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Wilauzaz

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Posts posted by Wilauzaz

  1. Hello, i am really happy to finds engine that is THIS easy to use. You have made my day ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) However, i found a bug. In the event system, when for recipe you make the item "x" to need 1 of item Y and 3 of item Z it works fine IF items are stackable. However, if any of the items needed to craft item X are not stackable, the even just takes ALL of them. How do i fix this u bug? Thanks! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
  2. Problem:

    In event system, i set it so item 1 + item 2 = item 3.

    @Branch would you like to make item 3?

    @Checks for item 1

    @Check for item 2

    @Takes away item 1

    @Takes away item 2

    @Gives player item 3.

    However, it takes away ALL of item 1 and item 2, and gives player ONE of item 3.

    How can i fix this?
  3. Okay, i know there are a lot of suggestions, but i would really expect to see two things: multiple drops on NPC's and multiple items required to buy something in stores. I think this should be in default engine. The gui changed, an so the regular tutorials can't really be optimised for the version, and both things are really vital to any rpg…

    Just my opinion ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
  4. > delete all map files client side

    Still same error ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)

    EDIT: Found problem - delete files from both, server AND client, and dont login with the same account that was provided with the engine (aaa), somehow its bugged. Works properly now.
  5. **Major bugs, needs fixing badly!**

    + The shop won't accept any currency, just gold. You can set a shop, but it won't "understand" that you have the item needed in your inventory. E.g. the shop sells egg for 2 wood. Even if you have 2 wood - you won't be able to buy the egg from the shop. And you will always be able to sell it for gold, lol.

    + **This is really big bug. Now this is how i found it.**

    **There are 2 items that you can mined: tin and copper. Create an event, that would ask if you want to smelt the bronze bar or not. Now, if you choose to smelt the ingot, make it check if you have both materials. After checking it, make it check again, only this time take away copper and tin after each check. (The first step prevents the loss of first material, if player dosen't have second one).** **After that - give player 1x bronze bar. Everything seems ok.**

    **Not really. If you come to even**t, **and keep on pressing CTR****L while pressing on the option to "smelt the bronze ingot", and will keep on pressing CTRL for like 5 seconds you will have full inventory of bronze ingots, even though you had only 1 of each ore.**

    Sorry for a really complicated explanation - english is not my mother language :/
  6. EDIT2: Now that i think of it, i might have posted in the wrong sub forum ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png) Dang it, im so distracted…

    Hello Eclipse community ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) I've been on forums for quite some time, just checking and trying to learn some basic stuff. Right now i am working with a balancig system, and i find troubles with it :|

    I would really like to make the ammout of damage done by a spell to be calculated by base damage (spell.Vital), casters int and **enemys** agility (for e.g.). Like, base damage + casters int in %'s and - defenders agility in %'s. I was able to make a pretty nice balance in armour/meele weapons, but spells just wont work. I can't seem to find the code for how is magic damage calculated :/ Is there anyone who can help?

    EDIT: I can make the first two, but i cant seem to find a way to create code for calculating victims agility.

    Also, is there a way to create different "types" of spells. So some of them would be calculated by formula 1 and the other category, by formula 2 ? ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Im only learning coding, and it's kinda hard for me to create a certain code from scratch :|

    Anyways, thanks in advance! and sorry for mistakes i may have made - English is not my mother tongue :|
  7. @Beanie93:

    > Yes, you open the project files, then click the Save icon, or go to File -> Save.
    > So your changes make effect, you need to write the .EXE. To do so, go to File -> Make namehere.exe
    >
    > About that "Source Secure" thing, I don't have a clear idea, never happened to me.

