Rob Janes Posted July 26, 2014 Author Share Posted July 26, 2014 @ PeaverinI've updated just your modRendering, you can download it here [http://www.canadianparamedicjobs.ca/updater/modRendering.zip](http://www.canadianparamedicjobs.ca/updater/modRendering.zip)In your modRendering, with Sub DrawPlayer, I see this``` ' Set the left Select Case GetPlayerDir(Index) Case DIR_UP spritetop = Heart(77) Case DIR_RIGHT spritetop = Heart(80) Case DIR_DOWN spritetop = Heart(78) Case DIR_LEFT spritetop = Heart(79) End Select```I'm not sure why it was set to Heart() arrayI've changed it to```' Set the left Select Case GetPlayerDir(Index) Case DIR_UP spritetop = 3 Case DIR_RIGHT spritetop = 2 Case DIR_DOWN spritetop = 0 Case DIR_LEFT spritetop = 1 End Select``` Link to comment Share on other sites More sharing options...
WiseRock Posted July 26, 2014 Share Posted July 26, 2014 > @ Peaverin> > I've updated just your modRendering, you can download it here [http://www.canadianparamedicjobs.ca/updater/modRendering.zip](http://www.canadianparamedicjobs.ca/updater/modRendering.zip)> > > > In your modRendering, with Sub DrawPlayer, I see this> > ```> ' Set the left> Select Case GetPlayerDir(Index)> Case DIR_UP> spritetop = Heart(77)> Case DIR_RIGHT> spritetop = Heart(80)> Case DIR_DOWN> spritetop = Heart(78)> Case DIR_LEFT> spritetop = Heart(79)> End Select> > ```> I'm not sure why it was set to Heart() array> > > > I've changed it to> > ```> ' Set the left> Select Case GetPlayerDir(Index)> Case DIR_UP> spritetop = 3> Case DIR_RIGHT> spritetop = 2> Case DIR_DOWN> spritetop = 0> Case DIR_LEFT> spritetop = 1> End Select> > ```Its was because he was using the [Super MMO Maker Box](http://www.eclipseorigins.com/community/index.php?/topic/133221-super-mmorpg-maker-box-03x/). There is a special editor that you edit the Core of the game. Its called the Heart Editor.P.S Can you make a Title System that works through an Item and you need like a Player Kill Req. and for the AH (great system!) How would I configure it to the Event System. Link to comment Share on other sites More sharing options...
Smited Posted July 26, 2014 Share Posted July 26, 2014 Hey Robb, is it possible to make an arena system where players can enter either a 1v1 a 2v2 and a 4v4 match with a stake and wager. So the players in the match can bet items or currency. and then a system where players can bet on what team is going to win?Also if it is possible Items with randomized stats. The stats are above and below a certain amount depending on the item level and rarity? Link to comment Share on other sites More sharing options...
Rob Janes Posted July 26, 2014 Author Share Posted July 26, 2014 @ Smited, it's certainly possible.I probably wouldn't be able to tackle it for a couple of days but to point someone in the right direction. You could create variables in the TempPlayerRec on the server, for storing Temporary Stats, along with a temporary bet and a Boolean whether they're in a match or not. When the match starts, warp whichever players to your Arena map and flag them for Arena Combat. Then during your PlayerAttackPlayer code, if they're in the arena, make it use their temp stats rather than actual stats. Hope that points you in the right direction. It's something I'd love to tackle, just not a lot of time over the next few days. Link to comment Share on other sites More sharing options...
Zopto Posted July 26, 2014 Share Posted July 26, 2014 can you fix this tut rob :[http://www.eclipseorigins.com/community/index.php?/topic/134336-eo-map-instances/](http://www.eclipseorigins.com/community/index.php?/topic/134336-eo-map-instances/)it seams it dont work …getting rte 9 on line:CopyMemory Buffer(WriteHead), nByte(0), nLengthi know that is packet problem but i redid tut 3x times and same errori also tryed on a clean version of eo 3.0 and 2.0 any idea? Link to comment Share on other sites More sharing options...
Rob Janes Posted July 26, 2014 Author Share Posted July 26, 2014 If you want to PM me the source Zopto I can probably fix it for you and send it back. Link to comment Share on other sites More sharing options...
