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escfoe2

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Posts posted by escfoe2

  1. *facepalm*

    Meaning you don't have to add anything to the Server..

    So to answer your question; Obviously yes because it already does.

    Please excuse me for not being more clear. I apologize

    Also excuse my attitude, I've been up all night. I'm tired and stressed ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
  2. Thank you Mortal for your helping hand ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) Hope that fixes you up pretty good there Tahnner. Good luck
  3. I made the fix in **EO - Event System 2.3** to be exact. This doesn't mean the same backwards code isn't in any other versions though. I also threw this little fix into a tutorial quite like my post after replying to this topic.
  4. Then I'm having a really hard time understanding what you're asking. What do you mean by "bk color"? Are you referring to the background to an image? Like say you have a square image with a sword in the center and all the color around the sword is white. The background of that image is White. Are we on the same page here? Are you saying you want the white to go away like items and such in DX8 sources? If so, use an advanced paint program like I mentioned above to turn the white background (or whatever color yours is) transparent. Then use the tutorial code to display the image. That should do it.
  5. I know you didn't want it but this tutorial [here](http://www.touchofdeathforums.com/community/index.php?/topic/129417-8-directional-movement/) should answer all or most of your 'wheres'. It seems pointless for someone to have to type it all out for you. Just shield your eyes ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Only look at the parts that say things like 'Put this in modBLAH'
  6. The way I see it you're wanting to draw images to a chatbox/gui with an invisible/transparent background. If I have this right so far. I'm using a source called **Eclipse Mega**. This source uses DirectX 8\. You haven't specified what source you're using so I'll assume you can reference this one. I, myself, would look at how the Client is rendering the Option buttons to the GUI menu just to start. With this you'll see how the button pictures are brought into view, so add another statement to the rendering of the chatbox/gui adding your picture to it. It's a theory but I believe it's accurate. Now, for having a transparent background, you'll use a paint program like photoshop to set the opacity/transparency of the image. After that, loading it into view should do the rest. Again, I'm referencing **EM**, you'll most likely need to do the same to understand.

    Welp, didn't see you said DD7, this is only for DX8\. My apologies. Since I already replied I'll see if I can't come back and edit this with more pertaining information. -And here's what I got:

    > Rob Janes
    >
    > There's just no easy way to get that 'look' and 'feel' without upgrading to DX8

    Try this tutorial [here](http://www.touchofdeathforums.com/community/index.php?/topic/103459-blt-ing-images-onto-the-picscreen-via-code-by-mrmiguu/page__hl__%2Btransparent+%2Bimage) .

    It might do what you need done as long as you set the images background to transparent beforehand like I mentioned above.
  7. > Wouldn't it be better to let the server send the target details?

    As soon as you click something on-screen, if it is target-able, it is sent to the server which interprets it and sends it back. I just said that up above bud.
  8. > If you can make NPCs follow then making a player follow another player isn't hard but yeah, it is different ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    Ya damn right it's different lol. Because when the player moves up and your behind them, you move up, but ig you're beside the player and he/she moves up, you don't want to be walking side-by-side do you? No, when you follow someone you're behind them. So this constantly keeps you behind the player you follow. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Oh and polearms are now no longer able to attack through blocked tiles or resources.
  9. > Ya, all I really did with the quest system was re-design the quest window players view, I used the code that Death put into the engine for me as I didn't have the time to put it in on my own.

    You did well sir. There's still some more tweeking to have it fully bug-free, but as of now I haven't come across any other hard errors.

    > The polearm system works as a basic system, but it should be revised so you can't hit through blocks so you don't have players attacking through a wall or something lol.

    Exactly, I completely agree. Not gonna be too difficult really. I just see adding a few more If/Then statements taking care of that.

    I'm going for harder things first. I come back to the easy parts when I get too frustrated with something else ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    > I think you've done a pretty good job. I'm just looking for something that will set this custom engine apart.

