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minipimp

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Everything posted by minipimp

  1. Hi, ive been working on a few things on the gui, Im not great in photoshop but ive added on to the transparent UI, and Edited somethings to my liking. This is what my gui will look like when its all together.' Give me your opinions. thanks. Edit– I removed all the files and replaced the attachment with the final!
  2. Yeah that is a big jump ha, good luck with Devo, and thanks all! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  3. Hi Devo! I would like to know if you could make me a logo for the Fallen City of Eldrum. Our Wip is here [http://www.touchofdeathforums.com/community/index.php?/topic/128370-eldrum-the-fallen-city/](http://www.touchofdeathforums.com/community/index.php?/topic/128370-eldrum-the-fallen-city/) I would like to have the Word Eldrum on a broken stone. something like this [http://www.skinit.com/assets/seo/jumbo_shot/1047203_jumbo_shot/1047203_jumbo_shot.jpg](http://www.skinit.com/assets/seo/jumbo_shot/1047203_jumbo_shot/1047203_jumbo_shot.jpg) For the Icon in the middle I would like to have an old book, like a spell book. I just want a simple logo, that will show that the time era is kinda way in the past. I love your work and I would like to know if you could whip me up something.
  4. Try this? Im not sure if this is what your looking for, but here.
  5. Im not too great at doing logo's in PS but heres my attempt.
  6. I myself am not to fond of my lights showing at the "Spheres" but this photo is from a few months ago. At my high school I went to my Sr year, my animation teacher went through the trouble of going to blow this up and printing it, getting it framed and giving to me as a gift. He spend about 80 to 90 bucks doing so. If you look at www.tsbeats.com its my website for modeling and such. it was made by me in photoshop, i dont know much css and about making websites so the design is probably not as clean as it should be. I havent updated the site sence ive graduated. This "Room" is a part of my studio appartment im designing in 3DS max.heres just a preview unrendered ![](http://www.tsbeats.com/1.png)
  7. Is a window, but theres no environment outside, or a picture showing" Outside,so it just light coming in.
  8. Ill accept both, your words will only help.
  9. Heres just a screenshot of a room I did a few months ago. ![](http://tsbeats.com/Interiors/jpg/1.jpg)
  10. How could I make it so the chat txt is rendered on the picscreen in 3.0? Ive tried the tutorials but its not working, ive tried to figure out the last step in this tutorial, if you read my last post on there it tells you that i need help with one line of code. [http://www.touchofdeathforums.com/smf2/index.php/topic,70469.0.html](http://www.touchofdeathforums.com/smf2/index.php/topic,70469.0.html) Im not sure if it will even work. How could I fix that or how can I make it work?
  11. I added the Rendertexture Font_Default, the chat is not showing. Note - using 3.0 not 2.3 any more. ``` Public Sub DrawChat() Dim i As Integer For i = 1 To 6 RenderText Font_Default,(TexthDC, Camera.left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).text, Chat(i).Colour) Next End Sub ```I know its probably not right, could someone fix for me please? Would appreciate it
  12. Any one know what I can add to make it save correctly …without removing the code I put in..because there's a reason I need it
  13. its works , but it causes the spells not to save correctly..
  14. But then the spell class requirment is forced and its the. wrong classes . Like I would pick warrior and it would tell me only a paladin can use the spell. I need that code I replaced.
  15. Thats the only thing ive edited, is the class requirement for spells, it wasnt working so i copied the cmbclassreq from item editor and changed a few things to make it work, it works but now it wont save. im probably missing something so when it saves it records the class requirement. any suggestions ?
  16. It still pops up. Ive deleted them countless times to see if it works and it does not.
  17. I am getting the Run time error 9 when i try to save a spell, Ive tried deleting the spell folder in the server. still a rte occurs. heres the screenshot of where. Whats wrong with it that its doing this or whats a solution?
  18. Could someone make a tutorial on how I can add a label in the menu of the client and it tells me a number of how many players are online? I found this [http://www.touchofdeathforums.com/smf2/index.php/topic,22595.msg191720.html#msg191720](http://www.touchofdeathforums.com/smf2/index.php/topic,22595.msg191720.html#msg191720) but its so outdated and wont work. Thanks in advance.
