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| boot map http://miragesource.net/forums/viewtopic.php?f=201&t=3296 |
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| Author: | stilatore [ Sun Jan 20, 2008 11:52 am ] |
| Post subject: | boot map |
guys i have problem.......the boot map doesnt work and i dont know why.....when a player dies he remains in the same map and not in the boot map i decided in the map properties..... plz help!! |
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| Author: | Robin [ Sun Jan 20, 2008 12:33 pm ] |
| Post subject: | Re: boot map |
Is the map you set the same one as you're on? xD |
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| Author: | stilatore [ Sun Jan 20, 2008 12:54 pm ] |
| Post subject: | Re: boot map |
nono....for example i'm in the map 2 and i set boot map 1,15,15 when i die nothing happens |
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| Author: | Matt2 [ Sun Jan 20, 2008 6:49 pm ] |
| Post subject: | Re: boot map |
Let's see some code! |
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| Author: | stilatore [ Sun Jan 20, 2008 7:37 pm ] |
| Post subject: | Re: boot map |
what code should i post?? btw this is the map properties code Code: Option Explicit Private Sub Command1_Click() Dim i As Long For i = 1 To MAX_MAP_NPCS cmbNpc(i - 1).ListIndex = 0 Next i End Sub Private Sub Command2_Click() Call StopMidi Call PlayMidi(lstMusic.Text) End Sub Private Sub Command3_Click() Call StopMidi End Sub Private Sub Copy_Click(Index As Integer) cmbNpc(Index + 1).ListIndex = cmbNpc(Index).ListIndex End Sub Private Sub Form_Load() Dim X As Long, Y As Long, i As Long txtName.Text = Trim(Map(GetPlayerMap(MyIndex)).Name) txtUp.Text = STR(Map(GetPlayerMap(MyIndex)).Up) txtDown.Text = STR(Map(GetPlayerMap(MyIndex)).Down) txtLeft.Text = STR(Map(GetPlayerMap(MyIndex)).Left) txtRight.Text = STR(Map(GetPlayerMap(MyIndex)).Right) cmbMoral.ListIndex = Map(GetPlayerMap(MyIndex)).Moral txtBootMap.Text = STR(Map(GetPlayerMap(MyIndex)).BootMap) txtBootX.Text = STR(Map(GetPlayerMap(MyIndex)).BootX) txtBootY.Text = STR(Map(GetPlayerMap(MyIndex)).BootY) ListMusic (App.Path & "\Music\") lstMusic = Trim(Map(GetPlayerMap(MyIndex)).Music) lstMusic.Text = Trim(Map(GetPlayerMap(MyIndex)).Music) chkIndoors.Value = STR(Map(GetPlayerMap(MyIndex)).Indoors) For X = 1 To MAX_MAP_NPCS cmbNpc(X - 1).AddItem "No NPC" Next X For Y = 1 To MAX_NPCS For X = 1 To MAX_MAP_NPCS cmbNpc(X - 1).AddItem Y & ": " & Trim(Npc(Y).Name) Next X Next Y For i = 1 To MAX_MAP_NPCS cmbNpc(i - 1).ListIndex = Map(GetPlayerMap(MyIndex)).Npc(i) Next i Call StopMidi End Sub Private Sub cmdOk_Click() Dim X As Long, Y As Long, i As Long Map(GetPlayerMap(MyIndex)).Name = txtName.Text Map(GetPlayerMap(MyIndex)).Up = Val(txtUp.Text) Map(GetPlayerMap(MyIndex)).Down = Val(txtDown.Text) Map(GetPlayerMap(MyIndex)).Left = Val(txtLeft.Text) Map(GetPlayerMap(MyIndex)).Right = Val(txtRight.Text) Map(GetPlayerMap(MyIndex)).Moral = cmbMoral.ListIndex Map(GetPlayerMap(MyIndex)).Music = lstMusic.Text Map(GetPlayerMap(MyIndex)).BootMap = Val(txtBootMap.Text) Map(GetPlayerMap(MyIndex)).BootX = Val(txtBootX.Text) Map(GetPlayerMap(MyIndex)).BootY = Val(txtBootY.Text) Map(GetPlayerMap(MyIndex)).Indoors = Val(chkIndoors.Value) For i = 1 To MAX_MAP_NPCS Map(GetPlayerMap(MyIndex)).Npc(i) = cmbNpc(i - 1).ListIndex Next i Call StopMidi Unload Me End Sub Private Sub cmdCancel_Click() Call StopMidi Unload Me End Sub and this the map editor Code: ' // MAP EDITOR STUFF // Dim KeyShift As Boolean Private Sub combo_Change() End Sub Private Sub Command1_Click() picBackSelect.Picture = LoadPicture(App.Path & "\GFX\" & txt1.Text & Index & ".bmp") pic1.Visible = False End Sub Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer) If KeyCode = vbKeyShift Then KeyShift = True End If End Sub Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer) KeyShift = False End Sub Private Sub Form_Resize() If frmMapEditor.WindowState = 0 Then If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX picBack.Height = (frmMapEditor.Height - 800) / Screen.TwipsPerPixelX scrlPicture.Height = (frmMapEditor.Height - 800) / Screen.TwipsPerPixelX frmMapEditor.scrlPicture.Max = ((frmMapEditor.picBackSelect.Height - frmMapEditor.picBack.Height) / PIC_Y) If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 