    Where have you seen or heard of a Follow Feature? I thought that was pretty damn custom… *heartbroken* lol

    Something else I noticed with the Polearm system; let's say you're looking to the left and the enemy is is at your X - 1 and your Y + 1\. You can still hit the enemy even though it's not actually in front of you. Which makes sense since polearms are a WIDE swinging weapon. I kinda like that about it. Whether it was actually meant to work that way is another story. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    EDIT: I have resolved the polearms. They no longer attack through blocked tiles.
  10. You have no idea how long it took me to fix that lol. How many hours I was stumped. I've worked on other things since then, but if I remember correctly, while the person who made the quest system was adding things to it, he/she had made a saved file, added more things, and then the old values couldn't be buffered properly. I could be wrong, but it's pretty much my only thesis since just wiping the quests fixed the problem. It just took me so long to come up with the idea to wipe them. I was looking everywhere, checking everything… Pisses me off just thinking about it lol

    As for the Polearm code, it works. Not perfectly, but well enough. Yes, it needs revised, but it's okay for now ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

    **Thank you for your reply.**
  11. If you are using Origins or Mega then here's a thought that may clear things up and make it easier for you.

    **(1st)**

    When you click to target something, PlayerSearch(CurX, CurY) is called in the HandleMouseDown sub. This sends a packet to the server where the server interprets it in modHandleData - HandleSearch.

    **(2nd)**

    HandleSearch figures out if you've targeted an npc or a player and then sends back the index and the target type to modHandleData - HandleTarget.

    **(3rd)**

    Now the client has the target and the type of target.

    My recommendation is to simply use the global variable 'MyTargetType' to identify the target and simply get the vitals appropriately.

    This can all be done Client-Side.

    I know I could have just said that but I feel you should know more about what you're doing to get better at doing it.

    **(Side-Note)**

    To be clear:

    GetPlayerVital(index, HP) Returns the player's current health

    GetPlayerMaxVital(index, HP) Returns a player's health when it's full

    NPC(npcnum).HP Returns an npc's health when it's full

    Correct me if I'm wrong in any way. I'm not a god, I do make mistakes.
  12. > Not sure if you've cleaned up the post or not but to me it looks pretty neat ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    Yes, It's been cleaned up. It did actually look pretty bad at first.

    > Is it just me or haven't you added the list for what you're planning on adding?

    I'm pretty much deciding what I want to add as I go. Most of what I've come up with has to do with what I've already added. Underneath of something I've changed/built you'll see something like "I might do this" or "I plan to change this to this" and so on and so forth. I don't actually have a list of things to add. Other than that, what do you think?
  13. Not my strong point. If I posted like I coded I believe it would be beautiful ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    I originally just pulled it out of my text file that I use to keep track of my work.
  14. ~The Final Frontier~

    -Official Release Page-

    What I have for you here is a highly modified version of Eclipse Mega, which is a highly modified version of Eclipse Origins. You may not notice any cosmetic changes, but if you look under the hood, you'll find a 400 horsepower Cummins engine with edge juice, quad x2 race box, smarty sr, and ppe box, upgrades. Now I have no idea what any of that means, but I know that's one hell of an engine. And that's what I have for you here. So take a gander and see what it's like to be behind to most stable, feature packed gaming engine Eclipse has ever seen!! And it only gets better from here.

    _Working On Consistently_:

    **Find and fix any and all bugs/errors that I can**

    **UPDATED: 
    August 20, 2013**

    **Client.exe UPDATED:
    May 11, 2013**
    **- Fixed hotbar not re-displaying after opening map editor.**

    **Client.exe UPDATED:
    May 5, 2013**
    **- Fixed ReType-Password-Box being focused when clicking on the Register button on the main menu.**

    Now the UserName textbox gets focus first.

    **COMING RELEASE PROGRESS**

    ~~**Expected Release Date: 08/20/2013**~~

    **RELEASED: 8/20/2013**

    **I am very sorry to announce that as of now, the new NPC multi-drop feature requires you to wipe your NPC data files and make new ones. I will try to develop a quick NPC Converter executable but that's not a for sure thing because it will only work for NPC's created in EFF.**

    **- GIVE ME IDEAS!!! I need new work, new ideas, new features to add. Throw em at me guys! I want what YOU want!! If it's what the people want, it's what I'll give you. So reply to this topic with your ideas and reviews. Thank you all!**

    **-** **(IN PROGRESS)****ENHANCED GUI. Courtesy of DarkMatchFlame and ArmlessFiddler for their magical graphic skillz**

    **- (IN PROGRESS) New Item Type: Books. (WILL include GUI for the book, WILL include pages, MAY include book editor)**

    Maybe not immediately, but if a book editor is made, the option for the user to easily add photos/gui into the book will be implemented.

