iSnow Posted September 22, 2012 Share Posted September 22, 2012 Could anyone be bothered to upload his NPC form again for this tutorial or even provide an image of the form work and the code that goes with it to put in the NPC editor? Link to comment Share on other sites More sharing options...
DJMaxus Posted September 22, 2012 Author Share Posted September 22, 2012 Tomorrow I will modify my post to include the form work, and possibly attach some new forms to this tutorial.Hopefully I can re-do this whole tutorial soon. Link to comment Share on other sites More sharing options...
iSnow Posted September 23, 2012 Share Posted September 23, 2012 That helps, thanks Maxus. Link to comment Share on other sites More sharing options...
Nippe Posted February 2, 2013 Share Posted February 2, 2013 Anyone still has the NPC editor form? Link to comment Share on other sites More sharing options...
pikachu2010 Posted February 5, 2013 Share Posted February 5, 2013 hi guys i got this error client side trying to compilate![](http://img203.imageshack.us/img203/2253/ghjhr.png) Link to comment Share on other sites More sharing options...
Nippe Posted February 6, 2013 Share Posted February 6, 2013 > hi guys i got this error client side trying to compilateThat's because you haven't added scrlSpellNum in in your frmEditor_NPC. You need the NPC editor form too. Download link however is gone. Link to comment Share on other sites More sharing options...
Larias Posted February 8, 2013 Share Posted February 8, 2013 Would love the form. Link to comment Share on other sites More sharing options...
DJMaxus Posted February 11, 2013 Author Share Posted February 11, 2013 Not sure what happened to my initial attachment but the NPC Editor form is there now. Link to comment Share on other sites More sharing options...
Zetasis Posted February 11, 2013 Share Posted February 11, 2013 Any chance this could be updated to be used for 3.0 as well? If not thats cool just thought I would ask. Link to comment Share on other sites More sharing options...
Larias Posted February 11, 2013 Share Posted February 11, 2013 Thank you DJ ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
xurana321 Posted February 15, 2013 Share Posted February 15, 2013 I am in trouble, my npc not to use that skill? excuse my english@EDITI arranged the problem the more attacking npc this very fast why? when I put more than two spells in a npc to his attack animation is very fast over there when he uses the second spell he gets the usual animation, and also the npc not batento this normal, taking this hit a little .. Link to comment Share on other sites More sharing options...
hedgy Posted February 27, 2013 Share Posted February 27, 2013 Thanks, great tutorial! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)If anyone needs the code for DAMAGE MP add this to npcspellplayer before end select```Case SPELL_TYPE_DAMAGEMP ' Make sure an npc waits for the spell to cooldown If Spell(SpellNum).IsAoE Then For i = 1 To Player_HighIndex If IsPlaying(i) Then If GetPlayerMap(i) = mapnum Then If isInRange(Spell(SpellNum).AoE, MapNpc(mapnum).Npc(MapNpcNum).x, MapNpc(mapnum).Npc(MapNpcNum).y, GetPlayerX(i), GetPlayerY(i)) Then InitDamage = Spell(SpellNum).Vital + (Npc(MapNpc(mapnum).Npc(MapNpcNum).num).stat(Stats.intelligence) / 2) Damage = InitDamage - Player(i).stat(Stats.willpower) If Damage <= 0 Then SendActionMsg GetPlayerMap(i), "RESIST!", Pink, 1, (GetPlayerX(i) * 32), (GetPlayerY(i) * 32) Exit Sub Else SpellPlayer_Effect Vitals.mp, False, Victim, Damage, SpellNum SendAnimation