SkywardRiver Posted August 27, 2015 Author Share Posted August 27, 2015 They have cast times, they don't stand still though. Link to comment Share on other sites More sharing options...
aeronx Posted August 27, 2015 Share Posted August 27, 2015 Then no cast bar, nor stand still.. xD any "fast" fix sky? Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted August 27, 2015 Share Posted August 27, 2015 I'd say at least give them a cast bar and maybe the option (chkbox) in NPC edit to make them stand still while they cast XD Link to comment Share on other sites More sharing options...
aeronx Posted August 27, 2015 Share Posted August 27, 2015 Im trying to add that right now! I'll share it if i get it done.. Link to comment Share on other sites More sharing options...
Vooo Posted August 27, 2015 Share Posted August 27, 2015 Some weird bug has happened.I was writing an event(was in the talkbox part, writing text only, nothing else, and i got RTE 9 subscript out of range, and then the map turned to this http://imgur.com/uxwxncITrying to create an event on that map now gives the same RTEDon't really know what to report or how i triggered it, but might be something worth looking into Link to comment Share on other sites More sharing options...
Kagamine Posted August 27, 2015 Share Posted August 27, 2015 LoL, lots of help requests, poor @SkywardRiver , this is what happen when you release an good engine! :vAnyway, good to see these last 3 updates coming so fast, good job with this engine! :D Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted August 27, 2015 Share Posted August 27, 2015 Trav, go into the client folder and delete the map caches, that might fix it, or have fun remapping Link to comment Share on other sites More sharing options...
Azizele Posted August 28, 2015 Share Posted August 28, 2015 @Trav I've encountered that glitch too, it seems to have to do with having too many lines on a single event causing it to RTE 9\. Then the map gets replaced with whatever your map 1 above it is, or it glitches out how your screenshot depicts. Link to comment Share on other sites More sharing options...
Vooo Posted August 28, 2015 Share Posted August 28, 2015 Alright cool! And deleting the client side map caches fixed it. I just have one question, i skimmed through all the pages but i couldn't find a definitive answer, and that is why cant i pick up items or is there something i havent tried? I feel dumb as shit Link to comment Share on other sites More sharing options...
joaovitor1819 Posted August 28, 2015 Share Posted August 28, 2015 where you edit the class in vb6 ? Link to comment Share on other sites More sharing options...
SkywardRiver Posted August 28, 2015 Author Share Posted August 28, 2015 Space bar to pick up items, if you didn't know. ModCombat if you want to edit the vital scalings per class in vb6 (server side) Link to comment Share on other sites More sharing options...
joaovitor1819 Posted August 29, 2015 Share Posted August 29, 2015 How can I disable auto classes? Link to comment Share on other sites More sharing options...
Colonello Posted August 29, 2015 Share Posted August 29, 2015 Quick question, is there a screenshot map button? After searching around the admin panel I was unable to find one. Link to comment Share on other sites More sharing options...
SkywardRiver Posted August 29, 2015 Author Share Posted August 29, 2015 Ah, no there isn't :/ As the entire map doesn't render at once in DX8 engines it's almost impossible to do. Link to comment Share on other sites More sharing options...
Joyce Posted August 29, 2015 Share Posted August 29, 2015 Technically you could render the entire map at once to a backbuffer and turn that into a texture, then image and save it.. Problem is this often turns a bit skewed with larger maps or odd sizes. (It's also a hell of a lot of work to implement it. :P) Link to comment Share on other sites More sharing options...
SkywardRiver Posted August 29, 2015 Author Share Posted August 29, 2015 Yeah I was thinking the same thing, Joyce haha. The problem is I would most likely get a ton of complaints from people wanted it perfect and not skewed on the awkward map sizes/shapes. I just don't want to deal with it haha Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted August 29, 2015 Share Posted August 29, 2015 Couldn't you just make the max_mapx the size of the screen when you click the button and then switch it back? I could be, and probably am, wrong though. Link to comment Share on other sites More sharing options...
Vooo Posted August 30, 2015 Share Posted August 30, 2015 I'm sorry man, i still don't get the paperdolling, i got the facing down row looking ok but the other ones i can't figure out, they all wind up outside of it's grid, invading on the next one if you dont want to cut out too much. Would it be possible for you to upload a template with where the hands are? on a paperdoll sheet that is. Link to comment Share on other sites More sharing options...
Joyce Posted August 30, 2015 Share Posted August 30, 2015 Same place as the sprite hands.Paperdoll images are cut up to the exact same dimensions as the sprites you use. :) Link to comment Share on other sites More sharing options...
