Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

varinyc

Members
  • Posts

    184
  • Joined

  • Last visited

    Never

Everything posted by varinyc

  1. yeah, I think there's places throughout code where item values and stuff are still being called as integers ^_^ And how did you make your converter, x__x i kind of wish i had one for GodLord's snippet. seeing as all 50 of my shops use that one x____x
  2. That should be in the client side game loop, and only for one person (the person using that client) since it will be in every client when you pass the game out, every player who play will get checked. ^_^ So take that, and forget the For loop and you should be fine. I'm pretty sure at least .__. EDIT: Kimimaru's Idea would work better, two posts below.
  3. the SetPlayerSTR finds the STR that is saved for that player the GetPlayerSTR finds what that player is AND adds all the armor/weapons to it. If you want to add to the base and NOT what it is after your code should be this: ``` Call SetPlayerSTR(Index, Player(Index).Char(Player(Index).CharNum).STR +10) ``` I think. ^_^
  4. Not a "bug" but certainly something worth taking a small amount of time to look at, would be that 2-handed weapons tend to be big, and on a 32x32 character (maybe even 64 x 32) there is not many ways of making a PD weapon for every Direction other than to keep the weapon on the player's back. So if their weapon was made as a 2H in the drop down, that should allow the weapon's Up direction to Blt last, and the Down direction to Blt first (which would just be reversed to what it is now). Just a suggestion.
  5. No the Paperdoll Is correct, I looked at the code. It was Blting head first then body then legs. Which in 32x32 (at least in mine) is hair, body, outfit. Meaning that the outfit worn would cover up the hair. Hair/head should be Blt last. ===== Custom sprites/paperdoll are too in character creation, The picture frames overlap each other in that white rectangular box. I have never used the Sprites.bmp for my game characters, only monsters. ===== I have looked at every problem listed more than once. I've tried replicating the problem, but it only comes about randomly. I was trying to sell an item marked as a key one time that said i could not trade worn items, another time it was a magic scroll.
  6. I have stumbled on a few (on what I think would be considered) Bugs, I have a horrible time remembering things so I'll edit this post when I run across them again, or I remember them all but here goes. This is all I can remember from the client side so far… The blt layering is off for 32x32 paperdoll, It blts hair, then body, then legs which should be body, legs, hair. so that the hair doesn't get cut off by the armor. frmArena the map bar, for some reason won't go higher than 255, although I cannot figure out what is preventing it from going further. I assume something is set to a byte somewhere, but i cannot figure it out. On the character creation screen, the images for the 32x32 paperdoll are too scrunched together, each part gets cut off by the one below it. Player chat, if someone disconnects while chatting, the window will not close for the other person since the packet to end cannot be sent, or something like that. Bltarrow, the whole arrow check process takes place almost completely client side so that packet editors can lie about targeting and locations. I don't know exactly how it worked, but they seems to attack monsters by radius and no longer the arrow path, as well as targeting would move on to the next monster in range. The new player movement fix also take place mostly client side as well, and packet editable to where a player could feed different coordinates to the server and warp over blocked tiles, and I think even maps. x___x What i did was (since i had to count in lag) was check every movement over 3 and if there was a block in the middle then they'd get booted. It's not very efficient but it works for me ^_^ The item editor won't use a spell that's over 255, like the Arena though I couldn't figure it out. Also, I don't know if it's just me, but I cannot seem to change the physical appearance of some of the item editor. I've tried moving stuff around, saving, compiling, repeating, but when I run it's the same... I haven't looked into this much but it seems that players randomly cannot sell some of their items because they are "worn" when they're not even that type of item... such as a potion maybe. (32x32) Paperdolled items that are equipped/worn, when you log off and then back on, randomly decide to paperdoll at the top of the sheet sometimes. Sometimes when players lose connection they're "still logged in" to the game and cannot log back in till another person either restarts the server or kicks them. All I did was make the multi-logging message kick the person, thus removing both the connections. Minus-stat tiles don't work....but I do think I saw a fix on the forum somewhere... so nvm... #_# The Castspell sub is a mumbo-jumbo piece of... i have no clue. I'm using Kimimaru's, with quite a few changes to it still. One of which is passing over players on Area of Effect spells... not ending the sub completely when a guild member or whatnot is in the way... and no, a guild check was not in, I added that as well =D .___. that's all i can remember right now.
  7. @Scorpious2k: > I am curious about this problem. Has anyone else had it? Is it a "known" problem? Only "problem" with FMOD that I've had is trying to loop music from a URL, It freezes the game. but that may just be me o.0?
  8. I don't know about you, but i think the Sub HP, Sub MP, and Sub SP shouldn't be use-able on yourself. I also noticed that there's checks missing, like if the player is in a guild and whatnot. o.o But awesome work on cleaning this sub up =D
  9. @Soroki: > Actually I wasn't looking for that at all. I read what the other user was looking for. I was inquiring about changing other attributes such as length of item names. > > Example: > Note the line "NAME_LENGTH", I was asking if simply changing "NAME_LENGTH" would work the same way as the map name, or if something different needed to be done. Please read what I wrote, as simple as it was. > > D: Oh dear, I didn't see the change in users asking questions x____x whoops.
  10. @Soroki: > How does it work? I noticed instead of a number in the Type for NPCs and items, it has NAME_LENGTH or something like that. Do i replace that with numbers? > > EDIT:BUMP. Need an answer. Thank you. What you are looking for is this or something similar In ModTypes: ``` Type MapRec name As String * 20 Revision As Integer Moral As Byte Up As Integer Down As Integer Left As Integer Right As Integer music As String BootMap As Integer BootX As Byte BootY As Byte Shop As Integer Indoors As Byte Tile() As TileRec Npc(1 To 15) As Integer SpawnX(1 To 15) As Byte SpawnY(1 To 15) As Byte owner As String scrolling As Byte Weather As Integer End Type ``` You want to edit this: ``` Name as String * 20 ``` Change the number 20 to what you want the Length to be. It has to be done BOTH client side and server side… Note: Read what Kimimaru Said please =D
  11. varinyc