mapnum, Spell(SpellNum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, MapNpcNum MapNpc(mapnum).Npc(MapNpcNum).SpellTimer(SpellSlotNum) = GetTickCount + Spell(SpellNum).CDTime * 1000 Exit Sub End If End If End If End If Next ' Non AoE DamagingMP Spells Else If isInRange(Spell(SpellNum).Range, MapNpc(mapnum).Npc(MapNpcNum).x, MapNpc(mapnum).Npc(MapNpcNum).y, GetPlayerX(Victim), GetPlayerY(Victim)) Then InitDamage = Spell(SpellNum).Vital + (Npc(MapNpc(mapnum).Npc(MapNpcNum).num).stat(Stats.intelligence) / 2) Damage = InitDamage - Player(Victim).stat(Stats.willpower) If Damage <= 0 Then SendActionMsg GetPlayerMap(Victim), "RESIST!", Pink, 1, (GetPlayerX(Victim) * 32), (GetPlayerY(Victim) * 32) Exit Sub Else SpellPlayer_Effect Vitals.mp, False, Victim, Damage, SpellNum SendAnimation mapnum, Spell(SpellNum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, Victim MapNpc(mapnum).Npc(MapNpcNum).SpellTimer(SpellSlotNum) = GetTickCount + Spell(SpellNum).CDTime * 1000 Exit Sub End If End If End If```For people with [this buff system](http://www.touchofdeathforums.com/community/index.php?/topic/125070-eo-buffdebuff-spells-v12/page__hl__buff) liking to combine it with the buff tutorial. Add this before end select:Please NOTE: This will always hit players only, if you use an ADD BUFF it would be a supportive NPC. SUB BUFF should work fine too```Dim dur As Long dur = 1 + (Spell(SpellNum).Duration * Round(Npc(MapNpc(mapnum).Npc(MapNpcNum).num).stat(Stats.willpower) / 4)) 'Make sure an npc waits for the spell to cooldown 'AoE SUB & SUB naar player. If Spell(SpellNum).IsAoE Then For i = 1 To Player_HighIndex If IsPlaying(i) Then If GetPlayerMap(i) = mapnum Then If isInRange(Spell(SpellNum).AoE, MapNpc(mapnum).Npc(MapNpcNum).x, MapNpc(mapnum).Npc(MapNpcNum).y, GetPlayerX(i), GetPlayerY(i)) Then InitDamage = Spell(SpellNum).Vital + (Npc(MapNpc(mapnum).Npc(MapNpcNum).num).stat(Stats.intelligence) / 2) Damage = InitDamage - Player(i).stat(Stats.willpower) If Damage <= 0 Then SendActionMsg GetPlayerMap(i), "RESIST!", Pink, 1, (GetPlayerX(i) * 32), (GetPlayerY(i) * 32) Exit Sub Else ApplyBuff Victim, Spell(SpellNum).BuffType, dur, Damage SendAnimation mapnum, Spell(SpellNum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, MapNpcNum MapNpc(mapnum).Npc(MapNpcNum).SpellTimer(SpellSlotNum) = GetTickCount + Spell(SpellNum).CDTime * 1000 Exit Sub End If End If End If End If Next 'non AoE SUB buff Else If isInRange(Spell(SpellNum).Range, MapNpc(mapnum).Npc(MapNpcNum).x, MapNpc(mapnum).Npc(MapNpcNum).y, GetPlayerX(Victim), GetPlayerY(Victim)) Then InitDamage = Spell(SpellNum).Vital + (Npc(MapNpc(mapnum).Npc(MapNpcNum).num).stat(Stats.intelligence) / 2) Damage = InitDamage - Player(Victim).stat(Stats.willpower) If Damage <= 0 Then SendActionMsg GetPlayerMap(Victim), "RESIST!", Pink, 1, (GetPlayerX(Victim) * 32), (GetPlayerY(Victim) * 32) Exit Sub Else ApplyBuff Victim, Spell(SpellNum).BuffType, dur, Damage SendAnimation mapnum, Spell(SpellNum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, Victim MapNpc(mapnum).Npc(MapNpcNum).SpellTimer(SpellSlotNum) = GetTickCount + Spell(SpellNum).CDTime * 1000 Exit Sub End If End If``` Link to comment Share on other sites More sharing options...
Kemerd Posted March 13, 2013 Share Posted March 13, 2013 Thanks. Hopefully with works with EO 3.0! ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Link to comment Share on other sites More sharing options...
ulqui17 Posted March 16, 2013 Share Posted March 16, 2013 someone makes an engine with this system it please Link to comment Share on other sites More sharing options...