    **- (DONE) MiniMap and Buttons On/Off toggles in the Options Pane.**

    **- (DONE) Ranged weapons such as bows and mage bolts.**

    **- (NOT STARTED) New Combat Capability : Possibility of 'Reflecting' damage back to the dealer.**

    **- (DONE) Quick fix for NPC Criticals.**

    **- (DONE) Quick fix for maximum number of item drops.**

    **- (DONE) NPC Multi-Item Drop feature. Can now allow NPC's to drop more than one item.**

    **-**** (DONE) Featuring a dinky new GUI for the health/mana/exp**

    ~Images~

    >! Basic Idea drawing for the new Main Menu background. I apologize for the amount of time it took to get it. However,
    >! the actual image has been completed and is now implemented. It's fantastic artwork by a new member of our community
    >! known as ArmlessFiddler. Can't wait for you to see it in the next update! The basic idea was to display an Eclipse. This is
    >! to behold the legacy of the name. The actual image you'll seen in the update shows the comparison of
    >! the beginning and modern day eclipse. Referring to the beginning of the engine up to now. I hope you'll like it, I know I do.
    ![](http://imageshack.us/a/img254/3500/img086d.jpg)
    >! Now for the actual image XD
    ![](http://imageshack.us/a/img96/8145/mainmenup.png)
    >! As for the new book item type, here's the basic GUI. It has an opening animation and page turning animations.
    ![](http://imageshack.us/a/img266/9209/bookdu.png)

