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damian666

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Posts posted by damian666

  1. hmm, i just went ahead and took a looksie at the converter, did you make this?

    ```

    ' Layers in a map

    Public Enum OldMapLayer

    Ground = 1

    Mask

    Mask2

    Fringe

    Fringe2

    ' Make sure Layer_Count is below everything else

    Layer_Count

    End Enum

    ' Layers in a map

    Public Enum MapLayer

    Ground = 1

    Mask

    Mask2

    Fringe

    Fringe2

    MaskAnim

    FringeAnim

    ' Make sure Layer_Count is below everything else

    Layer_Count

    End Enum

    ```
  2. well, if you still have a OLD server, i could try for you, no promises though…

    i need old server with old maps, and source code ofcourse, else i cant get it done period .

    basicly what you do, is load the old maps with the old way, because that doesnt error, but you modify the server to store the maps in the new way.

    then you turn it off, modify the loading also to the new way, and in theory, it should work ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  3. i believe that there was a easy solution, you keep the loading of maps to the old way, but save the maps with the new way, then you shut it down, and also make the loading the new way, then it should work, you let the server convert it sort of speak ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  4. > well a problem I see right off the bat is that with the equations, the very rare encounter is literally impossible. your Y will equal .666666, however your range for your Z is 1-100, so Z will never be less than Y. Even your very common encounter has only a 5.33% chance of it triggering. Either you will have to play with the forumlas, or you can take a stepcount into it. Make a step counter and use something like
    >
    > ```
    >
    > Y = Format(100 / (187.5 / 1.25) * 1, "0.00") + (GetPlayerStepCount(index)*.05)
    >
    > ```
    >
    > I wouldn't do it EXACTLY like that, I would put a cap on it so you can't go above, say, 35% chance of an encounter.

    yes, i see what you mean ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

    i want it to be close to the real games, so i wont do a step counter, this is just something to run when stepped on spawntile.

    yours doesnt generate the right feeling either General, i think i am a bit stuck xd
  5. > /yawn. Already told this guy how to implement it using the algorithm he shared.

    yes you did, and then I asked for some extra info, which I didn't get /yawn

    thanx guys, I'll check your info and code. it seems harder then I thought to get a working, accurate function :-)
  6. > Darn, oh well. Congratulation Damian, I can vouch for you because you have helped me before when I started with eclipse.

    thanx mate ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    its not the lack of guild system, but the lack of coding i believe scot ^^

    i ofcourse used your one, im not gonna reinvent the wheel ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    although i used to have a larger one, custom for pokemon game, yours works very well ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    besides, i think i did it very nice and quick for not much money ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  7. ```

    Public Sub CheckSpawn(ByVal Index As Long, ByVal SpawnType As Byte)

    Dim Y As Double, Z As Long

    Y = Format(100 / (187.5 / 1.25) * 1, "0.00")

    Z = rand(1, 100)

    If Z <= Y Then

    PlayerMsg Index, "very rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    Y = Format(100 / (187.5 / 3.33) * 1, "0.00")

    If Z <= Y Then

    PlayerMsg Index, "rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    Y = Format(100 / (187.5 / 6.75) * 1, "0.00")

    If Z <= Y Then

    PlayerMsg Index, "semi-rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    If Z <= Y Then

    Y = Format(100 / (187.5 / 8.5) * 1, "0.00")

    PlayerMsg Index, "common encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    If Z <= Y Then

    Y = Format(100 / (187.5 / 10) * 1, "0.00")

    PlayerMsg Index, "very common encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'no encounter

    PlayerMsg Index, "no encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    End If

    End If

    End If

    End If

    End If

    End Sub

    ```

    i dunno man, it does'nt spawn much this way, not even common ones, but perhaps i misunderstood, so check the above code ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  8. i thought about that, but as i said in first post, i have no clue how to get it in vb6

    anyway, the calculation i have up there doesnt work anyway, so select case wont help with that, its just faster then if then's ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    as it goes now, its always a rare encounter, it doesnt even get to common or very common xd
  9. thanx for replying mate, I'll test that out in a sec.

    next problem I have is the different spawn rates, how would I check if its a rare or common encounter?

    and care to explain why its 200 and not 100, that way I understand the code, instead of just copy paste :-)

    ```

    Dim Y As Long, Z As Long

    'Y = Format(Rnd * 200, "0.00")

    Y = Random(1, 200)

    'Z = Format(18.75 / 1.25, "0.00")

    Z = 187.5 / 1.25

    If Y >= Z Then

    PlayerMsg Index, "very rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'Z = Format(18.75 / 3.33, "0.00")

    Z = 187.5 / 3.33

    If Y >= Z Then

    PlayerMsg Index, "rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'Z = Format(18.75 / 6.75, "0.00")

    Z = 187.5 / 6.75

    If Y >= Z Then

    PlayerMsg Index, "semi-rare encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'Z = Format(18.75 / 8.5, "0.00")

    Z = 187.5 / 8.5

    If Y >= Z Then

    PlayerMsg Index, "common encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'Z = Format(18.75 / 10, "0.00")

    Z = 187.5 / 10

    If Y >= Z Then

    PlayerMsg Index, "very common encounter!", BrightRed

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    Else

    'no encounter

    PlayerMsg Index, "Y = " & Y, BrightGreen

    PlayerMsg Index, "Z = " & Z, BrightGreen

    End If

    End If

    End If

    End If

    End If
    ```

    this is what i currently have…
  10. i was recently looking over my old pokemon game, and find the encounter code not very accurate.

    so i went to look for a good one online, and cant find one xd

    bulbapedia has this:

    ```

    Determining the rate of encounter

    The rate of Pokémon encounter is determined from a simple mathematical formula:

    1 in (187.5 / ( x )) per step

    Let x equal the a value which determines how rare the Pokémon is. The higher the encounter rate, the more common the Pokémon is.

    Encounter-rate table

    Encounter type / Encounter rate

    Very common / 10

    Common / 8.5

    Semi-rare / 6.75

    Rare / 3.33

    Very rare / 1.25

    ```

    but i cant get my head around the way i would put this in vb6.

    so any help would be apriciated ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    Dami
  11. perhaps its a jpg, and since that tends to have minute differences, it wont work? just thinking ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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