Guest Posted March 16, 2013 Share Posted March 16, 2013 > someone makes an engine with this system it pleaseOr… you could spend 5 minutes putting this into your source. Thinking outside the box ;]. Link to comment Share on other sites More sharing options...
ulqui17 Posted March 16, 2013 Share Posted March 16, 2013 I've tried several times, not take it anymore so I'm asking someone to create and deliver. pliz Link to comment Share on other sites More sharing options...
cjsrch Posted March 21, 2013 Share Posted March 21, 2013 Any one know if this is eo3 compatible? Link to comment Share on other sites More sharing options...
Zetasis Posted March 21, 2013 Share Posted March 21, 2013 It's compatible as far as copy+pasting goes but with some minor edits I'm sure it would work fine. I'm not a programmer so don't ask me how to do it but it can be done. Link to comment Share on other sites More sharing options...
cjsrch Posted March 27, 2013 Share Posted March 27, 2013 Any reason this would cause choppy NPC movement? It worked in EO3 but my movement seems choppy like the NPC jumps from tile to tile. Link to comment Share on other sites More sharing options...
Matt Posted March 27, 2013 Share Posted March 27, 2013 This tutorial doesn't change NPC movement. Does this reoccur every time you add it? Link to comment Share on other sites More sharing options...
cjsrch Posted March 27, 2013 Share Posted March 27, 2013 Rolled back client and server to see if maybe its a bug from earlier compile that i didnt catch till now..Yep Deathbeams pathing is causing it although its not as noticeable until i add this into it.. Guess this is something unique to me and it just isnt playing friendly.on plain nightly EO3 i can confirm that this TUT works PERFECTLY except you will have to make the npc editor form your self (just copy paste the spell section and copy paste anyhting in the code that mentions spells on that form)And several lines are under different modsA+ now off to debug :/ Link to comment Share on other sites More sharing options...
BlueBean Posted April 19, 2013 Share Posted April 19, 2013 anybody think this would work in Eclipse Nightly? Link to comment Share on other sites More sharing options...
WK67 Posted November 15, 2013 Share Posted November 15, 2013 > i get an error in the server only when i am killed by an npc that has spells, its a rte 9 error and it hightlights this> > ```> Select Case Spell(spellnum).Type> ```> in npcspell player sub anyone have this issue? the npcs cast spells and everything but if they kill a player my server crashes. and for some reason if only does this if its on the first map.I know this thread is old, but I also have this problem minus the death only on first map. What's strange is in a fresh copy of EO 2.3, it's perfect. It never crashes, but in a modified version of EO 2.3 (My Modified version) it crashes on death. I've noticed it only crashes if the spell the NPC has involves healing itself. I put the code in the exact same places and everything. I can't figure it out. I've gone through the tut about 4 times now. Please, someone help!-EDIT-Well, I've found out what causes the crashes. Unlike my previous fixes and guesses, It has nothing to do with Alatar's Checkpoint system. It has to do with NPCs. If you have a NPC on the map that you get booted back to, it'll crash. Simple as that. I guess it doesn't refresh the Spell for NPCs fast enough or something. If anyone can fix this error, it'd be greatly appreciated!My way for the fix is to just have them respawn to a map with no NPCs. Use this method until someone makes a proper fix. Link to comment Share on other sites More sharing options...
Antisora7 Posted January 22, 2014 Share Posted January 22, 2014 EDIT: Fixed Client compile, now this: [https://www.dropbox.com/s/v19833594x8hs0q/sdsdsdsdsd.png](https://www.dropbox.com/s/v19833594x8hs0q/sdsdsdsdsd.png)It's a runtime error 9 Link to comment Share on other sites More sharing options...
dragonxboy Posted April 6, 2014 Share Posted April 6, 2014 ok I have this added in but whats happening is when I set a spell on a npc is adds it to all my npcs, when I switch to edit a different npc the values from the npc spells scrl's stay the same >.< I cant figure out why this is happening Link to comment Share on other sites More sharing options...
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