    ~Objectives~

    >! **OBJECTIVES**
    >! **- Make a converter for items/npcs/quests/players**
    **- Marriage System(**Only an Idea. I feel variations in qualities this feature would require for certain games make the system too difficult to generalize**)**
    **- Make different Chat Box sizes**
    **- (DONE)My own variation of a Conbination System(**I want to have items brighten when you 'Single' click it then allow you to 'Combine' it with another item.**)**
    **- Resource Stages for different activities/tools/items required/given**
    **- Achievement System and Accompanying Client Editor.**
    **- Full Screen capabilities****-**
    >! ^ More Good News About These Additions ^
    >! You can start using this base to create your game right now!!. I will update this engine as I continue with it BUT, and as you can tell that's quite a large but, I'll simply allow the download of the updated and compiled Sever.exe and Client.exe so you won't have to delete players/quests/npcs/or items unless otherwise notified. That's easy enough right?? You're welcome. ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/wink.png)
    >!  
    >! ~Additions and Edits to the Engine~
    >!
    >! **ADDITIONS / EDITS**
    >! **- Added a nice new way to toggle main buttons/minimap. Featuring a dinky new GUI for the health/mana/exp**
    >!  
    >! **- Added projectiles - Wabbit.**
    >!  
    **- Changed item damage scroll bar max value to (32,767)**
    **- Added Drop Items On Death option to map editor properties.**
    >! **- Removed target requirement for AOE spells**
    >! Will automatically target NPC's, must target a player to cast on players.
    >! **- Added NPC random respawn times**
    >! **-** **(IN PROGRESS)****ENHANCED GUI!!! Courtesy of DarkMatchFlame and ArmlessFiddler for their magical graphic skillz**
    >! **-** **Add combat elements to spells.**
    >! **- New combat system for elements and damage knock offs (Credit for concept: Wizzy)**
    >! * Basically just allows different kinds of attack strengths and defence for items
    * It's also unique to every player (can be manipulated during gameplay)
    * This system allows all equipment items to have three basic damage addons: Light, Dark, and Neutral
    * These addons include a resistance to the very same elements.
    * NPC's can also deal and resist against this damage.
    >! **- Make quests capable of giving skill exp.**
    >! **-** **Added Shop Editor and Combo Editor to Editor Run-Through feature…**
    >! **- Combination System, whiten items, click to combine, client-side editor.**
    >! -
    >! **Made 'E' toggle through editors with nice and simple GUI (ADMIN_MODERATOR and up.)**
    It's nicer and more useful than you may think. You'll see
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/wink.png)
    >! **- Added 'Quest Progress' Conditional Branch option in the Event Editor**
    >! -
    **Server Panel Option for dropping items on death.**
    >! -
    **Created a Friends System with working private messages and GUI ('B' opens the Buddy List)**
    > If you have a player targeted, the letter 'B' sends a buddy request.
    >! > Buddy list updates upon arrival of data.
    >! > Displays Online/Offline status beside name.
    >! > GUI for Messaging/Editing friend status(Delete)
    >! > Double Clicking Name opens panel with Friend Details such as lvls and other stats
    >! > Only friends can PM each other./deactivate.
    >! > Server panel option to activate/deactivate the system
    >! > Limit to 5 requests per every 30 minutes
    >! (Avoid stalking so to speak.)
    >! (You get 1 request point back every 5 minutes.)
    >! -
    **The button that opens the inventory has been switched to the letters 'V' and 'N' for whichever you prefer**
    The letter 'B' is now being used for the Friend System
    >! -
    **Added custom Success/Empty message colors in the resource editor**
    >! **- Skill System is now easily customized Server-Side in modSkills with simple directions and easily noticable notations.**
    >! -
    **Darkened up the background colors of the editors a bit.**
    I like it better this way since it's not so bright. And when you're making games all day, you're looking at these forms quite often.
    >! Hard to tell a difference unless you know what you're looking for, but trust me, your eyes will thank me.
    >! -
    **Added skill levels/exp for crafting, mining, woodcutting, and fishing.**
    Events can give exp to any of these skills.
    >! Resources can give exp to any of these skills.
    >! Events can require a certain skill level.
    >! Resources can require a certain skill level.
    >! Items can require a certain skill level.
    >! -
    **In case of accidental Rand function misuse, this function now corrects the high and low values**
    To MAKE SURE the high is the high and the low is the low. If they're mixed up, it simply switches them and continues.