    FMOD Question

    Would anyone happen to know how to Change FMOD to allow PLS playback o.0?
  12. **Server Side** If GetPlayerName(index) msgSender Then Call HackingAttempt(index, "Email Modification") Exit Sub End If _ModHandleData_ This needs to go in all of the Email Packet Subs, It prevents people from Packet Editing to spoof Emails. Change the red according to what sub it's in. =============================== **Client Side** Change the txtbody for writing new messages so that Multi-line = false
  13. varinyc

    Blt Name Colors

    After a bit of tweaking I've gotten the color to stay on the player indefinitely. Unfortunately only THE client that made the change can see it. I did try taking out the Exit Subs, They didn't seem to help, but I've left them out anyways. Also this is the only Code I've edited: Client Side > ModGameLogic > HandleKeyPresses > Commands Area: ``` If LCase$(Mid$(MyText, 1, 9)) = "/setcolor" Then Dim C As String C = Mid$(MyText, 11, 10) Select Case C Case "aura" If GetPlayerName(MyIndex) = "Aura" Then Player(MyIndex).color = 1 End If Case "ai5" If GetPlayerGuild(MyIndex) = "AI" Then Player(MyIndex).color = 2 End If Case "ai4" If GetPlayerGuild(MyIndex) = "AI" Then Player(MyIndex).color = 3 End If Case "ai3" If GetPlayerGuild(MyIndex) = "AI" Then Player(MyIndex).color = 4 End If Case "ai2" If GetPlayerGuild(MyIndex) = "AI" Then Player(MyIndex).color = 5 End If Case "normal" Player(MyIndex).color = 6 Case "helba" If GetPlayerName(MyIndex) = "Helba" Then Player(MyIndex).color = 7 End If Case "eu" If GetPlayerGuild(MyIndex) = "Epitaph" Then Player(MyIndex).color = 8 End If Case "original" If GetPlayerName(MyIndex) = "Aryth" Or GetPlayerName(MyIndex) = "Darkana" Or GetPlayerName(MyIndex) = "varinyc" Then Player(MyIndex).color = 9 End If Case "staff" If GetPlayerAccess(MyIndex) > 0 Then Player(MyIndex).color = 10 End If Case "ai1" If GetPlayerGuild(MyIndex) = "AI" Then Player(MyIndex).color = 11 End If Case "omega" If GetPlayerLevel(MyIndex) >= 60 Then Player(MyIndex).color = 12 End If Case "power" If GetPlayerLevel(MyIndex) >= 99 Then Player(MyIndex).color = 13 End If Case "admin" If GetPlayerAccess(MyIndex) > 4 Then Player(MyIndex).color = 14 End If Case "npc" If GetPlayerAccess(MyIndex) > 4 Then Player(MyIndex).color = 15 End If Case "legends" If GetPlayerGuild(MyIndex) = "Legends" Then Player(MyIndex).color = 16 End If Case "clear" If GetPlayerAccess(MyIndex) > 4 Then Player(MyIndex).color = -1 End If End Select Exit Sub End If ``` And then this was placed at the beginning of BltPlayerName: ``` If Player(Index).color 0 Then If Player(Index).color > 16 Then Exit Sub Else color = QBColor(Val(Player(Index).color)) End If Else ' Check access level If GetPlayerPK(Index) = NO Then color = QBColor(Val(Player(Index).color)) Else color = QBColor(BRIGHTRED) End If End If ```
  14. varinyc

