damian666
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Posts posted by damian666
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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
``` -
no offence mate, but if you would have read, you would have seen he has 200+ maps, so thats no option ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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yeah sorry, but if you dont get that, i cant explain it either xd
my offer stands, but if you dont wanna give out your files, i understand ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) -
atleast i found my 18+ threads xd
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k, that should be easy ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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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) -
it has a step counter? i never saw that xd
how would that work, step +1 on every step, or only on spawn tiles?
would it reset after every encounter? -
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)
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> 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 -
> /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 :-) -
> 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) -
```
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) -
to late :-)
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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 -
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… -
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 -
your choice, its nice if you do, but hee… xd
i would live if you didnt ^^ -
well, tell me one that has it based on EO 2.0 then? ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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hmm… looks familiar? xd
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dumbass kid thinks he can steal the show with his amazing gfx powerz xd
busted ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) -
little bit? xd he just removed the text etc xd
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> what for i can sell complete pokemon sytem for? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
ill make 1 for 100 bucks. no joke. -
yeah, that would help a lot ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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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)
Run Time error "9" - Animation Layers
in Q & A
Posted