    >! -
    **Pressing enter after entering password on the login screen will now log you in.**
    >! -
    **GUI hidden when in map editor**
    Health bars and such along with chatbox and minimap)
    >! -
    **NPC Avoid tiles now block events too.**
    >! -
    **Added HasItems(index, itemnum, itemamount) boolean function**.
    >! Returns true/false
    >! Used in give/take event processing
    >! -
    **Added feature to allow resource to give more than one of an item**…
    >! -
    **Added feature to allow spacing resource reward amount throughout the attacking/damaging process**.
    >! -
    **Added feature for resource health to be random between user set numbers**.
    >! -
    **Changed frmEditor_Spell.scrlCool.Max AKA spell Casting time capabilities from 60 seconds to 300**
    Which is 5 minutes
    >! -
    **Changed frmEditor_Spell.scrlCast.Max AKA spell cooldown time capabilities from 60 seconds to 300**
    Which is 5 minutes
    >! -
    **Changed frmEditor_Spell.scrlVital to a texbox**
    To allow numbers higher than 32767.
    >! -
    **Changed frmEditor_Spell.lblDir caption to "Dir: Up"**
    Because that's the default Index on startup.
    >! -
    **Changed frmEditor_Spell.scrlDir.Max to 3**
    Because that's all it should be. Otherwise an error occurs.
    >! -
    **Changed NPC death exp given calculation**.
    >! Random within 5, 10, or 20% of set value, options included within npc editor. (Ex. 150 = 142-158) The higher the original number, the greater the difference.
    >! -
    **Added Random NPC Health feature**
    Took a good bit of work.. Nothing like the resource was.
    >! -
    **Added damage cap**
    Will not show damage higher then the amount of hp the npc has(for players who like to know how much health the kill had)
    >! Will probably make this a player option Client-Side
    >! -
    **Removed ability to delete or edit currency type item on item 1**
    What's the point? It's always currency lol
    >! NOT a big deal though.
    >! You can still edit everything else about the item just not the type of item and you can't use the delete button on it.
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/wink.png)
    >! -
    **Added damage boost using the combat level of the currently equipped weapon**
    >! -
    **Added Walkthrough Toggle**
    Command "/walkthrough"
    >! Button on admin panel
    >! For ADMIN_MONITOR and up
    >! To allow/disallow above average players to walk through objects
    >! -
    **Changed heal button on admin panel to heal self when no name is entered**
    >! -
    **Add kill counter/death counter. Have not made any ways to display them yet**.
    >! GetPlayerKills(Index) or GetPlayerDeaths(Index) or
    >! SetPlayerKills(Index, Value, True/False) or SetPlayerDeaths(Index, Value, True/False)
    >! True adds the value to the current value, False sets the current value to the value you inputted.
    >! -
    **Added 'OPTION' for random currency drop, include random percent…**
    >! -
    **Brought back ability to attack npc without a weapon**
    Still have polearm capability(which I don't like how it's done but it works so 'll keep it)
    >! -
    **Added dynamic colors for player's health decreasing during attack**(70%hp+ Green, 35%hp+ Yellow, 34.99%hp- BrightRed)
    >! Shows Players Health before the hit and the damage done by the npc(Ex. 66 -22)
    >! Not sure if it would be better to show the what the player's hp was before the hit; then damage, or show what it is after
    >! and probably not show the damage.
    >! -
    **Add follow feature. Uses the target system. Must be beside the player you want to follow**
    Automatically corrects direction, doesn't just MOCK the other player (that would be silly
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/tongue.png))
    >! Stops following if more than 2 spaces away.
    >! Unfortunately if your connection is slower than the player that you are following, you will be likely to fall behind
    >! and stop following the player due to that. You have to be next to the player to follow them. If you want to cancel
    >! following the player yourself, just move in a different direction.
    >! I'll be adding the capability to move to the player, follow the player, and back and forth until canceled so you'll be
    >! able to follow the player no matter the distance bewteen you. Just like NPC's do during attack but faster
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/smile.png)
    >! -
    **Added TopKill Event on the Server**
    1st through 5th placements are available
    >! Custom exp rewards
    >! Dinky/nifty server gui
    >! 3rd, 4th, and 5th placements are optional
    >! Custom start message
    >! Custom end message
    >! Custom Action Message after every kill (optional)
    >! Custom Player Message after every kill (optional)
    >! Custom messages have built in data inserts:
