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Ruins of Hell

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Everything posted by Ruins of Hell

  1. @Xlithan: > Does this have all the bug fixes from EO 2? It would only make sense to release a new official version if all previous bugs were fixed. I'll check it out anyway. Yep (well most, it seems he missed one or two). @Changelog: > 6/19/12 - Release of Version 2.3. This version includes A TON of bug fixes including all the general EO bug fixes in the Script Tutorial Index (Thanks Justin!). It also includes a new demo meant for new users to Eclipse as a whole. It is kinda fun, even for advanced users of Eclipse. (Thanks for the mapping Kibbelz!)
  2. @sotvotkong: > bump. still cant get it to not error out. Ask jcsnider. I think he encountered that error too, but ended up making it compile to P-code as opposed to native code in order to make it work. I'm not exactly sure.
  3. Will the source code tutorials for EO 2.0 work for EO 3.0? - Probably not. EO 3 uses DirectX 8, so any tutorial that requires rendering things on screen may not work. Is it more stable and bug-free? - If you haven't installed EO bug fixes, yes. But if you want a DirectX 7 version of Origins that is more stable, you should either add the bug fixes yourself or use EO 2.3, which also has an event system.
  4. Make sure that all the sprites are in numerical order (1.bmp, 2.bmp, 3.bmp, 4.bmp …), and that they are all .bmp files. Also try changing to the sprite in the admin panel, and see if that works. That way we can find out if the error is with the Change Sprite feature or the actual sprite itself.
  5. That's odd. Have you recently added anything to the MapRec without deleting or converting your maps?
  6. @Alpha: > It would take quite an amount of time to convert Eclipse to the iOS and Android. Plus you need to make it touchscreen compatible. If you have the programming knowledge to do this, good luck :P This topic is about 2 months old. Please do not post in topics older than 1 month (except for the Resources section and a few other sections, where it is permitted. The full rules say this in more detail.)
  7. Mouse over the variables in the yellow line and tell us what they say. Also have you tried decreasing your tileset size? That might be the issue.
  8. Ruins of Hell

    Error

    You can't call a private sub from outside the form. So you can't call a _Click, _OnMouseOver, et cetera event from outside of the form.
  9. @General: > Y u no give up soul? ``` 111 1 1 1 1 1 111111 ```
  10. @General: > 0 * ∞ [Indeterminate?](http://www.wolframalpha.com/input/?i=0%E2%88%9E) 1.
  11. This topic has been moved to [Questions & Answers](http://www.touchofdeathforums.com/smf2/index.php?board=2.0). http://www.touchofdeathforums.com/smf2/index.php?topic=81800.0
  12. The graphics engine just plain doesn't work for some people, either resulting in CTDs or bad rendering.
  13. Going to need more example of your work before I can approve this.
  14. @Sythnet: > Mhmm, only really need it for certain items, guess I'll put that add-on to the side for now. It'll only be done for items who have cmdBind selected to either Bind on Pickup or Bind on Equip. It won't be done for all items.
  15. [What have you tried?](http://whathaveyoutried.com) The actual problem is quite simple, but from now on, you should be prepared to show us what you have tried that didn't work, or what you have searched for. Here's how you get the level of a player: ``` GetPlayerLevel(index) ``` Here's how you get the level of an NPC: ``` NPC(npcNum).Level ' or npcNum's equivalent, depending on where you are. ``` Here's the part of the code that deals with handing out items (Sub PlayerAttackNpc server-side): ``` 'Drop the goods if they get it n = Int(Rnd * Npc(npcNum).DropChance) + 1 If n = 1 Then Call SpawnItem(Npc(npcNum).DropItem, Npc(npcNum).DropItemValue, mapNum, MapNpc(mapNum).Npc(mapNpcNum).x, MapNpc(mapNum).Npc(mapNpcNum).y) End If ``` now replace the above with this: ``` 'Drop the goods if they get it n = Int(Rnd * Npc(npcNum).DropChance) + 1 If n = 1 And GetPlayerLevel(attacker) - Npc(npcNum).Level < 11 Then Call SpawnItem(Npc(npcNum).DropItem, Npc(npcNum).DropItemValue, mapNum, MapNpc(mapNum).Npc(mapNpcNum).x, MapNpc(mapNum).Npc(mapNpcNum).y) End If ``` Done.
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