Vooo Posted August 30, 2015 Share Posted August 30, 2015 But there are 6 columns on the paperdoll sheets, and Sky said he had done something, because he wanted weapons to be able to go outside of the sprite grid Link to comment Share on other sites More sharing options...
Joyce Posted August 30, 2015 Share Posted August 30, 2015 Really? Hmm, I haven't looked at the paperdoll code in this one. I just assumed it worked the same as always. Haha. Link to comment Share on other sites More sharing options...
SkywardRiver Posted August 30, 2015 Author Share Posted August 30, 2015 I set offsets on the weapons and shields so that you could render the entire thing without a cutoff. If you want, you can replace the paperdoll offset with this: (in modGraphics -> DrawPlayer)```Select Case GetPlayerDir(Index) Case DIR_DOWN If GetTickCount > Player(Index).StartFlash Then Call DrawSprite(Sprite, X, Y, rec, a, r, G, B) Player(Index).StartFlash = 0 Else Call DrawSprite(Sprite, X, Y, rec, a, r, G, B, True) End If 'Helmet If GetPlayerEquipment(Index, helmet) > 0 Then If Item(GetPlayerEquipment(Index, helmet)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, helmet)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, helmet)).r, 255 - Item(GetPlayerEquipment(Index, helmet)).G, 255 - Item(GetPlayerEquipment(Index, helmet)).B) End If End If 'Armor If GetPlayerEquipment(Index, armor) > 0 Then If Item(GetPlayerEquipment(Index, armor)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, armor)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, armor)).r, 255 - Item(GetPlayerEquipment(Index, armor)).G, 255 - Item(GetPlayerEquipment(Index, armor)).B) End If End If 'Enchant If GetPlayerEquipment(Index, enchant) > 0 Then If Item(GetPlayerEquipment(Index, enchant)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, enchant)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, enchant)).r, 255 - Item(GetPlayerEquipment(Index, enchant)).G, 255 - Item(GetPlayerEquipment(Index, enchant)).B) End If End If 'Shield If GetPlayerEquipment(Index, shield) > 0 Then If Item(GetPlayerEquipment(Index, shield)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, shield)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, shield)).r, 255 - Item(GetPlayerEquipment(Index, shield)).G, 255 - Item(GetPlayerEquipment(Index, shield)).B) End If End If 'Weapon If GetPlayerEquipment(Index, weapon) > 0 Then If Item(GetPlayerEquipment(Index, weapon)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, weapon)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, weapon)).r, 255 - Item(GetPlayerEquipment(Index, weapon)).G, 255 - Item(GetPlayerEquipment(Index, weapon)).B) End If End If Case DIR_UP 'Shield If GetPlayerEquipment(Index, shield) > 0 Then If Item(GetPlayerEquipment(Index, shield)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, shield)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, shield)).r, 255 - Item(GetPlayerEquipment(Index, shield)).G, 255 - Item(GetPlayerEquipment(Index, shield)).B) End If End If 'Weapon If GetPlayerEquipment(Index, weapon) > 0 Then If Item(GetPlayerEquipment(Index, weapon)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, weapon)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, weapon)).r, 255 - Item(GetPlayerEquipment(Index, weapon)).G, 255 - Item(GetPlayerEquipment(Index, weapon)).B) End If End If If GetTickCount > Player(Index).StartFlash Then Call DrawSprite(Sprite, X, Y, rec, a, r, G, B) Player(Index).StartFlash = 0 Else Call DrawSprite(Sprite, X, Y, rec, a, r, G, B, True) End If 'Helmet If GetPlayerEquipment(Index, helmet) > 0 Then If Item(GetPlayerEquipment(Index, helmet)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, helmet)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, helmet)).r, 255 - Item(GetPlayerEquipment(Index, helmet)).G, 255 - Item(GetPlayerEquipment(Index, helmet)).B) End If End If 'Armor If GetPlayerEquipment(Index, armor) > 0 Then If Item(GetPlayerEquipment(Index, armor)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, armor)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, armor)).r, 255 - Item(GetPlayerEquipment(Index, armor)).G, 255 - Item(GetPlayerEquipment(Index, armor)).B) End If End If 'Enchant If GetPlayerEquipment(Index, enchant) > 0 Then If Item(GetPlayerEquipment(Index, enchant)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, enchant)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, enchant)).r, 255 - Item(GetPlayerEquipment(Index, enchant)).G, 255 - Item(GetPlayerEquipment(Index, enchant)).B) End If End If Case DIR_LEFT 'Weapon If GetPlayerEquipment(Index, weapon) > 0 Then If Item(GetPlayerEquipment(Index, weapon)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, weapon)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, weapon)).r, 255 - Item(GetPlayerEquipment(Index, weapon)).G, 