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KrakaKrucifix

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Everything posted by KrakaKrucifix

  1. Wow, you hit the nail on the head as the saying goes. I've felt largely the same way during my time in college.
  2. KrakaKrucifix

    Shield

    No, I'm not going to do it for you because a) its not something thats difficult to figure out and b) you need to figure it out for yourself. This way, you'll become familiar with editing the .bmp files and will be able to overcome future problems. ;)
  3. KrakaKrucifix

    Shield

    I'm not going to do it for you, but I believe all you have to do is edit the .bmp file. I use paint.net but just about any drawing software will work. You'll have to play around with it some to figure out exactly how to move/edit the shield so that it appears on the correct hand. Usually, it involves just moving the pic over but occasionally can require swapping between the different frames.
  4. I believe you are referring to paperdoll. Go into the Data.ini file and look for where it says Paperdoll="#" and if you put a 0 there, then armor and other equipment will not show on your character and if you put a 1 there then it will show. Hope this helps. kk
  5. So, I decided I don't want a set amount of HP and MP added each level based on the stats gained. Instead I am making it so that the amount of HP and MP earned each level goes up in brackets. For example, less than 50 Def gets 5 HP a level (+10 for leveling), and 50-124 Def gets 7 HP a level (+10 for leveling) and so on. My issue is occuring with my SetPlayerMaxHP and SetPlayerMaxMP subs. **Server Side** I have added the following code to both the clsCommand and the ModDatabase ``` Sub SetPlayerMaxHP(ByVal Index As Long, ByVal Num As Long) Player(Index).Char(Player(Index).CharNum).MAXHP = GetPlayerMaxHP(Index) + Num End Sub Sub SetPlayerMaxMP(ByVal Index As Long, ByVal Num As Long) Player(Index).Char(Player(Index).CharNum).MAXMP = GetPlayerMaxMP(Index) + Num End Sub ``` **Client Side** I added the following code to the modDatabase ``` Sub SetPlayerMaxHP(ByVal Index As Long, ByVal Num As Long) Player(Index).MaxHp = GetPlayerMaxHP(Index) + Num End Sub Sub SetPlayerMaxMP(ByVal Index As Long, ByVal Num As Long) Player(Index).MaxMP = GetPlayerMaxMP(Index) + Num End Sub ``` When used in my script the subs do not appear to function as designed. I am only getting the 10 HP for leveling. Any help would be greatly appreciated.
  6. Ok, I have dimmed them and set them = 0. Here is the code I have for that section ``` ' If SubWis > 0 Then ' frmMirage.lblWis.Caption = Val(parse(8)) - SubWis & " (+" & SubWis & ")" ' Else ' frmMirage.lblWis.Caption = Val(parse(8)) ' End If ' If SubDex > 0 Then ' frmMirage.lblDex.Caption = Val(parse(9)) - SubDex & " (+" & SubDex & ")" ' Else ' frmMirage.lblDex.Caption = Val(parse(9)) ' End If ``` It is currently commented out because if not, my game crashes upon entering with my character.
  7. Sorry, meant to say I'd done a ton of stuff server sided. In fact the stats seem to work completely… the only issue is getting the number to display on the character portion of the screen (when you click the character button). Where it should say Dexterity : # it says Dexterity : Dexterity because of the code I had to comment out so the game wouldn't crash. As for adding a message, I understand how to implement adding a message, but I'm not sure how that would help my situation. I know that the stats transfer properly, when I do a /info it shows me my Dex and Wisdom like it should and I can add stat points to it and everything. All my scripts and functions that use the stats work as well. The only issue is with getting the label that should show the amount of Dex and Wisdom that I have to show that amount. And the reason I'm not sure how to implement a message in such a way that it will help me is because if I uncomment out the code that makes it so that the amount of wisdom and dex I should have is shown, I can no longer get into the game to see any message anyway.
  8. When you fall asleep at the keyboard and wake up to new functions! Bye Pyrex!
  9. When attempting to do that I get a Runtime Error 6 Overflow message and the client crashes. Its directly when I press the - key though so it could be because of the isNumber check perhaps? I'll test this. Edit: So I took out the sub that checks to make sure that what I put in the text box is a number (by key press) but upon pressing the - key I get Runtime Error '13' Type mismatch. Prior to this, the changes I made I got Runtime Error '6' Overflow. So at least its a change XD
  10. Yes, but your responses are what I was asking you to expand on. As far as setting the scroll bar min to negatives, I've already changed it over to text boxes… do I need to change it back to scroll bars if I want negatives? As for what Umbra suggested, I think I just figured out what he means. I believe he was referring to moving my checks so that they check when I save the item. I have converted almost all of my scroll bars over to text boxes at this point. There is probably 3 or 4 I didn't change on the NPCEditor because they are short ones (I don't plan to have more than 10 classes in the end, things like that) and I believe I only have like 2 scroll bars in the ItemEditor the Exp percentage being one of them because it was giving an error and I have enough topics opened at the moment asking for help :P
  11. > I haven't noticed any issues with the changes to the NPC editor except that the error about it not being a number pops up when I press backspace. However, when using the Item Editor I'd like to be able to use negative numbers if possible and I'm not sure how to implement that. Also, it has an issue that when I highlight the number within the text box and press delete (this doesn't happen with the NPC Editor) the client crashes with a Run-time error '13' type mismatch. The errors mainly refer to using backspace with the NPCEditor and using delete or backspace with the ItemEditor. The middle item, though not an issue, would help me out a bunch and I really have no clue how to go about implementing it. I'm primarily a C++ programmer and Have only had a couple classes of that in college and actually haven't had to use it for anything serious in .. a year I think so I'm quite rusty. I'm kind of learning as I go and I tend to learn best by example, despite what people say about teaching themselves. Thanks again, KK
  12. Hmm, do I know how to code… that would depend on the context. Comparing to most of you guys who answer my questions... No... no I don't. In comparison, what I do is bang my head against the keyboard until something that seems like it might be logical pops up. Then I compile and run and see what it does. In most situations, it crashes my game or my server. At which time, I usually delete whatever I banged out and start the process over again. As a side note, my hp and mp bars appear to work perfectly now. There was another place where I needed to change 150 to 100 for each of them. Could any of you elaborate on your suggestions as to how to fix my Item Editor? Or the minor flaw in the NPC Editor?
  13. I did a lot of stuff client side, basically followed what the tutorial at the top said to do, but I don't think anything I had to do dealt with parsing. That could very be the issue. I'm not sure how making messages in this situation would help me because I know that if a uncomment out the bolded text above, I can't even play the game. It crashes as soon as I try to load a character. But I'll check the server side for parsing that needs to be done. hadn't thought of that. If you could further explain what to do with the messages (i understand how it would help, i often use cout to help me find errors while coding in C++, but in this situation I can't even uncomment the code without crashing), I'd appreciate it.
  14. Yeah it worked, I think there is something I need to change, probably under when the sever loads or when someone first logs in because when they first log in, the width is off again, once they get hit, its perfect. As a side note, if either of you look at this again. I am working on changing my scroll bars on my NPC Editor and my Item Editor into text boxes so I'm not limited by the integer limits placed on scroll bars. Here is the link: [http://www.touchofdeathforums.com/smf/index.php/topic,31706.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,31706.0.html) I haven't noticed any issues with the changes to the NPC editor except that the error about it not being a number pops up when I press backspace. However, when using the Item Editor I'd like to be able to use negative numbers if possible and I'm not sure how to implement that. Also, it has an issue that when I highlight the number within the text box and press delete (this doesn't happen with the NPC Editor) the client crashes with a Run-time error '13' type mismatch. As per my usual, any help would be greatly appreciated.
  15. Awesome, thanks man. I found what you were talking about its under Player HP Packet and Player MP Packet. I haven't tested it yet cause I generally wait to remake my client until I have a few more changes to it but I definitely think this will work. :cheesy: Care to take a look at my other issue that I linked above? I believe it has to do with parsing because I have an issue anytime I try to add anything that involves parsing.
  16. Ok, I'm editing my frmMirage in, what I thought would be, so minor and easy to manage ways. Most of them seem to work fine but there is one problem I have that I believe is directly related to something in frmMirage. Basically, I tried to shorten the width of the HP and MP bars from 150 to 100. Then I moved them to the right 50 so that there is space to the left of them for me to add other labels. The issue I am having is that when I go in game, the HP and MP bar are back to being 150 in width but they are also moved over to the right 50. So my labels show just fine but my hp and mp bars are partially hidden behind the chat box and the picture box that shows the game. My other issue is related to frmMirage but I have another topic open about it here: [http://www.touchofdeathforums.com/smf/index.php/topic,48022.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,48022.0.html) Any help anyone can give on either of these two issues would be greatly appreciated.
  17. KrakaKrucifix