    Blt Name Colors

    I can't say I didn't learn something ^_^ But my problem is a bit different than that. this is the command that I've coded in order to have optional name color changes. My game is kind of .hack based lol no teasing me. ``` If LCase$(Mid$(MyText, 1, 9)) = "/setcolor" Then Dim C As String C = Mid$(MyText, 11, 10) Select Case C Case "aura" If GetPlayerName(MyIndex) = "Aura" Then Call SetPlayerNameColor(MyIndex, 1) End If Exit Sub Case "ai5" Call SetPlayerNameColor(MyIndex, 2) Exit Sub Case "ai4" If GetPlayerGuild(MyIndex) = "AI" Then Call SetPlayerNameColor(MyIndex, 3) End If Exit Sub Case "ai3" If GetPlayerGuild(MyIndex) = "AI" Then Call SetPlayerNameColor(MyIndex, 4) End If Exit Sub Case "ai2" If GetPlayerGuild(MyIndex) = "AI" Then Call SetPlayerNameColor(MyIndex, 5) End If Exit Sub Case "normal" Call SetPlayerNameColor(MyIndex, 6) Case "helba" If GetPlayerName(MyIndex) = "Helba" Then Call SetPlayerNameColor(MyIndex, 7) End If Exit Sub Case "eu" If GetPlayerGuild(MyIndex) = "Epitaph" Then Call SetPlayerNameColor(MyIndex, 8) End If Exit Sub Case "original" If GetPlayerName(MyIndex) = "Aryth" Or GetPlayerName(MyIndex) = "Darkana" Or GetPlayerName(MyIndex) = "varinyc" Then Call SetPlayerNameColor(MyIndex, 9) End If Exit Sub Case "staff" If GetPlayerAccess(MyIndex) > 0 Then Call SetPlayerNameColor(MyIndex, 10) End If Exit Sub Case "ai1" If GetPlayerGuild(MyIndex) = "AI" Then Call SetPlayerNameColor(MyIndex, 11) End If Exit Sub Case "omega" If GetPlayerLevel(MyIndex) >= 60 Then Call SetPlayerNameColor(MyIndex, 12) End If Exit Sub Case "power" If GetPlayerLevel(MyIndex) >= 99 Then Call SetPlayerNameColor(MyIndex, 13) End If Exit Sub Case "admin" If GetPlayerAccess(MyIndex) > 4 Then Call SetPlayerNameColor(MyIndex, 14) End If Exit Sub Case "npc" If GetPlayerAccess(MyIndex) > 4 Then Call SetPlayerNameColor(MyIndex, 15) End If Case "legends" If GetPlayerGuild(MyIndex) = "Legends" Then Call SetPlayerNameColor(MyIndex, 16) End If Exit Sub End Select Exit Sub End If ``` And here is what I put for the blt: ``` If GetPlayerPK(Index) = NO Then Select Case GetPlayerNameColor(Index) Case 0 color = QBColor(BROWN) Case 1 color = QBColor(BLUE) Case 2 color = QBColor(GREEN) Case 3 color = QBColor(CYAN) Case 4 color = QBColor(RED) Case 5 color = QBColor(MAGENTA) Case 6 color = QBColor(BROWN) Case 7 color = QBColor(GREY) Case 8 color = QBColor(DARKGREY) Case 9 color = QBColor(BRIGHTBLUE) Case 10 color = QBColor(BRIGHTGREEN) Case 11 color = QBColor(BRIGHTCYAN) Case 12 color = QBColor(BRIGHTRED) Case 13 color = QBColor(PINK) Case 14 color = QBColor(YELLOW) Case 15 color = QBColor(WHITE) Case 16 color = QBColor(BLACK) End Select Else color = QBColor(BRIGHTRED) End If ``` The color CHANGES as it should, but it never stays, it reverts back to brown… and apparently only the client that changed it can see the change at all... I'm missing something on the server side i suppose but i haven't a clue what... I've already got the Value NameColor to be stored the character sheets..
  15. varinyc

