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Rob's Feature Request Thread!


Rob Janes
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@ 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

```
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> @ 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.
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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?
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@ 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.
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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), nLength

i know that is packet problem 

but i redid tut 3x times and same error

i also tryed on a clean version of eo 3.0 and 2.0 

any idea?
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@ 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.
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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

```
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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.
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> 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 other

and Achievements are they hard to make?
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> 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 frame
Anim = 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 Sub
ErrorHandler:
    HandleError "ProcessMovement", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext
    Err.Clear
    Exit Sub
End 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.
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> 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.
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> 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
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> 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.
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