Tdogthedog
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Posts posted by Tdogthedog
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lol whats wrong with green? XD
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@Robin:
> @[Cake:
>
> > TDog link=topic=63091.msg669673#msg669673 date=1280268677]
> > (that was my next question Robin….) plus I'm not the one that said delete system32...
> >
> > if you didn't do any sourcing or scripting try reinstalling the library files..
>
> **Stop answering questions you don't understand.**
>
> Next time you come on and just spout some unrelated bullshit, I'm going to give you a warning. I am _sick and tired_ of having to fix the problems you cause with your 'help'.
oh yes robin fixing up your registry in your comp really causes a problem… I bet ya it probably made his faster too.. he just joined today so I take it he probably hasn't touched the source or scripting and just tryed to map... since thats the first thing all new eclipsers do.... -
(that was my next question Robin….) plus I'm not the one that said delete system32...
if you didn't do any sourcing or scripting try reinstalling the library files.. -
Unlike Robin being retarted there is a way to fix it just download a registry cleaner like "Quicksys RegDefrag" and run it and it should fix your problem..
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if you love your computer don't listen to Robin…
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ok.. you have 5 layers below the sprite and and 4 above.. what i mean is 5 of the layers the player will "walk over them" the other 4 the player pic goes "under them"
Now Ground is the lowest layer..
Mask 1 covers ground and if its not a full tile shows ground under it
Mask 1 animation is on top of the Mask1 layer but it flashes
Mask 2 covers all before and shows tiles under it if allowed
Mask 2 animation blinks
now Fringe layers are the layers the the player pic goes under.. these are used for leaves of trees, roof's of building, etc to make it look like the player is going behind them and they pretty much do what the mask layers do just above the player sprite..
so read this list from the bottom up and its the layers order:
Fringe2 animation
Fringe2
Fringe1 animation
Fringe1
Player Sprite
Mask2 animation
Mask2
Mask1 Animation
Mask1
Ground -
1) Open Item Editor and make a new item and set its item type to currency then your shop will work…
2) Getting spells: If using EO then pick up spell item and then double click item.. if other versions of eclipse pick up item.. double click.. go to spells list double click name or highlight and hit the insert key..
3) Arrow = when you cast a spell or something it shows an animation going towards what ever your firing at..
4) max level is 50 if you have VB6 you can change the number in your modConstants -
Robin did you even bother to look at my reply like 5 replys up?
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Robin will you just delete this post? And i also 1 of the reasons why things were also getting messed up were because if the item type constants the weren't in the same order. Other then that it will still screw up the account files because of changing the item order and all that stuff. But looking through your source Robin the only real problem i see is you have to remake the accounts. All your invotory and equipment codes all figure out the .type of the item and then goes on using the number from enum and such so no matter it will still look for that number.
Example1:
(Goes by the order in your modEnumerations (client side))
```
' check for paperdolling
For i = 1 To Equipment.Equipment_Count - 1
If GetPlayerEquipment(Index, i) > 0 Then
If Item(GetPlayerEquipment(Index, i)).Paperdoll > 0 Then
Call BltPaperdoll(X, Y, Item(GetPlayerEquipment(Index, i)).Paperdoll, anim, spriteleft)
End If
End If
Next
```
Example 2:
(Goes by .type in modGameLogic (Client Side))
```
' If currency, exit out before all the other shit
If Item(itemnum).Type = ITEM_TYPE_CURRENCY Or Item(itemnum).Type = ITEM_TYPE_NONE Then '<< goes by .type
' Clear other labels
.lblItemDescLevel.Caption = "N/A"
.lblItemDescSpeed.Caption = "N/A"
For i = 1 To Stats.stat_count - 1
.lblItemDescStat(i - 1).Caption = "N/A"
Next
Exit Sub
End If
```
Example 3:
(Checks player's equiped in the modPlayer (server side)
```
Sub CheckEquippedItems(ByVal Index As Long)
Dim Slot As Long
Dim ItemNum As Long
Dim i As Long
' We want to check incase an admin takes away an object but they had it equipped
For i = 1 To Equipment.Equipment_Count - 1
ItemNum = GetPlayerEquipment(Index, i)
If ItemNum > 0 Then
Select Case i
Case Equipment.Weapon
