Ariel Posted August 8, 2012 Share Posted August 8, 2012 lol I've tried to do it but failed :P Link to comment Share on other sites More sharing options...
BeNjO Posted August 15, 2012 Share Posted August 15, 2012 Can not figure out how to send the correct STAT values to the client, can someone point me in the right direction? HP/MP works, just any player stat like str/end ect do not update on client. Link to comment Share on other sites More sharing options...
Ariel Posted August 15, 2012 Share Posted August 15, 2012 Find the sub ApplyBuff in server, fix it to add stats. Link to comment Share on other sites More sharing options...
BeNjO Posted August 15, 2012 Share Posted August 15, 2012 fix it how? not sure on what how to make it send correct updatesi can get it to show the buff increases on the client, just can not figure out how to remove said buff effects on the client. Link to comment Share on other sites More sharing options...
RyokuHasu Posted August 24, 2012 Author Share Posted August 24, 2012 the remove is in the server loop because its a timed event Link to comment Share on other sites More sharing options...
Shippous Posted September 18, 2012 Share Posted September 18, 2012 When i save a Buff/Debuff spell i gor an error on server, in this lane:CopyMemory ByVal VarPtr(Spell(spellnum)), ByVal VarPtr(SpellData(0)), SpellSizeOnly when i set some spell as buff/debuff.Later i'll post a print, no time now );Help please ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)I think that this have something to do with the **real defense?****Someone have the link?:** Link to comment Share on other sites More sharing options...
Stein Posted September 18, 2012 Share Posted September 18, 2012 Make sure your SpellRec is the same on both the client and server. Link to comment Share on other sites More sharing options...
Shippous Posted September 18, 2012 Share Posted September 18, 2012 Wow, i hate to be such a noob with VB6 lol.Thanks Stein. Link to comment Share on other sites More sharing options...
Ganjika Posted September 18, 2012 Share Posted September 18, 2012 Does this work on Eclipse Origins 3.0 [Nightly] Dx8? Link to comment Share on other sites More sharing options...
Shippous Posted September 18, 2012 Share Posted September 18, 2012 I'm having a problem with this, the buff dont end, i mean, you use the buff and never loses the bonus, only when you log off…EDIT: Nvm, maked it work, but i only can see the changes when i change the map |: Link to comment Share on other sites More sharing options...
Tai Kamiya Posted September 19, 2012 Share Posted September 19, 2012 I tried in EO3.0/Advanced and it didn't work. I don't know if it supposed to, beucase there's no compilation or VB errors. Anyone know what is causing it? Maybe the code need be modified in any part? Link to comment Share on other sites More sharing options...
Peaverin Posted September 22, 2012 Share Posted September 22, 2012 > I tried in EO3.0/Advanced and it didn't work. I don't know if it supposed to, beucase there's no compilation or VB errors. Anyone know what is causing it? Maybe the code need be modified in any part?It doesn't work for me too in EO 3.0 advanced…Any solution? Link to comment Share on other sites More sharing options...
JohnPony Posted September 22, 2012 Share Posted September 22, 2012 Your going to need to pinpoint where exactly it stopped working before we can help you.If you can't review your code to figure out whats wrong, use message box's as checkpoints to see how far it gets. Link to comment Share on other sites More sharing options...
Peaverin Posted September 22, 2012 Share Posted September 22, 2012 All works good: I modified all the client and server side scripts to make the buffs work.The problem is that when I use the magic that makes me have the buff ( editing the vital, duration,etc.. as the tutorial says),it just appears the Casting Mage red text above my character but i don't see any change in my char states.. Link to comment Share on other sites More sharing options...
JohnPony Posted September 26, 2012 Share Posted September 26, 2012 For anyone complaining that they want buff icons:![](http://www.freemmorpgmaker.com/files/imagehost/pics/f6fbe0c072993c4096ab2dc2dc45f7d2.png)![](http://www.freemmorpgmaker.com/files/imagehost/pics/6483b3344cb8860bf77c709c26b72604.png)Was probably one of the easiest features i have ever done. Link to comment Share on other sites More sharing options...
Peaverin Posted October 4, 2012 Share Posted October 4, 2012 Excuse me,What should i do if i don't wanna the players to active the same bug more than 1 time?I don't like that because a player can have 5 buffs of the same type and that will decrease a lot the in-game difficult.Can someone helps me?PD: thanks a lot for this script, working good on nightly eclipse ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Shippous Posted October 6, 2012 Share Posted October 6, 2012 Make the CoolDown the same as the duration. Link to comment Share on other sites More sharing options...
Peaverin Posted October 6, 2012 Share Posted October 6, 2012 if i do that i wont al. If for examplelow players cast the buff to more than one player :/ Link to comment Share on other sites More sharing options...
hedgy Posted October 28, 2012 Share Posted October 28, 2012 Works on EA3.0.7\.There's one problem though. The stats won't update untill the player relogs or moves to another map.Any idea how to update player stats after a buff ended? Link to comment Share on other sites More sharing options...
Ertzel Posted October 28, 2012 Share Posted October 28, 2012 Replace:```If Tick > BuffTimer Then For I = 1 To Player_HighIndex For x = 1 To 10 If TempPlayer(I).BuffTimer(x) > 0 Then TempPlayer(I).BuffTimer(x) = TempPlayer(I).BuffTimer(x) - 1 If TempPlayer(I).BuffTimer(x) = 0 Then TempPlayer(I).Buffs(x) = 0 End If End If Next Next BuffTimer = GetTickCount + 1000 End If```With:```If Tick > BuffTimer Then For I = 1 To Player_HighIndex For x = 1 To 10 If TempPlayer(I).BuffTimer(x) > 0 Then TempPlayer(I).BuffTimer(x) = TempPlayer(I).BuffTimer(x) - 1 If TempPlayer(I).BuffTimer(x) = 0 Then TempPlayer(I).Buffs(x) = 0 SendStats I End If End If Next Next BuffTimer = GetTickCount + 1000 End If``` Link to comment Share on other sites More sharing options...
hedgy Posted October 28, 2012 Share Posted October 28, 2012 Thanks for the fast reply ertzelHowever, it didn't fix the problem. Same results as before.If it matters. I'm testing this with agility. That's the easiest way as agility also increases the moving speed for me. I'll test it with other stats and edit this post with the results.**Edit**Max HP does update when I choose endurance. However it's quite odd how he doesn't update the stats at 'character' unless you move map.ATK works fine.STR works fine, except for updating the stats at character. Link to comment Share on other sites More sharing options...
Ertzel Posted October 28, 2012 Share Posted October 28, 2012 umm… I don't see how doing just that change could of possibly made it not give the buff anymore unless they change maps as it didn't remove or change any current code except adding a line to send stats in a piece of code that had nothing to do with maps or movement or changing maps.... Link to comment Share on other sites More sharing options...
hedgy Posted October 28, 2012 Share Posted October 28, 2012 It does give the buff. But it doesn't update the stat value in 'character'. Untill the player changes to a new map.Also, the movement speed which is in my case based on agility, doesn't see the change in agility untill the player changes map.So I suppose I need something, that also updates those values in 'character'Hope I explained better now. Link to comment Share on other sites More sharing options...
Ertzel Posted October 28, 2012 Share Posted October 28, 2012 Try:PlayerData Iinstead of SendStats I, in that spot. Link to comment Share on other sites More sharing options...
hedgy Posted October 28, 2012 Share Posted October 28, 2012 That didn't change anything. ![:unsure:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/unsure.png) Link to comment Share on other sites More sharing options...
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