Smited Posted July 26, 2014 Share Posted July 26, 2014 @ Robb. Thank you. Not sure f I'll be able to do my self but I will give it a try. I would like items to permanently have randomized stats whether in arena or not, Like if a monster drops a certain item the items stats are randomized. EX. (Sword of Fate Lv. 50 wep. Stats, randomize 500-599 Str) compared to a a lvl 10 wep (Sword of fire Lv. 10 wep. Stats, randomize 1-99 Str) and then a more rare wep would be like ((Super Rare)Sword of Fate Lv. 50 wep. - stats, randomize 550-650 Str)If that makes any sense at all. Link to comment Share on other sites More sharing options...
jcsnider Posted July 26, 2014 Share Posted July 26, 2014 Lol, I'm in every screenshot!!! Link to comment Share on other sites More sharing options...
Rob Janes Posted July 26, 2014 Author Share Posted July 26, 2014 LOL! Default EO account :P Link to comment Share on other sites More sharing options...
Peaverin Posted July 27, 2014 Share Posted July 27, 2014 Rob, thank you very much for the help! Now the character works correctly, but when I stop walking the character sprite looks like if he was walking although he's not.![](http://i.imgur.com/XzTcdCh.png) Link to comment Share on other sites More sharing options...
Rob Janes Posted July 27, 2014 Author Share Posted July 27, 2014 Peavrin, in modRendering add the following snippet just BEFORE it says "If Not isConstAnimated(GetPlayerSprite(Index)) Then"```' Reset frame If Player(Index).Step = 3 Then anim = 0 ElseIf Player(Index).Step = 1 Then anim = 2 End If``` Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 27, 2014 Share Posted July 27, 2014 Hey, this thread is great, but mind putting what you write into Spoilers to make everything less cluttered? Link to comment Share on other sites More sharing options...
hammer Posted July 27, 2014 Share Posted July 27, 2014 sorry my english. can you do a way your sprite look at the mouse position and you move with wasd. and atack on mouse buttom? like hack and slash games?btw thanks Link to comment Share on other sites More sharing options...
Jumbofile Posted July 27, 2014 Share Posted July 27, 2014 A feature that I would think to be made would be a full character customization. Different hair styles, face styles, eyes, and different colors for all that. Also included in that would be race selection, faction selection, and gender. Its a lot but I thought it was one of eclipses biggest downfall.Also what happened to that engine with action combat you had? I would like to see eclipse games with interesting combat. Link to comment Share on other sites More sharing options...
WiseRock Posted July 27, 2014 Share Posted July 27, 2014 > A feature that I would think to be made would be a full character customization. Different hair styles, face styles, eyes, and different colors for all that. Also included in that would be race selection, faction selection, and gender. Its a lot but I thought it was one of eclipses biggest downfall.> > Also what happened to that engine with action combat you had? I would like to see eclipse games with interesting combat.I do admire the Idea of Races and Factions. They can be linked to a Battleground which the different factions fight each otherand Achievements are they hard to make? Link to comment Share on other sites More sharing options...
Colonello Posted July 27, 2014 Share Posted July 27, 2014 > @ Colonello, that's easily doable, but I can get to it tomorrow or Sunday, just remind me ;)Heres a reminder :D Link to comment Share on other sites More sharing options...
