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Justin Knight

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  1. I know this is a necro-post but is there anyone out there who can rewrite this for EO3? Or any tips to get me started on rewriting it?
  2. @'Exception': > Before that, I used (just to keep this small-ish) > > >! ![](http://i.imgur.com/Alub9Bo.png) I like this one a lot. saved for later
  3. @'Matt': > I made this one myself. Very snazzy
  4. Share your current wallpaper! Bonus points for original works. ![](http://plzopen.me/pics/22a012399a9787b43a73c7825bc48cd3.png)
  5. @'Matt': > Hey Justin, just letting you know I already made a tutorial on multiple bank tabs/pages. > http://www.freemmorpgmaker.com/showthread.php?tid=795 Hey Matt, I saw this post but I wasn't sure I could actually do it in EO3 or if the accounts would need to be deleted. @'Officer: > Hey justin, i don't have vb6 anymore so can't really help you much. But i might be able to find the old converter matt and myself worked on awhile back and you could mess with it if you like. If you have this converter that'd be awesome. I love archiving stuff like this even if I don't use it.
  6. Hi there, I'm in need of a programmer for my mmo Mystica. Things you should probably know first: Mystica is built in Eclipse Origins 3 (the source has been edited for bug fixes and a few feature additions) and the maps/accounts/items/spells/ect can not be wiped for the addition of any new features. (if a converter could be made that would be okay.) I'd like to get a quote for each of these additions. 1\. Multiple bank pages/tabs. 2\. Limiting player gold to 999,999,999 3\. Editable player houses. 4\. pet system 5\. stackable items or bank notes I understand that a few of these could be out of scope but if you're willing to do any of the work please give a quote.
  7. I would play this game so hard. :D
  8. Justin Knight

    Yuko banned.

    I appreciate the chance to give my input on stuff like this so I'm glad it's an open topic.
  9. Justin Knight

    Yuko banned.