frmAttributes.WindowState = 0 End If End Sub Private Sub mnuDayNight_Click() If mnuDayNight.Checked = True Then mnuDayNight.Checked = False Else mnuDayNight.Checked = True End If End Sub Private Sub mnuExit_Click() Dim X As Long X = MsgBox("Are you sure you want to discard your changes?", vbYesNo) If X = vbNo Then Exit Sub End If ScreenMode = 0 Call EditorCancel End Sub Private Sub mnuEyeDropper_Click() If frmMapEditor.MousePointer = 2 Or frmMirage.MousePointer = 2 Then frmMapEditor.MousePointer = 1 frmMirage.MousePointer = 1 Else frmMapEditor.MousePointer = 2 frmMirage.MousePointer = 2 End If End Sub Private Sub mnuFill_Click() Dim Y As Long Dim X As Long X = MsgBox("Are you sure you want to fill the map?", vbYesNo) If X = vbNo Then Exit Sub End If If frmMapEditor.mnuType(1).Checked = True Then For Y = 0 To MAX_MAPY For X = 0 To MAX_MAPX With Map(GetPlayerMap(MyIndex)).Tile(X, Y) If frmAttributes.optGround.Value = True Then .Ground = EditorTileY * TilesInSheets + EditorTileX .GroundSet = EditorSet End If If frmAttributes.optMask.Value = True Then .Mask = EditorTileY * TilesInSheets + EditorTileX .MaskSet = EditorSet End If If frmAttributes.optAnim.Value = True Then .Anim = EditorTileY * TilesInSheets + EditorTileX .AnimSet = EditorSet End If If frmAttributes.optMask2.Value = True Then .Mask2 = EditorTileY * TilesInSheets + EditorTileX .Mask2Set = EditorSet End If If frmAttributes.optM2Anim.Value = True Then .M2Anim = EditorTileY * TilesInSheets + EditorTileX .M2AnimSet = EditorSet End If If frmAttributes.optFringe.Value = True Then .Fringe = EditorTileY * TilesInSheets + EditorTileX .FringeSet = EditorSet End If If frmAttributes.optFAnim.Value = True Then .FAnim = EditorTileY * TilesInSheets + EditorTileX .FAnimSet = EditorSet End If If frmAttributes.optFringe2.Value = True Then .Fringe2 = EditorTileY * TilesInSheets + EditorTileX .Fringe2Set = EditorSet End If If frmAttributes.optF2Anim.Value = True Then .F2Anim = EditorTileY * TilesInSheets + EditorTileX .F2AnimSet = EditorSet End If End With Next X Next Y ElseIf frmMapEditor.mnuType(2).Checked = True Then For Y = 0 To MAX_MAPY For X = 0 To MAX_MAPX With Map(GetPlayerMap(MyIndex)).Tile(X, Y) If frmAttributes.optBlocked.Value = True Then .Type = TILE_TYPE_BLOCKED If frmAttributes.optWarp.Value = True Then .Type = TILE_TYPE_WARP .Data1 = EditorWarpMap .Data2 = EditorWarpX .Data3 = EditorWarpY .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optHeal.Value = True Then .Type = TILE_TYPE_HEAL .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optKill.Value = True Then .Type = TILE_TYPE_KILL .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optItem.Value = True Then .Type = TILE_TYPE_ITEM .Data1 = ItemEditorNum .Data2 = ItemEditorValue .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optNpcAvoid.Value = True Then .Type = TILE_TYPE_NPCAVOID .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optKey.Value = True Then .Type = TILE_TYPE_KEY .Data1 = KeyEditorNum .Data2 = KeyEditorTake .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optKeyOpen.Value = True Then .Type = TILE_TYPE_KEYOPEN .Data1 = KeyOpenEditorX .Data2 = KeyOpenEditorY .Data3 = 0 .String1 = KeyOpenEditorMsg .String2 = "" .String3 = "" End If If frmAttributes.optShop.Value = True Then .Type = TILE_TYPE_SHOP .Data1 = EditorShopNum .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optCBlock.Value = True Then .Type = TILE_TYPE_CBLOCK .Data1 = EditorItemNum1 .Data2 = EditorItemNum2 .Data3 = EditorItemNum3 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optArena.Value = True Then .Type = TILE_TYPE_ARENA .Data1 = Arena1 .Data2 = Arena2 .Data3 = Arena3 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optSound.Value = True Then .Type = TILE_TYPE_SOUND .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = SoundFileName .String2 = "" .String3 = "" End If If frmAttributes.optSprite.Value = True Then .Type = TILE_TYPE_SPRITE_CHANGE .Data1 = SpritePic .Data2 = SpriteItem .Data3 = SpritePrice .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optSign.Value = True Then .Type = TILE_TYPE_SIGN .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = SignLine1 .String2 = SignLine2 .String3 = SignLine3 End If If frmAttributes.optDoor.Value = True Then .Type = TILE_TYPE_DOOR .