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Allow

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  1. Old Eclipse had following features that were good and when I'm developing example game now I need them: 1\. No bow/gun/ranged weapon and arrows support, mean for me class Hunter can't be done :/ 2\. How to set starting position for a class or all players to another from default? 3\. Stats per lvl for class or global 4\. Notification signs on maps 5\. SadScript Scipting 6\. IDK really it was there before because old Spell System was a crap and I dont used it, now its good but it don't have something like spell type SubHP&SubMP in one spell, we have to make 2 spells with different effects. 7\. [New in EO] Cant edit names of Tools of Resources gathering. I know everything CAN be programmed but I dont know a lot of VB6 yet :S But maybe I can't do it only? Anyone can explain me where to find that ones if exists?
  2. Allow

    Cannot compile

    Still don't work. Maybe I have to reinstall Runtime libraries?
  3. Allow

    Cannot compile

    I downloaded and replaced and registered comctl32.ocx but still have this error. Maybe Portable VB6 [by NTS] have error but with server it works fine
  4. Can you upload to another mirror? On filefactory are limits and on mediafire is error :/
  5. Allow

    Cannot compile

    Any suggestions? Because i don't know what to do with it… When I overwrite frmMirage.frm, frmMirage.frx and modText.bas with new it tells me to refer attached file.
  6. Allow

    Cannot compile

    Error says: > Compile error: > Method or data member not found > |Ok| |Help|
  7. Allow

    Cannot compile

    Error i modText.bas when compiling in: ``` Public Sub AddText(ByVal Msg As String, ByVal color As Integer) frmMirage.txtChat.SelStart = Len(frmMirage.txtChat.Text) frmMirage.txtChat.SelColor = QBColor(color) frmMirage.txtChat.SelText = vbNewLine & Msg frmMirage.txtChat.SelStart = Len(frmMirage.txtChat.Text) - 1 If frmMirage.chkAutoScroll.Value = Unchecked Then frmMirage.txtChat.SelStart = frmMirage.txtChat.SelStart End If End Sub ``` in this line: > frmMirage.txtChat.SelStart = Len(frmMirage.txtChat.Text)
  8. Allow

    Spells don't work

    How to get this fix?
  9. Allow

    Spells don't work

    I've added spell and learned it but can't cast. I don't know why i can't I made a spell: Death(SubHP) Vital mod 4 No element Spell Id: I gave 5 but it resets all the time i hit Save Spell to 0 I have req class and MP. What's wrong?
  10. How to modify Eclipse 2.7/Elysium Diamond source code for isometric game: -moving -map editor -isometric tiles (64x32) -~~and moving map in the moment of walking like in this ver. of Eclipse [http://www.freemmorpgmaker.com/nopaperdoll4.50.zip](http://www.freemmorpgmaker.com/nopaperdoll4.50.zip)~~ Can anyone post links to related topics or wrote in this how? Because I can't find anywhere that :confused: I've found this code in Elysium: ``` Sub ProcessMovement(ByVal Index As Long) ' Check if player is walking, and if so process moving them over If Player(Index).Moving = MOVING_WALKING Then If Player(Index).Access > 0 Then Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - GM_WALK_SPEED If Player(Index).YOffset = 0 Then Player(Index).Moving = 0 Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - GM_WALK_SPEED If Player(Index).XOffset = 0 Then Player(Index).Moving = 0 End Select Else Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - WALK_SPEED If Player(Index).YOffset = 0 Then Player(Index).Moving = 0 Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - WALK_SPEED If Player(Index).XOffset = 0 Then Player(Index).Moving = 0 End Select End If End If ' Check if player is running, and if so process moving them over If Player(Index).Moving = MOVING_RUNNING Then If Player(Index).Access > 0 Then Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - GM_RUN_SPEED If Player(Index).YOffset = 0 Then Player(Index).Moving = 0 Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - GM_RUN_SPEED If Player(Index).XOffset = 0 Then Player(Index).Moving = 0 End Select Else Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - RUN_SPEED If Player(Index).YOffset = 0 Then Player(Index).Moving = 0 Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - RUN_SPEED If Player(Index).XOffset = 0 Then Player(Index).Moving = 0 End Select End If End If End Sub Sub ProcessNpcMovement(ByVal MapNpcNum As Long) ' Check if npc is walking, and if so process moving them over If MapNpc(MapNpcNum).Moving = MOVING_WALKING Then Select Case MapNpc(MapNpcNum).Dir Case DIR_UP MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset - WALK_SPEED Case DIR_DOWN MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset + WALK_SPEED Case DIR_LEFT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset - WALK_SPEED Case DIR_RIGHT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset + WALK_SPEED End Select ' Check if completed walking over to the next tile If (MapNpc(MapNpcNum).XOffset = 0) And (MapNpc(MapNpcNum).YOffset = 0) Then MapNpc(MapNpcNum).Moving = 0 End If End If End Sub Sub ProcessPetMovement(ByVal PetNum As Long) ' Check if pet is walking, and if so process moving them over If Player(PetNum).Pet.Moving = MOVING_WALKING Then Select Case Player(PetNum).Pet.Dir Case DIR_UP Player(PetNum).Pet.YOffset = Player(PetNum).Pet.YOffset - WALK_SPEED Case DIR_DOWN Player(PetNum).Pet.YOffset = Player(PetNum).Pet.YOffset + WALK_SPEED Case DIR_LEFT Player(PetNum).Pet.XOffset = Player(PetNum).Pet.XOffset - WALK_SPEED Case DIR_RIGHT Player(PetNum).Pet.XOffset = Player(PetNum).Pet.XOffset + WALK_SPEED End Select ' Check if completed walking over to the next tile If (Player(PetNum).Pet.XOffset = 0) And (Player(PetNum).Pet.YOffset = 0) Then Player(PetNum).Pet.Moving = 0 End If End If End Sub ``` and ``` Sub CheckMovement() If GettingMap = False Then If IsTryingToMove Then If CanMove Then ' Check if player has the shift key down for running If ShiftDown Then Player(MyIndex).Moving = MOVING_RUNNING Else Player(MyIndex).Moving = MOVING_WALKING End If Select Case GetPlayerDir(MyIndex) Case DIR_UP Call SendPlayerMove Player(MyIndex).YOffset = PIC_Y Call SetPlayerY(MyIndex, GetPlayerY(MyIndex) - 1) Case DIR_DOWN Call SendPlayerMove Player(MyIndex).YOffset = PIC_Y * -1 Call SetPlayerY(MyIndex, GetPlayerY(MyIndex) + 1) Case DIR_LEFT Call SendPlayerMove Player(MyIndex).XOffset = PIC_X Call SetPlayerX(MyIndex, GetPlayerX(MyIndex) - 1) Case DIR_RIGHT Call SendPlayerMove Player(MyIndex).XOffset = PIC_X * -1 Call SetPlayerX(MyIndex, GetPlayerX(MyIndex) + 1) End Select ' Gotta check :) If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex)).Type = TILE_TYPE_WARP Then GettingMap = True End If End If End If End If End Sub ``` Is it for movement?
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