  19. Hello, Ive recently read a tutorial on when a player dies it drops every item on the character. Ive added a few things to make it so when the player is not a PK, he drops a few random items. If the player is the status of a player killer and dies, the character drops EVERYTHING on him. **Server side** Find ``` Sub OnDeath(ByVal Index As Long) ``` Replace whole sub to be ``` Sub OnDeath(ByVal Index As Long) Dim i As Long ' Set HP to nothing Call SetPlayerVital(Index, Vitals.HP, 0) If GetPlayerPK(Index) = YES Then For i = 1 To MAX_INV PlayerMapDropItem Index, i, GetPlayerInvItemValue(Index, i) Next 'Send all equiped items to the inventory to be dumped. For i = 1 To Equipment.Equipment_Count - 1 If GetPlayerEquipment(Index, i) > 0 Then PlayerMapDropItem Index, GetPlayerEquipment(Index, i), 0 End If 'Send Weapon GiveInvItem Index, GetPlayerEquipment(Index, Weapon), 0 SetPlayerEquipment Index, 0, Weapon 'Send Armor GiveInvItem Index, GetPlayerEquipment(Index, Armor), 0 SetPlayerEquipment Index, 0, Armor 'Send Shield GiveInvItem Index, GetPlayerEquipment(Index, Shield), 0 SetPlayerEquipment Index, 0, Shield 'Send Helmet GiveInvItem Index, GetPlayerEquipment(Index, Helmet), 0 SetPlayerEquipment Index, 0, Helmet Next 'Drop *equipped* inventory items For i = 1 To MAX_INV PlayerMapDropItem Index, i, 0 Next ' Warp player away Call SetPlayerDir(Index, DIR_DOWN) With Map(GetPlayerMap(Index)) ' to the bootmap if it is set If .BootMap > 0 Then PlayerWarp Index, .BootMap, .BootX, .BootY Else Call PlayerWarp(Index, START_MAP, START_X, START_Y) End If End With ' clear all DoTs and HoTs For i = 1 To MAX_DOTS With TempPlayer(Index).DoT(i) .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End With With TempPlayer(Index).HoT(i) .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End With Next ' Clear spell casting TempPlayer(Index).spellBuffer.Spell = 0 TempPlayer(Index).spellBuffer.Timer = 0 TempPlayer(Index).spellBuffer.target = 0 TempPlayer(Index).spellBuffer.tType = 0 Call SendClearSpellBuffer(Index) ' Restore vitals Call SetPlayerVital(Index, Vitals.HP, GetPlayerMaxVital(Index, Vitals.HP)) Call SetPlayerVital(Index, Vitals.MP, GetPlayerMaxVital(Index, Vitals.MP)) Call SendVital(Index, Vitals.HP) Call SendVital(Index, Vitals.MP) ' send vitals to party if in one If TempPlayer(Index).inParty > 0 Then SendPartyVitals TempPlayer(Index).inParty, Index ' If the player the attacker killed was a pk then take it away If GetPlayerPK(Index) = YES Then Call SetPlayerPK(Index, NO) Call SendPlayerData(Index) End If Else ' Drop all worn items For i = 1 To Equipment.Equipment_Count - 1 If GetPlayerEquipment(Index, i) > 0 Then PlayerMapDropItem Index, GetPlayerEquipment(Index, i), 0 End If Next ' Warp player away Call SetPlayerDir(Index, DIR_DOWN) With Map(GetPlayerMap(Index)) ' to the bootmap if it is set If .BootMap > 0 Then PlayerWarp Index, .BootMap, .BootX, .BootY Else Call PlayerWarp(Index, START_MAP, START_X, START_Y) End If End With ' clear all DoTs and HoTs For i = 1 To MAX_DOTS With TempPlayer(Index).DoT(i) .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End With With TempPlayer(Index).HoT(i) .Used = False .Spell = 0 .Timer = 0 .Caster = 0 .StartTime = 0 End With Next ' Clear spell casting TempPlayer(Index).spellBuffer.Spell = 0 TempPlayer(Index).spellBuffer.Timer = 0 TempPlayer(Index).spellBuffer.target = 0 TempPlayer(Index).spellBuffer.tType = 0 Call SendClearSpellBuffer(Index) ' Restore vitals Call SetPlayerVital(Index, Vitals.HP, GetPlayerMaxVital(Index, Vitals.HP)) Call SetPlayerVital(Index, Vitals.MP, GetPlayerMaxVital(Index, Vitals.MP)) Call SendVital(Index, Vitals.HP) Call SendVital(Index, Vitals.MP) ' send vitals to party if in one If TempPlayer(Index).inParty > 0 Then SendPartyVitals TempPlayer(Index).inParty, Index ' If the player the attacker killed was a pk then take it away If GetPlayerPK(Index) = YES Then Call SetPlayerPK(Index, NO) Call SendPlayerData(Index) End If End If End Sub ``` It works for me , please post bugs if it dont work for you.
  20. I tested it, the class req actually works correctly selecting the class I picked.
  21. Fixed my own problem…. All I had to do was add the "frm_editor_spells" before the .cmdclass ``` ' build class combo frmEditor_Spell.cmbClass.Clear frmEditor_Spell.cmbClass.AddItem "None" For i = 1 To Max_Classes frmEditor_Spell.cmbClass.AddItem Trim$(Class(i).Name) Next If Spell(EditorIndex).ClassReq > -1 And Spell(EditorIndex).ClassReq
  22. So when I create a spell, I am forced to pick a class for it to only work on. And It doesnt work. This is the sub, whats wrong? I want to beable to have a "None" option and then the other 4 classes. ``` Private Sub cmbClass_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Spell(EditorIndex).ClassReq = cmbClass.ListIndex ' Error handler Exit Sub errorhandler: HandleError "cmbClass_Click", "frmEditor_Spell", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```
  23. I would like to see this fixed ;)
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