adr990 Posted May 19, 2011 Share Posted May 19, 2011 Awesome!I will try and play with this after my exams. Link to comment Share on other sites More sharing options...
figo566 Posted May 19, 2011 Share Posted May 19, 2011 @figo566:> Can you show us the source for block the npc when speaking and when finished, the npc can move.> > ThanksI will success blocking the npc but how can I send at the server the npc move when i close the speechbox ?? Link to comment Share on other sites More sharing options...
Fragment Posted June 28, 2011 Share Posted June 28, 2011 Good, short, simple and effective, here is a screenshot of mine :). Note: i chose not to have the face =)[![](http://img811.imageshack.us/img811/1091/yayv.png)](http://imageshack.us/photo/my-images/811/yayv.png/)Uploaded with [ImageShack.us](http://imageshack.us)also for those who were wondering, i commented out the optional line, it only affects npc for whom this box will popup. IE, if you remove it, the hostile npcs will still talk in your chatbox. Link to comment Share on other sites More sharing options...
pandabear325 Posted July 4, 2011 Share Posted July 4, 2011 Um you said download this…dounlowd whut? Link to comment Share on other sites More sharing options...
Fragment Posted July 4, 2011 Share Posted July 4, 2011 the cross image >< Link to comment Share on other sites More sharing options...
Broojo02 Posted July 4, 2011 Author Share Posted July 4, 2011 Edited the post for ~~retards~~ clarity. Link to comment Share on other sites More sharing options...
pandabear325 Posted July 5, 2011 Share Posted July 5, 2011 lol im stupid Link to comment Share on other sites More sharing options...
PVJsquad Posted September 6, 2011 Share Posted September 6, 2011 Cool Thank's :)>! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/fa0fc84f4b09650e29227fcb34116b02.bmp) Link to comment Share on other sites More sharing options...
pandabear325 Posted September 17, 2011 Share Posted September 17, 2011 okayill do itWHAT IS A PICTUREBOXtherei hope your happy Link to comment Share on other sites More sharing options...
Murdoc Posted September 23, 2011 Share Posted September 23, 2011 ~Snip~ Link to comment Share on other sites More sharing options...
Murdoc Posted September 24, 2011 Share Posted September 24, 2011 Would it be possible to make this define the face by using the range the npc is set at, instead of its number?Edit: Nevermind I figured it out. You simply change this bit:```If Not FileExist(App.Path & "\data files\graphics\faces\" & (NPC(npcNum).Sprite) & ".bmp", True) Then    frmMain.picSpeechFace.Picture = LoadPicture(App.Path & "\data files\graphics\faces\" & "default.bmp")  Else    frmMain.picSpeechFace.Picture = LoadPicture(App.Path & "\data files\graphics\faces\" & (NPC(npcNum).Sprite) & ".bmp")  End If```To this instead:```If Not FileExist(App.Path & "\data files\graphics\faces\" & (NPC(npcNum).Range) & ".bmp", True) Then    frmMain.picSpeechFace.Picture = LoadPicture(App.Path & "\data files\graphics\faces\" & "default.bmp")  Else    frmMain.picSpeechFace.Picture = LoadPicture(App.Path & "\data files\graphics\faces\" & (NPC(npcNum).Range) & ".bmp")  End If```Anyway, I personally find this more convenient than using the sprite number. Link to comment Share on other sites More sharing options...
Unorus Janco Posted November 27, 2011 Share Posted November 27, 2011 Great stuff. Necro FTW! Link to comment Share on other sites More sharing options...
Exvayate Posted December 16, 2011 Share Posted December 16, 2011 Alright, well this had been bugging me, but I'm trying to use this alongside Captain Wabbit's Ranged Projectiles system and I get an error: Runtime error 9 Subscript of out range and with it highlighted a line. See my attachment.EDIT!!!!Also.. would a ranged attack on an NPC trigger speech? Link to comment Share on other sites More sharing options...
GeminiXcasorm Posted March 31, 2012 Share Posted March 31, 2012 okay, i have a fresh eo 2.0 game, i redownloaded eo just for this, and i cant find the following text. please help. oh and i can find frmMain.pic, but nothing more."frmMain.picHotbar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\hotbar.jpg" Link to comment Share on other sites More sharing options...
Broojo02 Posted April 1, 2012 Author Share Posted April 1, 2012 Make sure to not include the " " speech marks at the start and end of the text when searching. Search for just this:```frmMain.picHotbar.Picture = LoadPicture(App.Path & "\data files\graphics\gui\main\hotbar.jpg``` Link to comment Share on other sites More sharing options...
GeminiXcasorm Posted April 1, 2012 Share Posted April 1, 2012 i did, what frm file are you searching under? still frm.main? cuz i cant find it anywhere, and i didnt include the "" marks Link to comment Share on other sites More sharing options...
Broojo02 Posted April 1, 2012 Author Share Posted April 1, 2012 If you do a search for the entire project it should come up, there should be an option in the search box to do that. Link to comment Share on other sites More sharing options...
GeminiXcasorm Posted April 2, 2012 Share Posted April 2, 2012 okay, ill try it againnow when i build it it works, and than i go to test it and when i place the npc i get an error saying subscript out of range. what do i do? Link to comment Share on other sites More sharing options...
Broojo02 Posted April 7, 2012 Author Share Posted April 7, 2012 Added a download link for the tutorial preinstalled. Link to comment Share on other sites More sharing options...
Exvayate Posted April 20, 2012 Share Posted April 20, 2012 I LOVE THIS!HOWEVER. I have a few concerns.1) The box will only display text that NPC is given upon attack.2) The box will only display text when 'attacked'. (because you're not really hurting them, you're only triggering them to talk when you press the attack key.) However I'm running a projectile code on my client and an arrow will kill them and attacking close will still kill them3) The box will only display what's given. It'd be nice to have options to lead to more conversation than just one box per NPC.So, I'm thinking we can achieve clickable NPCs through changing code from:```Call SpeechWindow(attacker, Trim$(Npc(npcNum).AttackSay), npcNum)```to something like 'DoubleClickSay' instead of AttackSay. Where DoubleClickSay will be triggered from double clicking on picScreen when the NPC is targetted.:O Just coming back from a 9 month break (school and what not) and I'd like to contribute xD Link to comment Share on other sites More sharing options...
Justn Posted April 20, 2012 Share Posted April 20, 2012 Why don't you just use the conversation system instead of this?? Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 2, 2012 Share Posted October 2, 2012 Can you adapt it to work with Alatar's Quest System? (Make the SpeechFace appear in the quest description message) Link to comment Share on other sites More sharing options...
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