    So each time i add/edit anything in the script, i save it, **then** make the name.exe and launch it, right? :)
  8. This is really  great thing to have in a server, however im new to this and im trying to find the last "end select" in the **HandleUseItem** to insert this:

    >! Case ITEM_TYPE_RECIPE
                    ' Get the recipe information
                    Item1 = Item(GetPlayerInvItemNum(Index, InvNum)).Data1
                    Item2 = Item(GetPlayerInvItemNum(Index, InvNum)).Data2
                    Result = Item(GetPlayerInvItemNum(Index, InvNum)).Data3

                    ' Perform Recipe checks
                    If Item1 <= 0 Then
                        Call PlayerMsg(Index, "This is an incomplete recipe…", White)
                        Exit Sub
                    End If

                    If Item2 <= 0 Then
                        Call PlayerMsg(Index, "This is an incomplete recipe...", White)
                        Exit Sub
                    End If

                    If Result <= 0 Then
                        Call PlayerMsg(Index, "This is an incomplete recipe...", White)
                        Exit Sub
                    End If

                    If GetPlayerEquipment(Index, Weapon) <= 0 Then
                        Call PlayerMsg(Index, "You don't have the proper tool equipped!", White)
                        Exit Sub
                    End If

                    If Item(GetPlayerEquipment(Index, Weapon)).Tool = Item(GetPlayerInvItemNum(Index, InvNum)).ToolReq Then
                        ' Give the resulting item
                            If HasItem(Index, Item1) Then
                                If HasItem(Index, Item2) Then
                                    Call TakeInvItem(Index, Item1, 1)
                                    Call TakeInvItem(Index, Item2, 1)
                                    Call GiveInvItem(Index, Result, 1)
                                    Call TakeInvItem(Index, GetPlayerInvItemNum(Index, InvNum), 0)
                                    Call PlayerMsg(Index, "You have successfully created " & Trim(Item(Result).Name) & ".", White)
                                Else
                                    Call PlayerMsg(Index, "You do not have all of the ingredients.", White)
                                    Exit Sub
                                End If
                            Else
                                Call PlayerMsg(Index, "You do not have all of the ingredients.", White)
                                Exit Sub
                            End If
                        Else
                            Call PlayerMsg(Index, "This is not the tool used in this recipe.", White)
                            Exit Sub
                        End If

    Basicaly what i have in the whole **modhandledata** is

    >! End Sub
    >! ' :::::::::::::::::::::
    ' :: Use item packet ::
    ' :::::::::::::::::::::
    Sub HandleUseItem(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
    Dim invNum As Long
    Dim Buffer As clsBuffer

        ' get inventory slot number
        Set Buffer = New clsBuffer
        Buffer.WriteBytes Data()
        invNum = Buffer.ReadLong
        Set Buffer = Nothing
    Dim Item1 As Long
        Dim Item2 As Long
        Dim Result As Long
    >!     UseItem Index, invNum
    >! End Sub
    ___________________________________________
    ' ::::::::::::::::::::::::::
    ' :: Player attack packet ::
    ' ::::::::::::::::::::::::::
    Sub HandleAttack(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
        Dim i As Long
        Dim n As Long
        Dim Damage As Long
        Dim TempIndex As Long
        Dim x As Long, y As Long

        ' can't attack whilst casting
        If TempPlayer(Index).spellBuffer.Spell > 0 Then Exit Sub

        ' can't attack whilst stunned
        If TempPlayer(Index).StunDuration > 0 Then Exit Sub
    >!     ' Send this packet so they can see the person attacking
        'SendAttack Index
    >!     ' Try to attack a player
        For i = 1 To Player_HighIndex
            TempIndex = i
    >!         ' Make sure we dont try to attack ourselves
            If TempIndex <> Index Then
                TryPlayerAttackPlayer Index, i
            End If
        Next
    >!     ' Try to attack a npc
        For i = 1 To MAX_MAP_NPCS
            TryPlayerAttackNpc Index, i
        Next
    >!     ' Check tradeskills
        Select Case GetPlayerDir(Index)
            Case DIR_UP
    >!             If GetPlayerY(Index) = 0 Then Exit Sub
                x = GetPlayerX(Index)
                y = GetPlayerY(Index) - 1
            Case DIR_DOWN
    >!             If GetPlayerY(Index) = Map(GetPlayerMap(Index)).MaxY Then Exit Sub
                x = GetPlayerX(Index)
                y = GetPlayerY(Index) + 1
            Case DIR_LEFT
    >!             If GetPlayerX(Index) = 0 Then Exit Sub
                x = GetPlayerX(Index) - 1
                y = GetPlayerY(Index)
            Case DIR_RIGHT
    >!             If GetPlayerX(Index) = Map(GetPlayerMap(Index)).MaxX Then Exit Sub
                x = GetPlayerX(Index) + 1
                y = GetPlayerY(Index)

