Fbu
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warrior cats, meow
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Then players could trade it between males and females.
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I was going to do this over the weekend O: thanks for this
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If you need stats above 255 I think it's time to think about game balance q: /myopinion
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Your welcome guys (:
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@igos23: > I can do this in EO 1.5 ??? No, not by using this anyway.
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@Dami: > I am adding money cost to the tile, I suggest you do that too, and add it to tut. > > that way players can buy the sprites :) Great idea! I don't need it for my game but I can see a lot of people wanting it. Thanks to Alatar for [his code](http://www.touchofdeathforums.com/smf/index.php/topic,65616.0.html) which this is based off of. To add price to sprites go back here: ``` 'Checks for sprite tile If .Type = TILE_TYPE_SPRITE Then amount = .Data1 Call SetPlayerSprite(index, amount) Call SendPlayerData(index) Moved = YES End If ``` And change it to this: ``` 'Checks for sprite tile If .Type = TILE_TYPE_SPRITE Then amount = .Data1 If CheckCash(Index, x, y) = True Then 'x=itemnum of your cash y=amount you want sprites to cost TakeInvItem (Index, x, y) 'x=itemnum of your cash y=amount you want sprites to cost Call SetPlayerSprite(index, amount) Call SendPlayerData(index) Else Call PlayerMsg(index, "You don't have enough cash!", Yellow) End If Else Moved = YES End If ``` Then add this to the bottom of modPlayer: ``` Function CheckCash(ByVal Index As Long, ByVal CashItemNum As Long, ByVal CashAmount As Long) As Boolean Dim i As Long For i = 1 To MAX_INV If GetPlayerInvItemNum(Index, i) = CashItemNum Then If Item(CashItemNum).Type = ITEM_TYPE_CURRENCY Then If CashAmount
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Largely based off what I learn from [Richy's code.](http://www.touchofdeathforums.com/smf/index.php/topic,68426.0.html) It will add an attribute that will change the player's sprite (according to what # you want) when they walk over it. Both Client and Server: Under modules in modConstants search for: ``` Public Const TILE_TYPE_SLIDE As Byte = 14 ``` Add this under it: ``` Public Const TILE_TYPE_SPRITE As Byte = 16 ``` Server Only: Under modules in modPlayer in PlayerMove search for: ``` 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
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Lets say you want your size at 800x608\. You would set that in the properties. Then do the math for that part: ``` Public Const MAX_MAPX As Byte = (800 / 32 - 1) Public Const MAX_MAPY As Byte = (608 / 32 - 1) ``` ``` Public Const MAX_MAPX As Byte = (25 - 1) Public Const MAX_MAPY As Byte = (19 - 1) ``` This is what you put in: ``` Public Const MAX_MAPX As Byte = 24 Public Const MAX_MAPY As Byte = 18 ```It goes in both server and client
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In the custom EO you give, the directional blocks no longer work.
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The idea should still apply regardless of style Just erase the parts that shouldn't show