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lcarens

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  1. > If you mean don't walk for specific events then make an option for each event like "Can Player Move while In Progress?" > > Then on client side if the player is in and event and if the event has got movement disabled then don't move. This is some air code The problem with using InEvent is that it doesn't work for most of my events. In most of the cases that I wish for someone to not be able to move, I am using the chatbox to display text instead of the event text box.
  2. Good evening, I am looking for a way to prevent the player from moving while an event is in process. I considered adding a check for InEvent to the movement sub, but I would prefer to be able to toggle the movement abilities manually. How would I go about doing so? I assume I could add a switch of some type and toggle it with the Custom Script command, but I am not sure where to get started. I would prefer hints towards what I should do rather than a solution, but if someone wishes to code it for me then I won't be complaining. Another slightly off topic question is: Can I output a player variable in the Add Text command? Thanks in advance, Lcarens
  3. Thank you! That was the only issue I've noticed, everything else seems to be working fine.
  4. I just made all the changes, and there seems to be no issue! I'll let you know if I notice anything amiss. (Also, while it isn't that important, is there any way to get the shop cost text to use commas and "and"?) Edit: Alright, I found an issue. The shop editor seems to carry over the previous price to the next item slot. [http://i.imgur.com/2sVOD2X.png](http://i.imgur.com/2sVOD2X.png) All the prices are correct (display as 10 Gold and cost 10 Gold) in the shops, just not the editor.
  5. > Stupid me back then went the lazy way and wrote the tutorial in a way that assumes there's always two costs. It wouldn't be too difficult to fix though. I apologize. > > ``` > > frmEditor_Shop.lstTradeItem.AddItem i & ": " & .ItemValue & "x " & Trim$(Item(.Item).Name) & " for " & .CostValue & "x " & Trim$(Item(.CostItem).Name) & " and " & .CostValue2 & "x " & Trim$(Item(.CostItem2).Name) > > ``` > This is the line that's causing trouble. All you'd have to do is make a simple check to see how many item costs there are. I might just re-do the tutorial, seeing as I know of a better way to accomplish this entire system. Sit tight! Alright, thank you so much!
  6. I'm having an issue where, whenever a user requests the price of an item by left-clicking on it, the chat message displays one of the blank fields as well as the price. For example, if I have it set up so that one Bronze Ingot costs 100 Gold, the chat message will say "You can buy this item for 100 Gold and 1" It also does this in the shop editor, when it displays the trades. However, if I fill all four of the "Price" item slots, then I don't have this issue, which leads me to believe that it's just displaying the next field instead of cutting it off. Any clues on how to solve this? Edit: All items are unbuyable as well, due to this. (It wants the player to have the None item on them) Second Edit: For the time being, I have reverted the changes made by this tutorial. Running debug on the client revealed that the issue was with the .CostItem2 and .CostValue2 (and so forth), but I didn't continue after that.
  7. > I don't believe there is one, not a great deal of people ever used EO3.0 to make a game in I'm afraid. (It was made during a transition, where most people were using DD7 engines still) I was referring more so to a guide on how to use DX8 to create a surface and render them. If I can get it working, I'll put a guide up on how to do so.
  8. > The downside of 3.0, it was kept to be.. relatively simple to edit, but brings this kind of flaws. Several file formats, and some things that were just left as-is and never fixed. > > Basically, you can completely delete the loading portion for the inventory/spell bitmaps and delete those files and replace them with *.PNG files, then load them in as a surface through the D3D8 engine and render them before the icons are rendered. It sounds much more complicated than it is. Do you know of where I could find a tutorial to do so? I never messed much with DirectX, only the code for the engine itself.
  9. > The background is loaded on the GDI form objects, it isn't actually rendered by the rendering engine. How you do that is.. well, load in a new surface and render it before rendering the image icons. > > Can't guarantee how it'll look though, why are you using bitmaps in the first place? If you're going to use Bitmaps, you're better off using older versions such as 2.3 to be honest. (Seeing as the only reason to use DirectX8 is to well.. Step away from the simple transparency color and make use of Alpha Masking to get gradual transparency, not to mention the filesize is waaay smaller) I'm using PNG for almost everything outside of the GUI, since I was under the impression that it needed to be in either JPG or BMP since that was how it was when I downloaded a clean copy. I would use PNG for everything if I could, but there might be some type of error that I would get if I tried, and I haven't gotten around to trying yet. (I have all of my GUI saved in a lossless format in case I can do that)
  10. > I'm confused now, what version are we talking about? 2.3 doesn't do this because of the way it is handled, the ONLY engine that does this is 3.0 and it's derivatives, which uses *.png for the alpha channels and whatnot. > > In case it is 3.0(and I'll have to slap you for using bitmaps in that version, real hard) you'll need to render a seperate image behind the items to make it show up, the D3D8 engine overlays the GDI set image of the background. Yes, I'm using 3.0, and I'm using bitmaps, so I guess you'll have to slap me. xD How would I go about rendering a separate image? And isn't it doing that already, since it is showing the top part of the inventory.bmp?
  11. > the items are renderd on a black screen that actually overlays your image. Yep, that's my issue. I'm not sure why it's doing that though, since 2.3 did not have that issue.
  12. VB6 natively supports .jpg and .bmp, so even when I was using DX6, I was able to replace all of the .jpg files with .bmp. I'm not sure why my screenshot didn't show up, so I uploaded it to Photobucket instead: http://i829.photobucket.com/albums/zz220/pokemonshadowbladerpg/cutoff.png
  13. For whatever reason, my inventory.bmp and skills.bmp are getting cut off when viewed in the Client. Any idea what might be causing this? (Screenshot attached) Thanks in advance, Lcarens
  14. I just spent all morning trying to fix a glitch where all of the stats would show as 255. If anyone else is having that issue, the problem is because of this tutorial. In modHandleData, in HandlePlayerData, change: ``` Call SetPlayerSex(i, buffer.ReadByte) ``` to ``` Call SetPlayerSex(i, buffer.ReadLong) ``` Sorry for any issues this caused. >_< I was actually just about to open a topic to ask for help with this. The tutorial has been updated to reflect this.
  15. Thanks for linking to my tutorial. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons//happy.png)
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