        **End Select**

        CheckResource Index, x, y
    End **Sub**
    ____________________________________________
    ' ::::::::::::::::::::::
    ' :: Use stats packet ::
    ' ::::::::::::::::::::::
    Sub HandleUseStatPoint(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
    Dim PointType As Byte
    Dim Buffer As clsBuffer

    So basicaly, i cant locate "end select" in handleuseitem sub.

    any help appreciated :/
  9. @Beanie93:

    > You don't open the files individually, you open the Project file, the client.VBP or server.VBP.

    OOoooh, so that Vb6 icon at the server/client folder DOES do something *facepalm's himself*

    And after that? I simply save project? No need to do any "EXTRA" stuff?
    Oh and by the way, it asked me about some "source secure" mod.. and i quickly pressed no (dont ask why, im really tired) ._.' Was that really bad?

    And thank you for your help, much appreciated :}
  10. Hello everyone, i know i **will sound stupid.**

    I installed VB6 today nad was trying to add the crafting system to server. Well, even though i had Vb6, i used my notepad for editing the whole files. After that i just added frm_editoritem file, and was hoping it would work… That's why i said i will sound stupid >.> Well it dosent. I was aware of that.

    Now, i figured that there might be something i need to do with the VB6 after i insert the codes.

    It took me a while to actualy manage to GET THE VB6 EDIT THE THINGS I WANT. I was staring at the empty screen of vb for around 10mins, trying to add the 'ModGeneral' to it. Well, i finaly managed to do it...
    [![](http://img194.imageshack.us/img194/770/truthb.jpg)](http://imageshack.us/photo/my-images/194/truthb.jpg/)

    Well… What do i do now? :| How do i make codes "work" ? How do i "export" them back? I've heard u have to compile them (or something) but im not too sure, and i messed up enough things today >.<

    Thanks in advance.
  11. @Captain:

    > Haha, thanks.
    > Do you have VB6? Have you searched using 'Current Project' option?
    > Also no I will not be adding ammo, I want to make this base as multi-purpose as possible. So others can change it to their needs. But maybe someone will make a addon?

    No, i don't have VB6, i will start learning how to use it today, still have to find a quick way of making paperdolls etc. (But thats offtopic…) So the only way i can edit main sub (and mybe others) is using VB6?

    Well, i guess you are right about keeping this good for a lot of purposes, rather than just making bow-and-arrow... Sorry if i sounded needy.
    By the way, i can't seem to find what stat (STR,AGIL...) are projectiles related to. Is there a way of finding that out? :)

    And again, if someone's making ammo add-on fir this, well, you have at least one person that will be checking this thread daily :D
  12. woah! Today is my lucky day, haha =D
    Started working with eclipse today, i was trying to do something with it a while back… But i was too young (and am still) to actualy understand anything (besides, english is not my mother tongue...).

    I have NO experience in programing, and well... I couldnt expect anything more than THIS. This is amazing! And served on a plate.

    By the way, i was trying to find stuff like "Sub main"(trying to understand the basics of programing/coding dont know how to name it) , and i swear, theres no such thing in my server/client folders :(

    The ammo option is really essential to this, but you cant expect everything to be done in one day right? :P

    Im assuming you'll be adding the ammo-thingy in future? :)

    Anyways, thanks, this is amazing find for me, honestly, i didint expect to find anything close to this with my knowlage...

    Captain Wabbit, I really bow my head before you.
  13. when i try playing some games of eclipse, or i try creating my own, i get "Run-time error 429". I tried registrying my dll files, tried with the .bat file that was on ur forums.. nothing…  :sad: :sad:
    If anyone helps me, i will be very thankful  :sad:
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