    >! (1)
    #1stname#
    >! will automatically be replaced with the name of the player who was in first place.
    >! (2)
    >! #2ndname#
    >! ^ ^ ^ ^ ^ second place.
    >! (3)
    #3rdname#
    >! ^ ^ ^ ^ ^ third place.
    >! (4)
    >! #4thname#
    >! ^ ^ ^ ^ ^ fourth place.
    >! (5)
    #5thname #
    ^ ^ ^ ^ ^ fifth place.
    >! (6)
    #1stkills#
    >! will automatically be replaced with the amount of kills first place had.
    >! (7)
    >! #2ndkills# ^ ^ ^ ^ ^ second place ^
    >! (8)
    #3rddkills# ^ ^ ^ ^ ^ third place ^
    >! (9)
    #4thkills#
    >! ^ ^ ^ ^ ^ fourth place ^
    >! (10)
    >! #5thkills#
    >! ^ ^ ^ ^ ^ fifth place ^
    >! (11)
    >! #1stexp#
    >! will automatically be replaced with the amount of exp awarded to first place.
    >! (12)
    >! #2ndexp#
    >! ^ ^ ^ ^ ^ second place.
    >! (13)
    >! #3rdexp# ^ ^ ^ ^ ^ third place.
    >! (14)
    #4thexp#
    >! ^ ^ ^ ^ ^ fourth place.
    >! (15)
    #5thexp# ^ ^ ^ ^ ^ fifth place.
    >! (16)
    #totalkills#
    >! will be replaced with all of the kills added up.
    >! (17)
    #getkills# will be replaced with the amount of kills needed to end the game.
    >! (18)
    #placement# will be replaced with the player's current placement (only for action/player message settings)
    >! (19)
    #playerkills# will be replaced with the player's current kills (only for action/player message settings)
    >! Custom Msg Colors. All ingame colors available
    >! Built with default Messages (Just leave the message box's blank)
    >! At some point this might have the capability to give away more than exp, idk yet. I like experiece
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/tongue.png)
    I like the idea of an option to play an animation on the character after each kill, during the attacking process,
    >! and/or when the game ends. Thinking about it. Won't be hard I think, just not sure if I want to release it to the public.
    ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/tongue.png)
    >! –------------------------------------------------------
    >! –-----------------Release Info----------------------
    >! –-------------------------------------------------------
    >! (Eclipse - The Final Frontier) symbolizes singularity among many. What sticks out in a crowd. I'm running through
    >! every little nook and cranny and getting out any bug/error there is while adding some rather pleasant and beloved
    >! features for game makers everywhere. Features that'll bring regular RPG's to the online world. The beginning of
    >! an exciting journey has begun. Let's work together and create the best booking engine around ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/wink.png)
    >!  
    >!  
    >! ~Bug Fixes~
    >!
    >! **- Fixed HotBar not re-displaying after opening the Map Editor.**
    >! **- Reviewed r****eported bug** **with stackable items; appears to be working properly as is.**
    >! **- Fixed Spell Editor bug when damage textbox was empty**
    >! **- Fixed blockVar bug in CheckDirection.**
    >! Subscript out of Range because the Map.Tile array range wasn't reset to fit the parameters properly.
    >! **- Fixed lstCommands in Event editor staying above everything when changing graphic/variable**
    >! **- Fixed editing event conditional statement for player level**
    >! **- Fixed player/map/global event load for Add Text**
    >! When editing, global was selected sometimes even after it was just set to player or map.
    >! -
    **Fixed Spell Class not having 'None' option**.
    >! -
    **Fixed Healing Spell with not updating HP**.
    >! -
    **Fixed Quest copymemory error**.
    >! Server/Client QuestRec's were different. Causing an improper placement of variables.
    >! Quests appear to be 100% error free now.
    >! -
    **Fixed Spell editor array data being all screwed up…**
    Wiped all spells and started over, works fine now, something wasn't saved right
    >! - **Fixed**
    **un-equipping shields.**
    Wasn't allowing it because another GUI cancelled out the sub before the For-Loop reached it.
    >! -
    **Fixed item (amount needed) event condition**…
    >! Wasn't working for taking more than one of an item that wasn't stackable
    >! -
    **Fixed polearms able to attack through blocked tiles**
    >! -
    **Fixed Quest Dialog visibility leaving when the space key is pressed, but popping up above all other dialogs**.
    >! Can no longer pick up an item while the Quest Dialog is open.
    >! -
    **Fixed little bug with event chat bubble text -Event- option not correctly setting to true when needed**.
    >! -
    **Fixed NPC Check movement error, Subscript out of range.**
    MapNpc(MapNpcNum).num was coming in as a 0
    >! -
    **Fixed Index check error, Subscript out of range.**
    Functions weren't making sure index was > 0
    >! -
    **Fixed PM's.**