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optNotice.Value = True Then .Type = TILE_TYPE_NOTICE .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = NoticeTitle .String2 = NoticeText .String3 = NoticeSound End If If frmAttributes.optChest.Value = True Then .Type = TILE_TYPE_CHEST .Data1 = 0 .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optClassChange.Value = True Then .Type = TILE_TYPE_CLASS_CHANGE .Data1 = ClassChange .Data2 = ClassChangeReq .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optScripted.Value = True Then .Type = TILE_TYPE_SCRIPTED .Data1 = ScriptNum .Data2 = 0 .Data3 = 0 .String1 = "" .String2 = "" .String3 = "" End If If frmAttributes.optNPC.Value = True Then .Type = TILE_TYPE_NPC_SPAWN .Data1 = NPCSpawnNum .Data2 = NPCSpawnAmount .Data3 = NPCSpawnRange .String1 = "" .String2 = "" .String3 = "" End If End With Next X Next Y ElseIf frmMapEditor.mnuType(3).Checked = True Then For Y = 0 To MAX_MAPY For X = 0 To MAX_MAPX Map(GetPlayerMap(MyIndex)).Tile(X, Y).Light = EditorTileY * TilesInSheets + EditorTileX Next X Next Y End If End Sub Private Sub mnuMapGrid_Click() If mnuMapGrid.Checked = True Then WriteINI "CONFIG", "MapGrid", 0, App.Path & "\config.ini" mnuMapGrid.Checked = False Else WriteINI "CONFIG", "MapGrid", 1, App.Path & "\config.ini" mnuMapGrid.Checked = True End If End Sub Private Sub mnuMinimize_Click() frmMapEditor.WindowState = 1 frmAttributes.WindowState = 1 End Sub Private Sub mnuProperties_Click() frmMapProperties.Show vbModal End Sub Private Sub mnuSave_Click() Dim X As Long X = MsgBox("Are you sure you want to make these changes?", vbYesNo) If X = vbNo Then Exit Sub End If ScreenMode = 0 Call EditorSend End Sub Private Sub mnuScreenshot_Click() If mnuScreenshot.Checked = True Then ScreenMode = 0 mnuScreenshot.Checked = False Else ScreenMode = 1 mnuScreenshot.Checked = True End If End Sub Private Sub mnuSet_Click(Index As Integer) pic1.Visible = True If mnuSet(Index).Checked = False Then mnuSet(Index).Checked = True picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & Index & ".bmp") EditorSet = Index scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y) frmMapEditor.picBack.Width = frmMapEditor.picBackSelect.Width If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 End If For i = 1 To MAX_TILESHEETS If Dir(App.Path & "\GFX\Tiles" & i & ".bmp") <> "" Then 'Add tilesheet # To the drop down menu End If Next i End Sub Private Sub mnuType_Click(Index As Integer) Dim i As Byte mnuType(Index).Checked = True If Index = 1 Then If mnuType(1).Checked = True Then frmAttributes.fraLayers.Visible = True frmAttributes.fraAttribs.Visible = False mnuTileSheet.Enabled = True frmAttributes.Visible = True End If ElseIf Index = 2 Then If mnuType(2).Checked = True Then frmAttributes.fraLayers.Visible = False frmAttributes.fraAttribs.Visible = True shpSelected.Width = 32 shpSelected.Height = 32 mnuTileSheet.Enabled = True frmAttributes.Visible = True End If Else If mnuType(3).Checked = True Then frmAttributes.fraLayers.Visible = False frmAttributes.fraAttribs.Visible = False mnuSet(6).Checked = True For i = 0 To ExtraSheets If i <> 6 Then frmMapEditor.mnuSet(i).Checked = False Next i frmMapEditor.picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & 6 & ".bmp") EditorSet = 6 scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y) picBack.Width = picBackSelect.Width If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 mnuTileSheet.Enabled = False frmAttributes.Visible = False End If End If For i = 1 To 3 If i <> Index Then mnuType(i).Checked = False Next i End Sub Private Sub picBackSelect_KeyDown(KeyCode As Integer, Shift As Integer) If KeyCode = vbKeyShift Then KeyShift = True End If End Sub Private Sub picBackSelect_KeyUp(KeyCode As Integer, Shift As Integer) KeyShift = False End Sub Private Sub picBackSelect_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single) If Button = 1 Then If KeyShift = False Then Call EditorChooseTile(Button, Shift, X, Y) shpSelected.Width = 32 shpSelected.Height = 32 Else EditorTileX = Int(X / PIC_X) EditorTileY = Int(Y / PIC_Y) If Int(EditorTileX * PIC_X) >= shpSelected.Left + shpSelected.Width Then EditorTileX = Int(EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width) shpSelected.Width = shpSelected.Width + Int(EditorTileX) Else If shpSelected.Width > PIC_X Then If Int(EditorTileX * PIC_X) >= shpSelected.Left Then EditorTileX = (EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width) shpSelected.Width = shpSelected.Width + Int(EditorTileX) End If End If End If If Int(EditorTileY * PIC_Y) >= shpSelected.Top + shpSelected.Height Then EditorTileY = Int(EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height) shpSelected.Height = shpSelected.Height + Int(EditorTileY) Else If shpSelected.Height > PIC_Y Then If Int(EditorTileY * PIC_Y) >= shpSelected.Top Then EditorTileY = (EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height) shpSelected.Height = shpSelected.Height + Int(EditorTileY) End If End If End If End If End If If mnuType(2).Checked = True Then shpSelected.Width = 32 shpSelected.Height = 32 End If EditorTileX = Int((shpSelected.Left + PIC_X) / PIC_X) EditorTileY = Int((shpSelected.Top + PIC_Y) / PIC_Y) End Sub Private Sub picBackSelect_MouseMove(Button As Integer, Shift As Integer, X As Single, Y As Single) If Button = 1 Then If KeyShift = False Then Call EditorChooseTile(Button, Shift, X, Y) shpSelected.Width = 32 shpSelected.Height = 32 Else EditorTileX = Int(X / PIC_X) EditorTileY = Int(Y / PIC_Y) If Int(EditorTileX * PIC_X) >= shpSelected.Left + shpSelected.Width Then EditorTileX = Int(EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width) shpSelected.Width = shpSelected.Width + Int(EditorTileX) Else If shpSelected.Width > PIC_X Then If Int(EditorTileX * PIC_X) >= shpSelected.Left Then EditorTileX = (EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width) shpSelected.Width = shpSelected.Width + Int(EditorTileX) End If End If End If If Int(EditorTileY * PIC_Y) >= shpSelected.Top + shpSelected.Height Then EditorTileY = Int(EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height) shpSelected.Height = shpSelected.Height + Int(EditorTileY) Else If shpSelected.Height > PIC_Y Then If Int(EditorTileY * PIC_Y) >= shpSelected.Top Then EditorTileY = (EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height) shpSelected.Height = shpSelected.Height + Int(EditorTileY) End If End If End If End If End If If mnuType(2).Checked = True Then shpSelected.Width = 32 shpSelected.Height = 32 End If EditorTileX = Int(shpSelected.Left / PIC_X) EditorTileY = Int(shpSelected.Top / PIC_Y) End Sub Private Sub scrlPicture_Change() Call EditorTileScroll End Sub thx alot |
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| Author: | Lea [ Sun Jan 20, 2008 9:58 pm ] |
| Post subject: | Re: boot map |
Go back through your recent changes. If you were able to add all that stuff, you're more help to yourself than we are. |
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| Author: | Robin [ Sun Jan 20, 2008 10:32 pm ] |
| Post subject: | Re: boot map |
Wait a minute.. is that Elysium code? |
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| Author: | stilatore [ Mon Jan 21, 2008 12:29 am ] |
| Post subject: | Re: boot map |
no...but i put some stuff from d-bugged.......is this the problem?? |
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| Author: | Stomach Pulser [ Mon Jan 21, 2008 12:59 am ] |
| Post subject: | Re: boot map |
Yes... |
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| Author: | Rezeyu [ Mon Jan 21, 2008 1:19 am ] |
| Post subject: | Re: boot map |
I heard it causes cancer. |
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| Author: | Robin [ Mon Jan 21, 2008 1:33 am ] |
| Post subject: | Re: boot map |
Robin wrote: is that Elysium code? stilatore wrote: i put some stuff from d-bugged So, that's not a 'no', that's a 'yes'. |
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| Author: | Lea [ Mon Jan 21, 2008 5:01 am ] |
| Post subject: | Re: boot map |
Well see, we're all pretty good with the base MSE. When you go adding a bunch of stuff, and then have a problem it's pretty difficult for us to help fix it because we don't know what's what. That's why, if you don't have the skills/patience to fix it yourself, we recommend the MSE as a base. As for boot map, find the server side code for when you die. The boot map code should be right there, and you can find if it's been commented out in Elysium or what not. |
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