    NPC Run

    Yeah, I'm fine with making the game run smoother but my personal problem was the delay in monsters running after people who are attacking from range. I wanted to speed up the arrows (i've figured out how to do this) to make it more viable in PvP but that made it even easier for people leveling up using ranged means. I'll check out the npc move timers, if I can find them. Thanks.
  18. KrakaKrucifix

    NPC Run

    @Silvh: > That bug has been around since the original Eclipse… I've never found a fix for it, you could however speed up the FPS(Frames Per Second)... That also increases movement speed ;) Only downside is that slower CPU's can't keep up with this tickcount change and will make it crash. Won't that increase both the players movement speeds and the npcs? If so, is there a way just to increase the NPCs?
  19. I second a tutorial on what you did. I'd certainly help me and probably lots of other players. I've wanted to move the HP bar and name for a while and haven't gotten around to figuring out how to do it. So, please post a tutorial on this.
  20. My response is in regards to you wanting to use both 32x32 size sprites and 32x64. I'm not certain how well it would work but you could try simply copying and pasting a row of 32x32 sprites onto your 32x64 sheet. It may throw some alignments off when you attack and such, but I *think* it should work. Someone more experienced in 32x32 sprites might be able to clarify on that.
  21. Well, the affects of Speed that Admiral and I listed are the stock uses for speed, meaning they are the only things that Speed affects without making any changes to source or scripts. I didn't think it affected Attack Speed but I've never really tested that. However, you can script it so that speed affects almost anything you want. And what you can't script and make it affect you can make source code edits so that speed affects it. For example, in one game I was working on, speed also affects your chance to critical hit with weapons.
  22. I know it has to be done on the client side too, thats what I'm trying to do. I haven't added the two new stats to the Item Editor, NPC Editor, or frmNewShop, however, that should not be causing the issue I have above. I have done a search using DEF as my criteria and, other than the sections mentioned above, I believe I have a matching set of code for both my Dex and Wis stats. I just can't figure out what causes the above code. I can comment the bolded code out and the issue no longer occurs but this obviously means that when I log in, instead of displaying my Wisdom and Dex as a number, it simply displays whatever I put in the label box as a caption while I was editing the source. I was thinking my issue might have something to do with parsing, but from what I can tell I am doing it right. I also have lblWis and lblDex created in frmMirage. Other than those two possibilities I'm not sure what else could cause the above bolded lines of code to have issues. Thanks again.
  23. You can make it so that items change your speed and players can also spend stat points to change Speed. At least, using a stock eclipse game I believe thats all. Now if you meant SP, you'll need to look in your eclipse server folder under stats and it should tell you which stats currently affect SP. Hope that answers your questions, but if not, please clarify your question :P
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