    >! **- Fixed player target when the target logs out.**
    >! -
    **Fixed GUI occasionally still visible after logout and log back in.**
    >!  
    >! ~Info on Previous Releases~
    >!
    >! **INFORMATION FOR** **PREVIOUS RELEASES**
    >! **Unfortunately, if you don't know what you're doing, these updates may require you to wipe your accounts, character list, quests, items, npc's, maps, and the works. Then again, it may not.**
    >! **To use the client.exe
    and server.exe
    without re-downloading the whole base you must make a secondary file for all of your items that have an "_s" after the numeral. (ex. 1_s.png)**
    **The _s files are the pictures that will be used when the item is highlighted.**
    **Highlight an item by clicking on it in your inventory.**
    >! **TEMPORARY items download available from 4/12/13 - 4/17/13**
    >! To clarify, the Combination System is a system that allows you to highlight items in your inventory. If you click on another item while you have one highlighted, the system will match the two items to a combination that you have previously made and allow you to trade out items, give experience, and more. Someone said to me that it's like Alchemy. Well they're not wrong. But that's not all. Imagine a fletching skill. You don't want your knife to disappear when you use it on wood. Well try out the new Combination System and see for yourself how powerful it really is. And get this… It's just a start!! There's much more that can be done. Are you excited?? Me too ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/smile.png)
    >!  
    >! ~Downloads~
    >!
    >! **DOWNLOADS
    >!  
    >! **If this is your first time downloading, please download the Complete Base and the Runtime Files.**
    >! **Run SetUp.exe first to install the runtime environment and then your server and client should run flawlessly.**
    >!  
    >! ~Complete Base~
    >! Updated: 08/20/2013 - 9:05 PM
    >! **[http://www.mediafire…gx2tpskawft41j9](http://www.mediafire.com/?gx2tpskawft41j9)**
    >!  
    >! ~Runtime Files~
    >! By: Robin & Crystalshire
    >! [http://www.mediafire…92cmw299pf6nlzd](http://www.mediafire.com/download.php?92cmw299pf6nlzd)
    >!  
    >! ~Server.exe~
    >! Updated: 08/20/2013 - 
    9:05
     PM
    >! [http://www.mediafire…39c9g1z2xbhixl7](http://www.mediafire.com/download.php?39c9g1z2xbhixl7)
    >! ^Included in the complete base.^
    >!  
    >! ~Client.exe~
    >! Updated: 08/20/2013 - 
    9:05
     PM
    >! [http://www.mediafire…nx6999thq8ery8r](http://www.mediafire.com/download.php?nx6999thq8ery8r)
    >! ^Included in the complete base.^
    >!  
    >! ~Starter Tutorial Text File~
    >! Updated: 08/202013 - 
    9:05
     PM
    >! [http://www.mediafire…pc3r6dprvv36g5b](http://www.mediafire.com/view/?pc3r6dprvv36g5b)
    >! ^Included in the complete base.^
    >!  
    >! ~Items Folder with items built for the combo system~
    >! [http://www.mediafire…sqjfvfa3iv4gupp](http://www.mediafire.com/download.php?sqjfvfa3iv4gupp)
    >! ^Included in the complete base.^
    >! ~Keep in mind if you don't already have the base, you may have complications using Server.exe and Client.exe~
    >! ~To avoid unnecessary downloading, I will label the date that I have updated any of the above downloads~
    >! ~Server.exe or Client.exe MAY include a text file with updated item details in your download~
    >! ~A safe habit of scanning all newly downloaded files for viruses BEFORE USE is a
    >! great habit to have. Even if the post is honest like mine, all downloads are
    >! potential targets for hackers and the like. Just a heads up for those unaware.~
    >! ~If you have an issue with the safety of your computer and EFF, please PM me and I will do my best to make sure you get a clean copy.~
    >!  
    >! ~Credits~
    >!
    >! **CREDITS
    Ertzel
    >! Sephir0th
    >! &
    >! Anyone else that had to do with the creation of Eclipse Mega
    >! Wizzy for combat system upgrade concept.
    >! Me (escfoe2) for the additions and edits you see above.
    >! Link to:
    [Eclipse Meg
    a](http://www.touchofdeathforums.com/community/index.php?/topic/129719-eclipse-mega/)****
  15. Not quite but close. Kudos sir, thank you for putting that out there. That code does not include what is in SpellPlayer_Effect sub which is needed to display the initial impact of the spell. What it has that mine doesn't is the NPC portion. As a side-note, the version of eclipse that is available to download now already has your refrenced code in it except it **still** doesn't include the SendVital part. I don't understand why but that's how it is.
  16. Ever made a spell that heals the caster over time? I know I have, and it shows the +00 in green floating up from your forehead every second or however long you set the interval, but it doesn't change your health. Crappy issue, but I'll show you how to fix it.