    Wow, I don't really know what she thinks is going to happen. I'm pretty sure none of the members are going to jump ship to another forum. -.-||
  10. it's just easier for me to understand. I set the vital then modify it right after.
  11. In EO3 if you login while holding a direction towards an event that you can't normally pass through, you will clip through it while it's loading. on the server side replace PlayerMove with this ``` Sub PlayerMove(ByVal index As Long, ByVal Dir As Long, ByVal movement As Long, Optional ByVal sendToSelf As Boolean = False) Dim Buffer As clsBuffer, mapnum As Long, i As Long Dim x As Long, y As Long Dim Moved As Byte, MovedSoFar As Boolean Dim NewMapX As Byte, NewMapY As Byte Dim TileType As Long, VitalType As Long, Colour As Long, amount As Long, begineventprocessing As Boolean Dim eventblock As Boolean ' Check for subscript out of range If IsPlaying(index) = False Or Dir < DIR_UP Or Dir > DIR_RIGHT Or movement < 1 Or movement > 2 Then Exit Sub End If Call SetPlayerDir(index, Dir) Moved = NO mapnum = GetPlayerMap(index) Select Case Dir Case DIR_UP ' Check to make sure not outside of boundries If GetPlayerY(index) > 0 Then ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_UP + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_RESOURCE Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then eventblock = False 'check to see if there is a solid event error fix 1005 If TempPlayer(index).EventMap.CurrentEvents > 0 Then For i = 1 To TempPlayer(index).EventMap.CurrentEvents If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Global = 1 Then If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).x = GetPlayerX(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).y = GetPlayerY(index) - 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If Else If TempPlayer(index).EventMap.EventPages(i).x = GetPlayerX(index) And TempPlayer(index).EventMap.EventPages(i).y = GetPlayerY(index) - 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If End If Next End If If eventblock = False Then Call SetPlayerY(index, GetPlayerY(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Else ' Check to see if we can move them to the another map If Map(GetPlayerMap(index)).Up > 0 Then NewMapY = Map(Map(GetPlayerMap(index)).Up).MaxY Call PlayerWarp(index, Map(GetPlayerMap(index)).Up, GetPlayerX(index), NewMapY) Moved = YES ' clear their target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index End If End If Case DIR_DOWN ' Check to make sure not outside of boundries If GetPlayerY(index) < Map(mapnum).MaxY Then ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_DOWN + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type TILE_TYPE_RESOURCE Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) + 1) = YES) Then eventblock = False 'check to see if there is a solid event error fix 1005 If TempPlayer(index).EventMap.CurrentEvents > 0 Then For i = 1 To TempPlayer(index).EventMap.CurrentEvents If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Global = 1 Then If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).x = GetPlayerX(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).y = GetPlayerY(index) + 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If Else If TempPlayer(index).EventMap.EventPages(i).x = GetPlayerX(index) And TempPlayer(index).EventMap.EventPages(i).y = GetPlayerY(index) + 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If End If Next End If If eventblock = False Then 'move player Call SetPlayerY(index, GetPlayerY(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Else ' Check to see if we can move them to the another map If Map(GetPlayerMap(index)).Down > 0 Then Call PlayerWarp(index, Map(GetPlayerMap(index)).Down, GetPlayerX(index), 0) Moved = YES ' clear their target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index End If End If Case DIR_LEFT ' Check to make sure not outside of boundries If GetPlayerX(index) > 0 Then ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_LEFT + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_RESOURCE Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index) - 1, GetPlayerY(index)) = YES) Then eventblock = False 'check to see if there is a solid event error fix 1005 If TempPlayer(index).EventMap.CurrentEvents > 0 Then For i = 1 To TempPlayer(index).EventMap.CurrentEvents If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Global = 1 Then If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).x = GetPlayerX(index) - 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).y = GetPlayerY(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If Else If TempPlayer(index).EventMap.EventPages(i).x = GetPlayerX(index) - 1 And TempPlayer(index).EventMap.EventPages(i).y = GetPlayerY(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If End If Next End If If eventblock = False Then 'move player Call SetPlayerX(index, GetPlayerX(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Else ' Check to see if we can move them to the another map If Map(GetPlayerMap(index)).Left > 0 Then NewMapX = Map(Map(GetPlayerMap(index)).Left).MaxX Call PlayerWarp(index, Map(GetPlayerMap(index)).Left, NewMapX, GetPlayerY(index)) Moved = YES ' clear their target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index End If End If Case DIR_RIGHT ' Check to make sure not outside of boundries If GetPlayerX(index) < Map(mapnum).MaxX Then ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_RIGHT + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_RESOURCE Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index) + 1, GetPlayerY(index)) = YES) Then eventblock = False 'check to see if there is a solid event error fix 1005 If TempPlayer(index).EventMap.CurrentEvents > 0 Then For i = 1 To TempPlayer(index).EventMap.CurrentEvents If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Global = 1 Then If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).x = GetPlayerX(index) + 1 And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).y = GetPlayerY(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If Else If TempPlayer(index).EventMap.EventPages(i).x = GetPlayerX(index) + 1 And TempPlayer(index).EventMap.EventPages(i).y = GetPlayerY(index) And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).WalkThrough = 0 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then 'stuff here cant walk here eventblock = True Else 'can walk here End If End If Next End If If eventblock = False Then 'move player Call SetPlayerX(index, GetPlayerX(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If 'Call SetPlayerX(index, GetPlayerX(index) + 1) 'SendPlayerMove index, movement, sendToSelf 'Moved = YES End If End If End If End If Else ' Check to see if we can move them to the another map If Map(GetPlayerMap(index)).Right > 0 Then Call PlayerWarp(index, Map(GetPlayerMap(index)).Right, 0, GetPlayerY(index)) Moved = YES ' clear their target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index End If End If End Select With Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)) ' Check to see if the tile is a warp tile, and if so warp them If .Type = TILE_TYPE_WARP Then mapnum = .Data1 x = .Data2 y = .Data3 Call PlayerWarp(index, mapnum, x, y) Moved = YES End If ' Check to see if the tile is a door tile, and if so warp them If .Type = TILE_TYPE_DOOR Then mapnum = .Data1 x = .Data2 y = .Data3 ' send the animation to the map SendDoorAnimation GetPlayerMap(index), GetPlayerX(index), GetPlayerY(index) Call PlayerWarp(index, mapnum, x, y) Moved = YES End If ' Check for key trigger open If .Type = TILE_TYPE_KEYOPEN Then x = .Data1 y = .Data2 If Map(GetPlayerMap(index)).Tile(x, y).