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Squiddle

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Everything posted by Squiddle

  1. A mircicale? Not sure how to spell it; Like a Christmas Mirical.
  2. Love? That's Nightmare's Answer, not mine by the way…
  3. A Credit Card? It's always near somebody, but it can be nowhere near an ATM? BUt then it makes noises… EDIT: A memory?
  4. You must first use Sub CustomMenu, then you can use CustomMenuLabel.
  5. Sorry, that's still not what I mean. I want it to send those two variables with the packet, so that when the packet receives it, it can use those two variables in a calling of a Main.txt sub; in replace of the Index perimiter and a new one I added. Sorry if this confuses you still :S.
  6. Thanks, but will those three variables I wanted work in Packet_WarnMenu? *Edit* Ah, I see, you changed the code. But I still can't use my PlayerName and Reason variables in Packet_WarnMenu :(. And wouldn't that message line send to the warner, not the victim?
  7. Hi everyone! Well, I was trying to make it so that I could send a packet and include two different variables with them. Here's my SendData sub right now: ``` Dim WarnPacket As String PlayerName = frmWarn.txtPlayer.Text If frmWarn.txtReason.Text "" Then Reason = frmWarn.txtReason.Text Else Reason = "Reason Not Given" End If WarnPacket = "WARNSTART" & PlayerName & Reason & SEP_CHAR & END_CHAR Call SendData(WarnPacket) ``` So far that doesn't give me an error. I compile that, and then I go to my Server.vbp and go to my ModHandleData, and I have this underneath my Sub HandleData in order to receive that Packet: ``` Case "WarnStart" Call Packet_WarnMenu(Index) Exit Sub ```And this is my PacketWarnMenu(Index) That's mentioned above: ``` Public Sub Packet_WarnMenu(ByVal Index As Long) MyScript.ExecuteStatement "Scripts\Main.txt", "WarnPlayer " & Index & PlayerName & Reason End Sub ```When I try to compile that, I get a Compile Error! It hightlights this line: ``` MyScript.ExecuteStatement "Scripts\Main.txt", "WarnPlayer " & Index & PlayerName & Reason ``` It says "Variable Not Defined". So, I think it sends the two variables, but I'm doing something wrong when trying to Receive them.
  8. Squiddle

    Warning Button?

    I hope I can make it; so far so good. I'll post a tutorial on how to make it in the Tutorials/Snippets Board, but don't get your hopes up, as I mgiht not be able to do it either :S.
  9. Squiddle

    Warning Button?

    Hmmm, Let me try to make one, I'll try using snippets from the Item Editor, as it can save the Item's name and everything. I'll post back here if I can get it to work :)
  10. Squiddle

    Speed item price

    This is actually a pretty good idea. I'm going to use this! Great job :D.
  11. Eclipse.vbp > ModHandleData > Sub HandleData.
  12. :S. Where's Miguu when I need him? He has this in Lostica.
  13. No, both of those give the same problem as well :'(. Edit: Okay guys, I think I found the problem. The code itself is fine, but it needs to somehow REFRESH frm Mirage when the checkbox is clicked. If figured this out how you may ask? Well, in the first place the Checkbox was set to Checked, which means it should be Percent. But when it wasn't changing back to normal when I unchecked it, I tried to set it's default to Unchecked. So whatever it's checked as when the game starts, that's what it'll be.
  14. No, when I change it to "True/False" It doesn't work, and when I change it to 0 or 1 it produces the same error :(.
  15. Hi everyone! Well, I was trying to add this code, but for some reason it did not work :(. Now, I replaced this code from modHandleData: ``` frmMirage.lblEXP.Caption = Val(parse(6)) & " / " & Val(parse(5)) ``` With this: ``` If frmMirage.chkExp.Value = Checked Then Captionfix = Int(((Val(parse(6) * 100) / Val(parse(5))))) frmMirage.lblEXP.Caption = Captionfix & " %" Else frmMirage.lblEXP.Caption = Val(parse(6)) & " / " & Val(parse(5)) End If ``` As you can see, I want it so that when chkExp is checked, the EXP is shown in Percent, but when it's not checked, it will show Exp/NeededExp. For some reason, when I first log in it works (It starts out as Percentage as it should), but when I change the check box it doesn't change back to the Normal EXP view :(.
  16. Hi everyone! Well, I was trying to add another Checkbox to the Options menu inside of the frmMirage, Client Side (I'm learning Source =D). It works perfectly and everything, but I have two questions. 1\. How do I make the checkbox's background the same as the colour i defined in the Colours.txt, just like how all of the other ones are? I'm included a picture to show you what I mean. It's attached to the post. ~~2\. Can I make it so that the CheckBox starts out as UnChecked?~~ Nevermind, I just figured that one out… Thanks everyone =D.
  17. Squiddle

    Auto-Run

    Thanks, I might use this. Also, this actually taught me how to use Checkboxes in my games. Strange :S. Anyways, nice add :D.
  18. Is there a way to duplicate the frmMapEditor and edit out some of the things to make it a House Editor? Such as removing NPC's, making it always indoor, remove map warping and warp attributes, etc? That would solve the frmHouseEditor problem we have.
  19. In Kitten Online, you are allowed to customize your character using the Eclipse's built-in custom character editor. I was wondering, is there a way to see what kind of head or body or feet a character has? Thanks!
  20. Okay. But when I remove the Parenthesis', I get RTEs :(. Type Mismatch: "PutVar". Here's my Sub now: ``` Sub MenuScripts(Index, Clicked_Index, Menu_Type) Dim MenuTitle Dim FieldMessage MenuTitle = getplayermenuclicktitle(Index) FieldMessage = getplayermenuclickmsg(Index) AlchemyLevel = GetVar("Scripts\charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyLevel") NewAlchemyLevel = int(GetVar("Scripts\charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyLevel")) + 1 Select Case Menu_Type Case 1 If Clicked_Index = 0 Then EXPReward = int(GetVar("Scripts\charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyEXP")) + 10 If CanTake(Index, 16, 1) Then If CanTake(Index, 15, 1) Then If GetFreeSlots(Index) > 0 Then Call TakeItem(Index, 15, 1) Call TakeItem(Index, 16, 1) Call GiveCurrency(Index, 17, 1) Call PlayerMsg(index, "You made 1 Energy Potion!", YELLOW) Call BattleMsg(index, "You gained 10 Alchemy Experience Points!", WHITE, 0) Call PutVar("Scripts\charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyEXP", EXPReward) If int(GetVar("Scripts\charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyEXP")) >= GetVar("Scripts\AlchemyEXP.ini", "EXP", "Level" & AlchemyLevel) Then Call PutVar("Scripts\Charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyLevel", NewAlchemyLevel) Call PutVar("Scripts\Charextras\" & GetPlayerName(Index) & ".ini", "SKILLS", "AlchemyEXP", 0) Call BattleMsg(index, "You have gained a level in Alchemy!", YELLOW, 0) Call PlayerMsg(index, "You are now level " & NewAlchemyLevel & " in the Alchemy Skill!", YELLOW) Call SpellAnim(6, GetPlayerMap(Index), GetPlayerX(Index), GetPlayerY(Index)) End If Else Call PlayerMsg(index, "You need 1 free inventory slot to preform this action.", YELLOW) End If Else Call PlayerMsg(index, "You need Mew Berries to preform this action!", YELLOW) End If Else Call PlayerMsg(index, "You need a Jar of Honey to preform this action!", YELLOW) End If End If ```
  21. Hmmm, I don't quite know what the Int() does :(. You say you should wrap it around GetVar whenever the GetVar is involved with another variable or number?
  22. Are you using Eclipse 2.7?
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