Main post edited!
  23. Thanks unnown, you're a man of honor. No hard feeling about the war we had over the code the other day.
  24. I was just about to work on coding this. unnown, you're really on top of the game (literally).
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