ayevdayev Posted March 23, 2011 Share Posted March 23, 2011 @Richy:> Just custom code an item to do it.I would if I knew how to code that out. :p, sorry I'm a noob. I know how to code in a item, but I dont know how to set up that code.I just need the item to change your sprite and increase all stats by 20.If you are already transformed the item will change your sprite back, and decrease all of your stats by 20. Link to comment Share on other sites More sharing options...
gdog12356 Posted March 23, 2011 Share Posted March 23, 2011 @Gimulex:> How do I put more quests in?read the first post, he explains itā¦ Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 24, 2011 Author Share Posted March 24, 2011 @ayevdayev:> I would if I knew how to code that out. :p, sorry I'm a noob. I know how to code in a item, but I dont know how to set up that code.> I just need the item to change your sprite and increase all stats by 20.> If you are already transformed the item will change your sprite back, and decrease all of your stats by 20.Basically you just create a new UDT in modTypes under PlayerRec (Right before End Type).```ItemUsed(1 to MAX_ITEMS) As Boolean```This will allow you to create the switch (on or off) for any item number you deem fit.In modItem, Add the first piece right after Public Sub ItemScript(index, Script)```Dim i as Long```Next, add in the item code under your item number as case.```If Player(index).ItemUsed(Int(Script)) = False thenSetPlayerSprite index, 'New Sprite NumberFor i = 1 To Stats.Stat_Count - 1SetPlayerStat index, i, GetPlayerRawStat(index, i) + 20NextPlayer(index).ItemUsed(Int(Script)) = TrueElseSetPlayerSprite index, 'Old Sprite NumberFor i = 1 To Stats.Stat_Count - 1SetPlayerStat index, i, GetPlayerRawStat(index, i) - 20NextPlayer(index).ItemUsed(Int(Script)) = FalseEnd If```Just a freehanded code, untested.I won't be offering anymore coding help from here on out. First off, this is the wrong topic to be asking for coding help, secondly, I'm just offering the engine mod, not the tutorials of how to work it. Third off, yeah.. Reefer to 1 and 2\. :) Link to comment Share on other sites More sharing options...
MrKris Posted March 25, 2011 Share Posted March 25, 2011 @MiszMasz:> Hi, i have problem with pet system, i can't summon it.> I doĀ npc and set its behaviour as pet, lets say it's number is 150.> Then i do a item on nubmer 150 too, next i'm going to modItem and this:> > >! Case 1> 'Item Num 150 = npc num 150> Exit Sub > Help, i'm begginer of eclipse :p and sory for my bad english :sI was having this problem as well at first, I just quit using this after I got really mad at it. Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 25, 2011 Author Share Posted March 25, 2011 Made a couple updates in 2.6Added Pet summoning via Spells (Create Npc as Pet, Create Spell as Pet - Select Pet Npc Num to summon)Added Multi-Pet leveling, (Only 1 pet can be summoned at one time - But all pets can be leveled.)Added MAX_LEVEL checks for Pet and Player. Just to prevent overflowing EXP. (Will need to add the check in Quest editor and Party members too)Added Modification(S) Credits to the Credits GUI.Added Pet Disband in Pet Window.Added Scan on Server Load to wipe Pets off maps incase of server crashing. Link to comment Share on other sites More sharing options...
shado360 Posted March 25, 2011 Share Posted March 25, 2011 Yay! Good job, Richy. I'm really liking the progress of this edit! Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 25, 2011 Author Share Posted March 25, 2011 Sometimes I'm getting a weird map load bug though.. I'll have to see if I can reproduce it. Think it's caused by closing client with pet out.. Gonna test that right quick. Link to comment Share on other sites More sharing options...
DarkKang Posted March 25, 2011 Share Posted March 25, 2011 Hey Richy, I hosted the Modification(S) Nova 2.6 in direct link.If you want to add to topic, be free xD:http://sevenwars.webs.com/Engines/Modification(S)%202.6%20Nova.rarYeah, the host is from Webs, muohahaha.(Sorry my bad english, I'm brazilian) Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 25, 2011 Author Share Posted March 25, 2011 Cool, I would have used Eclipse filehost but last I tried, she was erroring on me.Edit: Though I'm just gonna stick with what I upload though.. Link to comment Share on other sites More sharing options...
Domino_ Posted March 25, 2011 Share Posted March 25, 2011 Suggestion to add in resurces something like afther level 5 you can get better items from that tree.example:level 1: brach or smtn :Dafther level 5: as example oak logsafther level 20: Bird's egg :DItems based on level.Sry if you don't understund, I'm not good at English. ^^ Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 25, 2011 Author Share Posted March 25, 2011 Yeah it's something I wanted to look into, because creating new resources for the same type but for a better purpose would suckā¦ I also have to look into adding resource text description option for the job logs, which I've had problems with on my last attempt, I may look into both later on though, I'm exhausted at this moment. Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2011 Share Posted March 25, 2011 Oh my god! Incredible work Richy. Looks like I will have an Eclipse version of Ambardia up after all. Link to comment Share on other sites More sharing options...