Peaverin Posted July 27, 2014 Share Posted July 27, 2014 > Peavrin, in modRendering add the following snippet just BEFORE it says "If Not isConstAnimated(GetPlayerSprite(Index)) Then"> > ```> ' Reset frame> If Player(Index).Step = 3 Then> anim = 0> ElseIf Player(Index).Step = 1 Then> anim = 2> End If > ```Rob, thanks for the help, but that didn't work. But I finally fount out the solution. I'll post here if anyone's interested (this is for SuperMMORPGmakerbox custom engine):This in Sub DrawPlayer, in ModRendering:Change this lines after "If Not isConstAnimated(GetPlayerSprite(Index)) Then":```' Reset frameAnim = 1```for the ones you gave me:```' Reset frame If Player(Index).Step = 3 Then Anim = 0 ElseIf Player(Index).Step = 1 Then Anim = 2 End If```In order to make the attack animation work properly, change this:``` If Player(Index).Attacking = 1 Then Anim = 0 End If```for this:``` If Player(Index).Attacking = 1 Then Anim = 1 End If```Then change this one:```If Player(Index).Anim >= 3 Then Player(Index).Anim = 1```For this one:```If Player(Index).Anim >= 4 Then Player(Index).Anim = 0```Now, to make the walking animation work properly, go to ModGameLogic, inside Sub ProcessMovement:Change all for this (I just don't remember what was the code like before changing it):```Sub ProcessMovement(ByVal Index As Long)Dim MovementSpeed As Long If Options.Debug = 1 Then On Error GoTo ErrorHandler ' Check if player is walking, and if so process moving them over Select Case Player(Index).Moving Case MOVING_WALKING: MovementSpeed = WALK_SPEED '((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X)) Case MOVING_RUNNING: MovementSpeed = RUN_SPEED ' ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) Case Else: Exit Sub End Select Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).yOffset = Player(Index).yOffset - MovementSpeed If Player(Index).yOffset < 0 Then Player(Index).yOffset = 0 Case DIR_DOWN Player(Index).yOffset = Player(Index).yOffset + MovementSpeed If Player(Index).yOffset > 0 Then Player(Index).yOffset = 0 Case DIR_LEFT Player(Index).xOffset = Player(Index).xOffset - MovementSpeed If Player(Index).xOffset < 0 Then Player(Index).xOffset = 0 Case DIR_RIGHT Player(Index).xOffset = Player(Index).xOffset + MovementSpeed If Player(Index).xOffset > 0 Then Player(Index).xOffset = 0 End Select ' Check if completed walking over to the next tile If Player(Index).Moving > 0 Then If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then If (Player(Index).xOffset >= 0) And (Player(Index).yOffset >= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 1 Then Player(Index).Step = 3 Else Player(Index).Step = 1 End If End If Else If (Player(Index).xOffset <= 0) And (Player(Index).yOffset <= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 1 Then Player(Index).Step = 3 Else Player(Index).Step = 1 End If End If End If End If Exit SubErrorHandler: HandleError "ProcessMovement", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub```That's how I did it and now it works properly for me. Rob, thank you anyways because you pointed me in the right direction. Link to comment Share on other sites More sharing options...
Richy420Rich Posted July 28, 2014 Share Posted July 28, 2014 You still taking on requests, Rob?Can you fix the rendering issue for dynamic sprites that are taller than 32px that still render behind the fringe map tiles above them? The problem exists in both DX7/8 versions. Link to comment Share on other sites More sharing options...
Draco.exe Posted July 28, 2014 Share Posted July 28, 2014 I allways wanted to know how to create multiple characters accounts (like 3 characters per acc)…i saw only 1 custom engine with that featurethanks in advice! Link to comment Share on other sites More sharing options...
jcsnider Posted July 28, 2014 Share Posted July 28, 2014 > I allways wanted to know how to create multiple characters accounts (like 3 characters per acc)…i saw only 1 custom engine with that feature> > > > thanks in advice!Almost every Eclipse engine before EO had 3 accounts :P (TE, ES, EE, etc) They are just soo old you never see or hear about them anymore. Link to comment Share on other sites More sharing options...
Richy420Rich Posted July 28, 2014 Share Posted July 28, 2014 Is it not as simple as just making PlayerRec and all Player related types an array (1 To 3), then ~~rewrite~~ replace the entire core to allow the array setting, and then just record the value of which character is logged in? :D Link to comment Share on other sites More sharing options...
kibbelz Posted July 28, 2014 Share Posted July 28, 2014 multiple characters is easy as hell to do, just gotta make the character data in an array and add a variable in the tempplayerrec holding the value for what character is in use. Link to comment Share on other sites More sharing options...
Zopto Posted July 28, 2014 Share Posted July 28, 2014 > I allways wanted to know how to create multiple characters accounts (like 3 characters per acc)…i saw only 1 custom engine with that feature> > > > thanks in advice!eclipse dawn have that and Dream World engine have one Link to comment Share on other sites More sharing options...
jcsnider Posted July 28, 2014 Share Posted July 28, 2014 > Is it not as simple as just making PlayerRec and all Player related types an array (1 To 3), then rewrite the entire core to allow the array setting, and then just record the value of which character is logged in?When you say "rewrite the entire core", you make it sound the slightest bit tricky but in reality the changes you have to made to the entire core are the same and can be done with a replace all. Link to comment Share on other sites More sharing options...
Richy420Rich Posted July 28, 2014 Share Posted July 28, 2014 Well yeah, true lol. Link to comment Share on other sites More sharing options...
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