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KrakaKrucifix

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Everything posted by KrakaKrucifix

  1. As was suggested to me, I am giving this post a bump. Please help if you can. Thanks! :azn:
  2. Sounds to me like you might have a virus. Try running an antivirus program.
  3. What would the script look like that checks to see if an NPC is located at a particular square? Basically, I am using the Universal Spells provided by admiral refuge and editing them so that a sorcerer, for example, could cast a fireball at a monster and when the fireball connected it would deal damage to any monsters around the target monster as well.
  4. I have a problem that just sprung up today and I'm not sure what I may have done to cause it. Now, when I open up the map editor and move around to edit my map, my character's movement lags a lot. As soon as I save any changes, or exit the map editor the lag goes away and everything is back to normal. Thanks for the help in advance. Edit: It appears that I also lag when selecting new tiles. Sometimes it's so bad that it acts like I have a different tile selected than the red box is around.
  5. What exactly do you mean? Are you adding defence to yourself or to the monster you are hitting? By - damage do you mean negative damage or just less damage?
  6. What you will need to do is add the characters from the resource page to your sprites.bmp located in the GFX folder which is inside your Client folder. For items from the resource page, add it to your Items.bmp file. I think that answers your question.
  7. Thanks, I'd really appreciate the help. I'm hoping to get VB6 in the not too distant future, used to have it on this computer through my school but my hard drive went kaput.
  8. Originally I thought this issue could be fixed using sadscript, but after looking through the capabilities of sadscript and consulting with others on the forum I believe this issue can only be fix via of the source. Using Admiral Refuge's Uber Spells coding I've made it so that the damage of any spell has a random factor and also raises based on a player's stat. The problem I am coming across is that the GetPlayerSTR() sub only gets the players base strength and does not include strength gained through items. I currently don't have VB6 and I'm not sure when I'll be able to get it. So, if someone code edit the source and compile it for me so that I have a way of getting Total Strength, Speed, Magic, or Defense I'd be greatful. Infact, if you could include the bank fix (the 1x1 pixel boxes) that would be amazing. I'll see if I can find a link to it that someone else has posted up here. Thanks.
  9. LOL, well I asked the question but I put a period on the end so it's not really a question at all I suppose. Sorry, it was like 3 a.m. my time when posted that. At this point I have it so that damage from a spell (using your code with randomization) increases based upon the players strength. However, this strength (I used GetPlayerStr()) does not include strength additions or decrements caused by items. So, I made an item that gives like a crazy 10000 Strength. So my character punches for like 5K damage but his ability only does 70-120. It should be doing like 7k-12k I think. So, my question is: How do I get the total base strength+Str from items? Edit: As a side note, I tried changing the item so it only gives 1000 strength and also 500 strength just to make sure it wasn't because I had extremely high stats.
  10. Actually, I was hoping there was a way to do it using scripts because I don't have VB6. I was just providing the source code there as an example. Are you saying it's not possible to do something like this with scripts?
  11. Basically, I am using Admiral Refuge's epic spells with some editing by myself to have spells that increase in damage based upon a certain stat. Problem is, currently it is only affected by their base strength, not their strength when an item increases it. So, here is the question. How do I get the total strength Base+Str from items. Now, I was looking through the clsCommands file in the source code and to get max MP they use the following: > Function GetPlayerMaxMP(ByVal index As Long) As Long > Dim CharNum As Long > Dim Add As Long > > Add = 0 > If GetPlayerWeaponSlot(index) > 0 Then > Add = Item(GetPlayerInvItemNum(index, GetPlayerWeaponSlot(index))).addMP > End If > If GetPlayerArmorSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerArmorSlot(index))).addMP > End If > If GetPlayerShieldSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerShieldSlot(index))).addMP > End If > If GetPlayerHelmetSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerHelmetSlot(index))).addMP > End If > If GetPlayerLegsSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerLegsSlot(index))).addMP > End If > If GetPlayerRingSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerRingSlot(index))).addMP > End If > If GetPlayerNecklaceSlot(index) > 0 Then > Add = Add + Item(GetPlayerInvItemNum(index, GetPlayerNecklaceSlot(index))).addMP > End If And I believe the error I am running into is that I need to use something like .addStr on the end. Except that .addStr doesn't work. Anyone know what I need to use?
  12. Ok, so if I wanted to have a spell that went out a certain range, hit the monster, then caused AoE damage around the target. I would need to use the ranged spell script (the one in the Working Script section) and edit it so it did AoE damage around the target? An example would be like a fireball that has a range of 10 but then does damage to the target and everything 1 square around the target.
  13. Ref, what do I add from your compilation (folder-wise) to the EE 2.7 I downloaded the other day? I ask because I don't want to lose any of the work I've done already. Thanks
  14. I was looked through the tutorial section trying to find a tutorial on making spells/skills. I also tried looking through the questions section to see if anyone had asked my questions. I couldn't find it so here is my question(s). When making a skill, I mark it AoE, then it asks me for range. Does that range in anyway affect the area it affects or does it just affect how far away the monster can be and still get hit by it? I wanted to do a Roundhouse skill for my monk class. This skill would hit to the north, south, east, and west of monk's square. Is this something I would need to script or is there away to do this within the tools I EE has to make skills? Also the first scroll bar "Vital Mod", I assume affects the damage (if it's a health subtraction spell) or the healing (if it's a health adding spell). Is it a 1 to 1 correlation? Meaning if I set it to 20 it deals 20 damage or heals 20 health? Would I need to use scripts to make it so the damage of the skill/spell gets higher with a particular stat? I'm also assuming that if I wanted a skill that increased a stat (strength, Defense, Speed, Agility) I would need to make it a script? I believe I'm just going to have to figure out how to script. And I guess I am posting this hoping there is another way I don't know of. I know C++ so I should be able to figure it out, I'm just lazy. Thanks all.
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