    Blt Name Colors

    I'm trying to edit my source code so that all players start off with their names as brown, that includes the people of higher access. along with it being an option of changing your name to your specific access' color or a color of an access level below it. I found where it BLTed colors of names and how it was based upon access, and changed it to GetPlayerNameColor(index) I created the sub for set* and the function for get* just beside the access' ones so i could remember where they were located. But this line of code confuses me: GetPlayerAccess = Player(Index).Access How is ".access" made or where does it come from? I can't really seem to find it, and just trying to mimic it with .NameColor obviously didn't work lol. Any Help?
  16. @[GrimTechâ„¢: > Skillzalot link=topic=50294.msg527417#msg527417 date=1250721378] > This is looking pretty epic. Do you have it so you can mail items to people. And a Cash on delivery option where you send items then the receiver accepts to pay then it automatically sends the money to the other person X_X Do I? no… not really... SHOULD I? oh yes, that sounds pretty epic. Basically a delayed trading method then? I'll see to that right after I finish guild mail and admin mail.
  17. YAY! Go Ahead, I don't mind. I'm working on adding a Mail all admins, and Mail all Guild Members. and yeah, I don't like the button either… I don't know why I did that.
  18. @Rose: > Yes, and it's been fixed, reduced in code and added to Eclipse Galaxy ^^. lawl, your posts make me laugh… no reason. btw, What was fixed and reduced? o.o i'm super curious PS: besides the lack of a gui, doesn't it look SHMEXY?
  19. I think that This should be good for people ^_^ Unless a bug is found, or someone wants something added…. or maybe if it's used at all :/ lol I've had no problems, and the only thing I can think of to add is a GUI, buuut i suck at those things.
  20. @Jawzpro: > or could someone just compile this and save it as a project file eclipse.vbp please and gimme a link to download Not from 2.7 I wouldn't. I recommend you go download Eclipse Stable, and put it in yourself. You'll find that this will work in there :D ================================================= Update: - Download and replace your frmInbox.frm - grab the 2 images for the frmMirage.cmdMail button (set the button style to 1) - Replace all your current code in it's proper locations with what I have up in the first post. Added a completely new and better layout, but no GUI yet… Added an Outbox to compliment the Inbox. The whole thing is less confusing to use.
  21. @[SB: > Damian666 link=topic=50294.msg525762#msg525762 date=1250528038] > lolol, just fix teh GUI, maybe look at teh one i send ya, and go from there. > > its a game mailbox, no email XD > > Damian666 I think this new layout will be very suprising to you, ^_^
  22. @Rose: > You may want to add a delete after 3 days or whatever option, like if the person gets tons of mail and doesn't want to see it all everytime.. or add check boxes and a delete button. :3 Hmmm, maybe, but working with multiple anything, or timed anything, is tedious. So I might after I get some other things done first. In the meantime, I recommend sticking with Gmail… XD jk jk
  23. @Rose: > Or you could add an exit confirmation if its accidentally clicked, especially if you're in the middle of a message. o.o Okee dokee. @[SB: > Damian666 link=topic=50294.msg525734#msg525734 date=1250524653] > yep, nice one mate ^^ > > now for that GUI XD > > and maybe when you send a message, close the box? > dunno about that one though, what if ya wanna send more then one… > > i don't know, forget it XD o_0 Then Send Message button already has Unload Me in it.
  24. @Rose: > You have forgotten the almighty outbox! That'd be a simple helpful function. @_@ I really totally forgot that! wow…. yeah, my layout sucks, so I'll work on that inclusion while tinkering with things.
  25. [Update]The following allows for a new message sound: Client side > ModHandleData > Find Play Sound Packet > Place this code in with the other case sound options: ``` Case "newmsg" Call PlaySound("magic18.wav") ``` Server Side > ModHandleData > Find the following: ``` If Unread > 0 Then Call BattleMsg(Index, "You Have " & Unread & " New Message!", BRIGHTRED, 0) End If ``` replace with: ``` If Unread > 0 Then Call BattleMsg(Index, "You Have " & Unread & " New Message!", BRIGHTRED, 0) Call SendDataTo(Index, "sound" & SEP_CHAR & "newmsg" & END_CHAR) End If ```
×
×
  • Create New...