If Item(ItemNum).Type <> ITEM_TYPE_WEAPON Then SetPlayerEquipment Index, 0, i
Case Equipment.Armor
If Item(ItemNum).Type <> ITEM_TYPE_ARMOR Then SetPlayerEquipment Index, 0, i
Case Equipment.Helmet
If Item(ItemNum).Type <> ITEM_TYPE_HELMET Then SetPlayerEquipment Index, 0, i
Case Equipment.Shield
If Item(ItemNum).Type <> ITEM_TYPE_SHIELD Then SetPlayerEquipment Index, 0, i
End Select
Else
SetPlayerEquipment Index, 0, i
End If
Next
End Sub
```
So the only thing thats wrong is that i didn't change the numbers of the constants to match and such. But anyways i'll do you guys a favor and not post anymore fixes and i'll just pm Robin first. -
And that's what I said. I even said he can say stuff aggainst it all I'm saying is that he can't just say it doesn't work because it does. And I also said he could do it another way it is is engine and he can do whatever and I'm ok to it he has the right. I'm just tired of him making me look like a fool because it's not his way.. Not everyone programs the same way we all have our own style and such.
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Will you stop being full of yourself and really read what I said earlyer in this post? I never said it was the best.. I said it was the simplest. And you guys act like it's going to kill ya if you have to make a new account… Your system robin runs on types like it should which is good.. So it doesn't matter what number the equipment is because I didn't change the item type and such... So yes it admit it f's up the accounts but that's an easy problem to take care of. And why am I using eo? Because draken likes your features and I do what he says so instead of making a big fit about this isn't it easyer to just say yea this works and it's not the best way and you have to remake the accounts but other thenthat it works? This was only for the people who want to fix this problem but don't know sourcing.. So back off when some one is trying to help it's not like I was trying to show you up it was just an easy way of fixing it..
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Ok wait for your new release which will pretty much have something near what I did or a little different way and claim that it is the right way… But I guess we'll have to see what you do.
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Like you guys said it is a lame way to fix it yes.. but it is also an easy way of fixing it for people who don't understand programming i didn't mention that it was the best. Its just 1 way to do it… and yes it does work like normal how versital Robins codes are it goes by item type so no matter how the loops run and what number it is the type is still the same.
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Before:
![](http://i845.photobucket.com/albums/ab13/erraofwar/Proof1.jpg)
After:
![](http://i845.photobucket.com/albums/ab13/erraofwar/Proof2.png)
The only bug you get is that you have to remake the account.. which is really not that big of deal compared to people haveing like a big weapon under the armour -
@YamYam:
> lol, it will bugger it up.. unless he changes it server-side to the exact same thing.. But that's kind of a lame fix imo. ;D Doing that will duck up any existing accounts though.
Yea it will but you will have to anytime you mess with the player's account like that even if you add new variables to the tile info you have to redo the maps because you screwed up the order.
So if you just doing this.. does it really take you that much time just to remake an account when you probably don't have that much on it anyways?> -
*Fixed it
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Top = Drawn First
Bottom = Drawn Last
so yea -
[Removed]
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Its not a bug.. the spells are set up to only allow you to cast them if you are not moving.. but if you want to make it so where when you move you can cancel it or whatever you would have to do some sourcing in the CastSpell function and player walking.
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eh ok must have missed the memo
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1) when drawing paperdolls the weapon draws then the armour covering up the weapon. (according to Draken)
2) If on a slow ish computer and you log into the client fast it will quit because it hasn't loaded all the way yet (normally quits around when loading classes i think) RTE 9 i think comes up *couple fixes for it (set a timer to not allow login till loaded or just wait for a min then log in) -
Blood Diamond
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Zombie land
3000 posts.
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