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(x, y) = NO Then temptile(GetPlayerMap(index)).DoorOpen(x, y) = YES temptile(GetPlayerMap(index)).DoorTimer = GetTick SendMapKey index, x, y, 1 Call MapMsg(GetPlayerMap(index), "A door has been unlocked.", White) End If End If ' Check for a shop, and if so open it If .Type = TILE_TYPE_SHOP Then x = .Data1 If x > 0 Then ' shop exists? If Len(Trim$(Shop(x).Name)) > 0 Then ' name exists? SendOpenShop index, x TempPlayer(index).InShop = x ' stops movement and the like End If End If End If ' Check to see if the tile is a bank, and if so send bank If .Type = TILE_TYPE_BANK Then SendBank index TempPlayer(index).InBank = True Moved = YES End If ' Check if it's a heal tile If .Type = TILE_TYPE_HEAL Then VitalType = .Data1 amount = .Data2 If Not GetPlayerVital(index, VitalType) = GetPlayerMaxVital(index, VitalType) Then If VitalType = Vitals.HP Then Colour = BrightGreen Else Colour = BrightBlue End If SendActionMsg GetPlayerMap(index), "+" & amount, Colour, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32, 1 SetPlayerVital index, VitalType, GetPlayerVital(index, VitalType) + amount PlayerMsg index, "You feel rejuvinating forces flowing through your boy.", BrightGreen Call SendVital(index, VitalType) ' send vitals to party if in one If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index End If Moved = YES End If ' Check if it's a trap tile If .Type = TILE_TYPE_TRAP Then amount = .Data1 SendActionMsg GetPlayerMap(index), "-" & amount, BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32, 1 If GetPlayerVital(index, HP) - amount 0 Then For i = 1 To TempPlayer(index).EventMap.CurrentEvents If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Global = 1 Then If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).x = x And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).y = y And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).Trigger = 1 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then begineventprocessing = True Else If TempPlayer(index).EventMap.EventPages(i).x = x And TempPlayer(index).EventMap.EventPages(i).y = y And Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).Trigger = 1 And TempPlayer(index).EventMap.EventPages(i).Visible = 1 Then begineventprocessing = True End If If begineventprocessing = True Then 'Process this event, it is on-touch and everything checks out. If Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).CommandListCount > 0 Then TempPlayer(index).EventProcessingCount = TempPlayer(index).EventProcessingCount + 1 ReDim Preserve TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount) TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).ActionTimer = GetTick TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).CurList = 1 TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).CurSlot = 1 TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).eventID = TempPlayer(index).EventMap.EventPages(i).eventID TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).pageID = TempPlayer(index).EventMap.EventPages(i).pageID TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).WaitingForResponse = 0 ReDim TempPlayer(index).EventProcessing(TempPlayer(index).EventProcessingCount).ListLeftOff(0 To Map(GetPlayerMap(index)).Events(TempPlayer(index).EventMap.EventPages(i).eventID).Pages(TempPlayer(index).EventMap.EventPages(i).pageID).CommandListCount) End If begineventprocessing = False End If Next End If End If End Sub ```
  12. I'm having a weird thing happen with spells that do damage over time. The first attack does like 260 damage and every bit of damage over time after that does 3100. Here's my damage over time code. ``` Public Sub HandleDoT_Npc(ByVal mapnum As Long, ByVal index As Long, ByVal dotNum As Long) With MapNpc(mapnum).Npc(index).DoT(dotNum) If .Used And .Spell > 0 Then ' time to tick? If GetTick > .Timer + (Spell(.Spell).Interval * 1000) Then If CanPlayerAttackNpc(.Caster, index, True) Then Dim Vital As Long Dim Intel As Long Dim Will As Long Vital = Spell(.Spell).Vital Intel = GetPlayerStat(.Caster, Intelligence) Will = GetPlayerStat(.Caster, Willpower) ' set the vital ' scale spells edit Vital = Round((Vital * 0.7)) * Round(((Intel / 2) + Will)) PlayerAttackNpc .Caster, index, Vital, , True End If .Timer = GetTick ' check if DoT is still active - if NPC died it'll have been purged If .Used And .Spell > 0 Then ' destroy DoT if finished If GetTick - .StartTime >= (Spell(.Spell).Duration * 1000) Then .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End If End If End If End If End With End Sub ``` And here's a snip of my normal cast spell sub. ``` ... ' set the vital Vital = Spell(spellnum).Vital ' scale spells edit Vital = Round((Vital * 0.7)) * Round(((Stats.Intelligence / 2) + Stats.Willpower)) If Spell(spellnum).Type = SPELL_TYPE_HEALHP Then Vital = Vital + Round((GetPlayerStat(index, Stats.Willpower) * 0.6)) End If If Spell(spellnum).Type = SPELL_TYPE_DAMAGEHP Then Vital = Vital + Round((GetPlayerStat(index, Stats.Intelligence) * 0.6)) End If ... ``` Thanks for any input you may have :)
  13. Players are able to walk through events (even if they don't have walkthough checked) because it only checks for events on the client side of the game. I found the code that I need to have check for events on the server side but I'm not sure what If statement I need to make/ how to word it. Here's one of the 4 cases I'd need to change. ``` Case DIR_LEFT ' Check to make sure not outside of boundries If GetPlayerX(index) > 0 Then ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_LEFT + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_RESOURCE Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index) - 1, GetPlayerY(index)) = YES) Then 'move player Call SetPlayerX(index, GetPlayerX(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If Else ' Check to see if we can move them to the another map If Map(GetPlayerMap(index)).Left > 0 Then NewMapX = Map(Map(GetPlayerMap(index)).Left).MaxX Call PlayerWarp(index, Map(GetPlayerMap(index)).Left, NewMapX, GetPlayerY(index)) Moved = YES ' clear their target TempPlayer(index).target = 0 TempPlayer(index).targetType = TARGET_TYPE_NONE SendTarget index End If End If ``` In case you want to know how players can clip through events, They just have to walk in to the event while holding ctrl. Keep holding the arrow key and ctrl, and close the game. Still holding arrowkey+ctrl log back in and the player should be inside of the event or past it.
  14. Is there any script I could use to change the alignment of a monster from attack-on-sight to attack-when-attacked? I want to make a spell that lets you "tame" monsters.
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