    1) In Server>modCombat>SpellPlayer_Effect you'll need to add some things. To make it easier for you simply change this:

    ```

    If increment Then

    SetPlayerVital index, Vital, GetPlayerVital(index, Vital) + Damage

    If Spell(spellnum).Duration > 0 Then

    AddHoT_Player index, spellnum

    End If

    ElseIf Not increment Then

    SetPlayerVital index, Vital, GetPlayerVital(index, Vital) - Damage

    End If

    ```

    To This:

    ```

    If increment Then

    SetPlayerVital index, Vital, GetPlayerVital(index, Vital) + Damage

    DoEvents

    SendVital index, HP

    If Spell(spellnum).Duration > 0 Then

    AddHoT_Player index, spellnum

    End If

    ElseIf Not increment Then

    SetPlayerVital index, Vital, GetPlayerVital(index, Vital) - Damage

    DoEvents

    SendVital index, HP

    End If

    ```

    The main issue isn't that it's not healing you, only that it's not updating your health. Hang on though, we're not done yet.

    2) In Server>modCombat>HandleHoT_Player change this:

    ```

    ' time to tick?

    If GetTickCount > .Timer + (Spell(.Spell).Interval * 1000) Then

    If Spell(.Spell).Type = SPELL_TYPE_HEALHP Then

    SendActionMsg Player(index).Map, "+" & Spell(.Spell).Vital, BrightGreen, ACTIONMSG_SCROLL, Player(index).x * 32, Player(index).y * 32

    SetPlayerVital index, Vitals.HP, GetPlayerVital(index, Vitals.HP) + Spell(.Spell).Vital

    Else

    SendActionMsg Player(index).Map, "+" & Spell(.Spell).Vital, BrightBlue, ACTIONMSG_SCROLL, Player(index).x * 32, Player(index).y * 32

    SetPlayerVital index, Vitals.MP, GetPlayerVital(index, Vitals.MP) + Spell(.Spell).Vital

    End If

    ```

    To this:

    ```

    ' time to tick?

    If GetTickCount > .Timer + (Spell(.Spell).Interval * 1000) Then

    If Spell(.Spell).Type = SPELL_TYPE_HEALHP Then

    SendActionMsg Player(index).Map, "+" & Spell(.Spell).Vital, BrightGreen, ACTIONMSG_SCROLL, Player(index).x * 32, Player(index).y * 32

    SetPlayerVital index, Vitals.HP, GetPlayerVital(index, Vitals.HP) + Spell(.Spell).Vital

    DoEvents

    SendVital index, HP

    Else

    SendActionMsg Player(index).Map, "+" & Spell(.Spell).Vital, BrightBlue, ACTIONMSG_SCROLL, Player(index).x * 32, Player(index).y * 32

    SetPlayerVital index, Vitals.MP, GetPlayerVital(index, Vitals.MP) + Spell(.Spell).Vital

    DoEvents

    SendVital index, HP

    End If

    ```

    See, all I'm doing is adding a call to update the player with his/her new health. The DoEvents is just to make sure things don't get crunched together or accidentally missed.. May be useless. I like it so screw you ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Hope this helps someone.
  17. Found in EO - Event System 2.3

    In Client>modGameEditors>SpellEditorInit replace:

    ```

    ' build class combo

    .cmbClass.AddItem "None"

    .cmbClass.Clear

    ```

    with this:

    ```

    ' build class combo

    .cmbClass.Clear

    .cmbClass.AddItem "None"

    ```

    Before this is fixed, the spell editor will never actually select the proper class because without the 'None' option in the combobox, it returns the wrong index. Simple fix. Hope this helps some. Took me a good moment to finger it out myself.
  18. I just fixed this myself lol. Robin accidentally had two important statements in the wrong place. No worries. Not a problem. The class box SHOULD have a 'None' option. But it doesn't, and I'll show you why. In Client>modGameEditors>SpellEditorInit change this code:

    ```

    ' build class combo

    .cmbClass.AddItem "None"

    .cmbClass.Clear

    ```
    to

    ```

    ' build class combo

    .cmbClass.Clear

    .cmbClass.AddItem "None"

    ```
    The 'None' option was added but then immediately removed. Without the 'None' option, your selection is returning the wrong index. so if you have:

    Warriors

    Wizards

    and you select Wizards, it's going to return that you selected Warriors because it doesn't account for the missing 'None'. Hope this is understood. I believe this will solve your problem… Did for me.
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