Justn Posted March 25, 2011 Share Posted March 25, 2011 not sure if this is where this goes but I had a question.I just downloaded the new mod andĀ I was trying to add this spell scaling to the 'set vital the same one i added to the last mod and it worked>! Vital = Spell(spellnum).VitalĀ Ā Ā Ā Vital = Round((Vital * 0.7)) * Round((Player(index).Level * 1.14)) * Round((Stats.Intelligence + (Stats.Willpower / 2)))Ā Ā Ā Ā If Spell(spellnum).Type = SPELL_TYPE_HEALHP ThenĀ Ā Ā Ā Vital = Vital + Round((GetPlayerStat(index, Stats.Willpower) * 0.6))Ā Ā Ā Ā End IfĀ Ā Ā Ā If Spell(spellnum).Type = SPELL_TYPE_DAMAGEHP ThenĀ Ā Ā Ā Vital = Vital + Round((GetPlayerStat(index, Stats.Intelligence) * 0.6))but i get this compile error at the end of 'send vitals to party if in one (Block If without End if)>! ' send vitals to party if in oneĀ Ā Ā Ā If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, indexĀ Ā Ā Ā TempPlayer(index).SpellCD(spellslot) = GetTickCount + (Spell(spellnum).CDTime * 1000)Ā Ā Ā Ā Call SendCooldown(index, spellslot)Ā Ā Ā Ā SendActionMsg MapNum, Trim$(Spell(spellnum).Name) & "!", BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32Ā Ā End IfEnd Sub <ā- Link to comment Share on other sites More sharing options...
Alatar Posted March 26, 2011 Share Posted March 26, 2011 Hey nice work on this mod! A lot of custom features that you've added. I've downloaded the project and works like charm, at least what i could test. Keep on that :D Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 26, 2011 Author Share Posted March 26, 2011 @Justn:> not sure if this is where this goes but I had a question.I just downloaded the new mod andĀ I was trying to add this spell scaling to the 'set vital the same one i added to the last mod and it worked> > >! Vital = Spell(spellnum).Vital> Ā Ā Ā Ā Vital = Round((Vital * 0.7)) * Round((Player(index).Level * 1.14)) * Round((Stats.Intelligence + (Stats.Willpower / 2)))> Ā Ā Ā Ā > Ā Ā Ā Ā If Spell(spellnum).Type = SPELL_TYPE_HEALHP Then> Ā Ā Ā Ā Vital = Vital + Round((GetPlayerStat(index, Stats.Willpower) * 0.6))> Ā Ā Ā Ā End If> Ā Ā Ā Ā > Ā Ā Ā Ā If Spell(spellnum).Type = SPELL_TYPE_DAMAGEHP Then> Ā Ā Ā Ā Vital = Vital + Round((GetPlayerStat(index, Stats.Intelligence) * 0.6))> > but i get this compile error at the end of 'send vitals to party if in one (Block If without End if)> > >! ' send vitals to party if in one> Ā Ā Ā Ā If TempPlayer(index).inParty > 0 Then SendPartyVitals TempPlayer(index).inParty, index> Ā Ā Ā > Ā Ā Ā Ā TempPlayer(index).SpellCD(spellslot) = GetTickCount + (Spell(spellnum).CDTime * 1000)> Ā Ā Ā Ā Call SendCooldown(index, spellslot)> Ā Ā Ā Ā SendActionMsg MapNum, Trim$(Spell(spellnum).Name) & "!", BrightRed, ACTIONMSG_SCROLL, GetPlayerX(index) * 32, GetPlayerY(index) * 32> Ā Ā End If> End Sub <ā-Because you forgot an End If on the last line of the first code, now please, this isn't where you post code errors unless it's one of my codes.@Alatar:> Hey nice work on this mod! A lot of custom features that you've added. I've downloaded the project and works like charm, at least what i could test. Keep on that :DThanks :)@Ambard:> Oh my god! Incredible work Richy. Looks like I will have an Eclipse version of Ambardia up after all.Haha, EO is very clean inside the source, can't say that now with my additions, but yeah. It very well allowed me easy access to add alot. :P Link to comment Share on other sites More sharing options...
Weegee Posted March 26, 2011 Share Posted March 26, 2011 amazing mod moving game to here Link to comment Share on other sites More sharing options...
zzuurraa Posted March 26, 2011 Share Posted March 26, 2011 How can i find out what is max level of jobs? Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2011 Share Posted March 26, 2011 Search the source codeā¦ Link to comment Share on other sites More sharing options...
zzuurraa Posted March 26, 2011 Share Posted March 26, 2011 Searched, but nothing about max level Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2011 Share Posted March 26, 2011 Its MAX_LEVEL. Link to comment Share on other sites More sharing options...
Richy420Rich Posted March 26, 2011 Author Share Posted March 26, 2011 MAX_LEVELS actually lol. But I haven't put a lock max on jobs yet. But will be the same as player max level. Link to comment Share on other sites More sharing options...
Jared1208 Posted March 27, 2011 Share Posted March 27, 2011 On this version i'm no longer getting the music error, now it simply refuses to give me any music or sound at all lol, tried enabling music and sound through the config and it loaded up just fine but will not play the music and will not activate the sounds, tried enabling in game and that failed as well. Link to comment Share on other sites More sharing options...
zzuurraa Posted March 27, 2011 Share Posted March 27, 2011 Here I am working at better GUIĀ here are some demos![](http://img402.imageshack.us/img402/1531/80049815.png)![](http://img225.imageshack.us/img225/2971/95015730.png)![](http://img200.imageshack.us/img200/9798/70622554.png)![](http://img696.imageshack.us/img696/6770/75965253.png) Link to comment Share on other sites More sharing options...
erkro1 Posted March 27, 2011 Share Posted March 27, 2011 @zzuurraa:> -snip-Wow, that GUI looks really nice, good job, zzuurraa ;)PS : use the spoiler tags for images Link to comment Share on other sites More sharing options...
Sickey Posted March 27, 2011 Share Posted March 27, 2011 This Mod is great Richy! :D But could you make like, Instead of "walking" on a shop tile you can talk to the NPC instead to open the shop :P Link to comment Share on other sites More sharing options...
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