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Alatar

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Everything posted by Alatar

  1. I've been out for a long time and i'm probably gonna be out until mid July at least. I have the unfinished v1.2 to work with so in a couple of months I will take note of all the report bugs and stuff and finish this system. Note: Im not going to add any other feature, just give this source edit a 'final' version or at least a (nice) working one.
  2. @Lightning: > 1\. New tile type. > 2\. Store sign number in tile data for the new tile type. > 3\. Cache sign data server-side. > 4\. Whenever a person "talks" to a sign send the cached string to the client, which has been accessed using the sign number. > > Come on, it isn't that difficult. Yep. I've done this long ago and I realise that there are better ways to do it right now. (The entire house editor thingy needs a re-build xD)
  3. Alatar

    New Default GUI

    OMG epic necropost :P
  4. Nope, you need to open the client.vbp and server.vbp with VB6, then go to modConstant and edit both npc max's to the number you want.
  5. Alatar

    Factions?

    Of course. But you need to code it or get a programmer to do so.
  6. Nice work :), i'm trying to register an account by it keep saying "Version outdated. Please run the autoupdater". I've already done that like 5 times :P
  7. @Dremek: > How do you say 'epic!' in spanish. If I knew, I would say it. Great job! ^^ "Épico".
  8. I agree. And way before that with TE and the first versions of EE. I don't know if the people here changes or improves into better programmers. In fact, i've started learning programming here messing up with EE2.7 script code and then with EO. The truth is that a lot of people is too lazy/afraid of starting to learn a programming language or messing up with the engine to understand how it works and what is it real potencial. But I should say that since EO release there are more people sourcing due to the fact that scripting has been removed.
  9. Hmmm I should point that the scroll get overflow error when handling more than 32767 so be careful or use a textbox or something like that instead.
  10. The level of stupidity… It's over 9000! Here's a keyboard suitable for her >! ![](http://www.infobarrel.com/media/image/894.jpg)
  11. Run the project using Ctrl+F5 and upload a screenshot or post here the line that the IDE highlights when you get that RTE 380.
  12. Yep i've been working with the UDT today, this is a sample of how the system will handle multiple items for rewards and stuff:
  13. Hi. Nice to see that you're using my system. Right now i'm working on multiple-rewards, and i'm getting good results on it so just be patient, it won't take thaaat long as the previous version did. On the other hand you say it's crashing. What is the error that the ide shows?
  14. Working on the next version right now… a few of the changes will be: multi-reward, a graphical GUI for the quest system, and finishing the requirements/rewards tab. PS: Before you people ask, yes, you will have to convert your stuff to this next version, but i'll release the converter to do it so don't worry :P
  15. Huuge screen + 720p + 32fps = WIN Looks pretty nice :)
  16. Hmmm, try with the first one something like ``` If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Then If NPC(npcNum).Convo = True Then InitChat attacker, mapNum, mapNpcNum Exit Function End If End If ``` EDIT: or with the second one something like this: ``` If NPC(npcNum).Quest = NO Then If NPC(npcNum).Convo = False Then If Len(Trim$(NPC(npcNum).AttackSay)) > 0 Then PlayerMsg attacker, Trim$(NPC(npcNum).Name) & ": " & Trim$(NPC(npcNum).AttackSay), White End If Else InitChat attacker, mapNum, mapNpcNum End If Exit Function End If ```
  17. Are you making an NPC that has a quest and a conversation?
  18. @Chukillz: > ok another question then, if i was to set up a quest giver on map1 and the player finishes the quest, and then i set up the same npc on map2 as a quest giver, would it still count as the same quest for the NPC on the different map? (i hope that wasnt confusing for you :P ) *confused* Err… the quest that one npc gives is setted on the NPC editor, so if you create an npc called let's say "Bob" that gives a quest called "Bob Quest", and you set this "Bob" in maps 1, 2, 4 and 114 for example, and you do it, every single Bob npc will have the "Bob Quest" finished. If that was your question :P
  19. @Chukillz: > On another note, do you think there will be a future version that will allow NPCs to be used for more then one quest? because the way i see it, (and tell me if i am wrong please) if i set up a NPC as a quest giver and then that NPCs quest is finished, then for the remainder of the game, that NPC is useless and it will just be there in the game with no future purpose. It will stay there just as another friendly npc… I don't know if that would change for now maybe in a distant future :P
  20. You're right :P Sorry about that, sometimes my english-language-knowdledge fails. On the other hand, I have a question for you Robin. The way you handle the attributes on EO (each of one with an unique frame) is really the way you originally pretended to be?
  21. @Zetasis: > I just saw the two new pics and it seems like the attribute screen is too blank… If that makes sense. Actually it's not completed so yes, it's blank. But it won't be for too long.
  22. It's smaller :P You have three frames so you can switch easily between them. And it has the Map_Properties form inside this editor. Also I'm reducing the amount of mini-attribute-frames (trap, heal, warp, etc.) to just one a bit more complex. EDIT: Added two more screens, check the main post.
  23. @Azkabanana: > ![](http://i439.photobucket.com/albums/qq111/xsporeonline/fuckyeah.png) "2 January 0: Beau has just had sexual intercouse with Robin." "2 January 0: Beau is starving!" "2 January 0: Robin is starving!" lol! :P
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