255 - Item(GetPlayerEquipment(Index, weapon)).B) End If End If If GetTickCount > Player(Index).StartFlash Then Call DrawSprite(Sprite, X, Y, rec, a, r, G, B) Player(Index).StartFlash = 0 Else Call DrawSprite(Sprite, X, Y, rec, a, r, G, B, True) End If 'Helmet If GetPlayerEquipment(Index, helmet) > 0 Then If Item(GetPlayerEquipment(Index, helmet)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, helmet)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, helmet)).r, 255 - Item(GetPlayerEquipment(Index, helmet)).G, 255 - Item(GetPlayerEquipment(Index, helmet)).B) End If End If 'Armor If GetPlayerEquipment(Index, armor) > 0 Then If Item(GetPlayerEquipment(Index, armor)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, armor)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, armor)).r, 255 - Item(GetPlayerEquipment(Index, armor)).G, 255 - Item(GetPlayerEquipment(Index, armor)).B) End If End If 'Enchant If GetPlayerEquipment(Index, enchant) > 0 Then If Item(GetPlayerEquipment(Index, enchant)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, enchant)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, enchant)).r, 255 - Item(GetPlayerEquipment(Index, enchant)).G, 255 - Item(GetPlayerEquipment(Index, enchant)).B) End If End If 'Shield If GetPlayerEquipment(Index, shield) > 0 Then If Item(GetPlayerEquipment(Index, shield)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, shield)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, shield)).r, 255 - Item(GetPlayerEquipment(Index, shield)).G, 255 - Item(GetPlayerEquipment(Index, shield)).B) End If End If Case DIR_RIGHT 'Shield If GetPlayerEquipment(Index, shield) > 0 Then If Item(GetPlayerEquipment(Index, shield)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, shield)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, shield)).r, 255 - Item(GetPlayerEquipment(Index, shield)).G, 255 - Item(GetPlayerEquipment(Index, shield)).B) End If End If If GetTickCount > Player(Index).StartFlash Then Call DrawSprite(Sprite, X, Y, rec, a, r, G, B) Player(Index).StartFlash = 0 Else Call DrawSprite(Sprite, X, Y, rec, a, r, G, B, True) End If 'Helmet If GetPlayerEquipment(Index, helmet) > 0 Then If Item(GetPlayerEquipment(Index, helmet)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, helmet)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, helmet)).r, 255 - Item(GetPlayerEquipment(Index, helmet)).G, 255 - Item(GetPlayerEquipment(Index, helmet)).B) End If End If 'Armor If GetPlayerEquipment(Index, armor) > 0 Then If Item(GetPlayerEquipment(Index, armor)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, armor)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, armor)).r, 255 - Item(GetPlayerEquipment(Index, armor)).G, 255 - Item(GetPlayerEquipment(Index, armor)).B) End If End If 'Enchant If GetPlayerEquipment(Index, enchant) > 0 Then If Item(GetPlayerEquipment(Index, enchant)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, enchant)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, enchant)).r, 255 - Item(GetPlayerEquipment(Index, enchant)).G, 255 - Item(GetPlayerEquipment(Index, enchant)).B) End If End If 'Weapon If GetPlayerEquipment(Index, weapon) > 0 Then If Item(GetPlayerEquipment(Index, weapon)).Paperdoll > 0 Then Call DrawPaperdoll(X, Y, Item(GetPlayerEquipment(Index, weapon)).Paperdoll, Anim, spritetop, a, 255 - Item(GetPlayerEquipment(Index, weapon)).r, 255 - Item(GetPlayerEquipment(Index, weapon)).G, 255 - Item(GetPlayerEquipment(Index, weapon)).B) End If End If End Select```And then go strictly off the sprite as a template. 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Vooo Posted August 30, 2015 Share Posted August 30, 2015 I'd very much like to use the ones im currently having problems with, it leaves me with more options as to how to paperdoll things, the problem i have is where is the base, cause i can't seem to find it, and it uses all 3 sprite directions for movement, so it's difficult to tell where it's faulty. Like weapons, you said they are x-16, but x-16 from where? Link to comment Share on other sites More sharing options...
Abyss Posted August 30, 2015 Share Posted August 30, 2015 Trial and error bro. Look where they are rendered with placing a orange square or something. Then just go from there, don't be a retard Link to comment Share on other sites More sharing options...
Laruso Posted September 2, 2015 Share Posted September 2, 2015 Some QuestionsIs there some way to set more than 255 quests? at 256 I get a compile error in VB6 ^_^ all other things like the npc's and Maps working with a change to 1000How can the degree of darkness of the night to adjust?And thx again SkywardRiver for Eclipse: Skywyre Edition :-3It's great fun to work with it* * * Link to comment Share on other sites More sharing options...
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