Skilled Illusionist
- Joined
- Aug 5, 2008
- Messages
- 377
- Reaction score
- 33
Anyone have the Bitou's version?
Did you configure the settings under server.js?Can't seem to make it work with latest NodeJS as I am getting some exception in the code while running regserver.node.js.
I tried with NodeJS v8.1.3
This is the error:
View attachment 161917
Did you configure the settings under server.js?
Can you post a code snippet of your server.JS with row '356' throwing the error?
We can then probably take a look at this.
Can you post a code snippet of your server.JS with row '356' throwing the error?
We can then probably take a look at this.
Can't seem to make it work with latest NodeJS as I am getting some exception in the code while running regserver.node.js.
I tried with NodeJS v8.1.3
This is the error:
View attachment 161917
I have the same problem
Check your server configurations as it can't stabilise a connection to the mongo database.
Well , that made me think pretty hard about this. 8 years ago.I know this is an older topic but I also know some of the main people that were maintaining this content still check this forum regularly so I am posting this in hopes one of you will either empty your PM's or reply here.
@felixcruzer @Omnija @DeathLord17 @Bradley etcAny recomendations for a haxe IDE, I have been attempting to use HaxeDevelop but its throwing up errors. I am assuming that is because things have likely depreciated over time, however most of y'all have no issues editing and rebuilding the haxe project file.
Any insight into this would be great.
Additionally using the latest release and swapping all the IP's in the .js files I still have the confirmation button disabled. I am confident I can fix this if I could only get the haxe project to build properly.
Thanks. Pic for reference to issue. (clicking button provides no output on console or reaction on screen at all)
Reg server
Server
Well , that made me think pretty hard about this. 8 years ago.
You can try IntelliJ, Brackets or Visual Studio for the editor. They all work fine for me.
As to the confirm button, if I remember right, that's caused by the client not connecting to the server properly. Are you using Beetle2k's version?
/site/main.out.js -> line 2242 pokemmo.Chat.chatBox.maxLength = 128; -> pokemmo.Chat.chatBox.maxLength = 85;
/server/server.out.node.js -> line 2419 if(this.hp > 0) this.hp += this.maxHp - oldMaxHp; - > if(this.hp > 0) this.hp += oldMaxHp - this.maxHp;
/side/main.out.js -> line 2585 ish or Find: arr[i].icon = pokemmo.Game.curGame != null?pokemmo.Game.curGame.getImage("resources/picons/" + arr[i].id + "_1.png"):new pokemmo.ImageResource("resources/picons/" + arr[i].id + "_1.png");
-> Below replace pokemmo.Game.curGame.getImage("resources/back/" + arr[i].id + ".png");
pokemmo.Game.curGame.getImage("resources/followers/" + arr[i].id + ".png");
-> With if (this.followerShiny == true) {
pokemmo.Game.curGame.getImage("resources/back_shiny/" + arr[i].id + ".png");
pokemmo.Game.curGame.getImage("resources/shinyfollowers/" + arr[i].id + ".png");
} else {
pokemmo.Game.curGame.getImage("resources/back/" + arr[i].id + ".png");
pokemmo.Game.curGame.getImage("resources/followers/" + arr[i].id + ".png");
}
/site/main.out.js -> Line 4389 ish or Find: pokemmo.GameObject.call(this,x,y,dir);
-> Below replace this.image = id == null?null:pokemmo.Game.curGame.getImage("resources/followers/" + id + ".png");
-> With if (shiny == true){
this.image = id == null?null:pokemmo.Game.curGame.getImage("resources/shinyfollowers/" + id + ".png");
} else {
this.image = id == null?null:pokemmo.Game.curGame.getImage("resources/followers/" + id + ".png");
}
/server/server.out.node.js -> Line 2679 ish or Find: this.shiny = 0.0001220703125 > Math.random();
-> Replace 0.0001220703125 with a larger number to increase shiny spawns, and lower number to decrease | 0.9999999999999 being always shiny
/site/main.out.js -> Line 2300 ish or Find: if(str.indexOf("/kick ") == 0) {
-> Add Above if(str.indexOf("/heal") == 0 && pokemmo.Game.accountLevel >= 30) {
pokemmo.Connection.socket.emit("healPlayer");
pokemmo.Chat.resetChat();
pokemmo.Main.jq(pokemmo.Main.onScreenCanvas).focus();
return;
}
/server/server.out.node.js -> Line 1750 ish or Find: if(client.accountLevel >= 30) client.socket.on("kickPlayer",function(data) {
-> Add Above if(client.accountLevel >= 30) client.socket.on("healPlayer",function(data) {
_g.restorePokemon();
});
/site/main.out.js -> Line 1280 ish or Find: ,drawPlayerPokemon: function(ctx) {
-> Replace ctx.moveTo(60,96);
ctx.lineTo(188,96);
ctx.lineTo(188,224);
ctx.lineTo(60,224);
ctx.lineTo(60,96);
-> With ctx.moveTo(10,96);
ctx.lineTo(188,96);
ctx.lineTo(188,224);
ctx.lineTo(10,224);
ctx.lineTo(10,96);
/site/main.out.js -> Line 1289 ish or Find: if(this.pokemonFainted) {
-> Replace if(this.pokemonFainted) {
if(pokemmo.Renderer.numRTicks - this.pokemonFaintedTick <= 5) ctx.drawImage(this.curPokemon.backsprite.obj,60,96 + (pokemmo.Renderer.numRTicks - this.pokemonFaintedTick) * 30);
} else ctx.drawImage(this.curPokemon.backsprite.obj,60,96 + ((this.step == pokemmo.BATTLE_STEP.BATTLE_STEP_ACTION_MENU || this.step == pokemmo.BATTLE_STEP.BATTLE_STEP_FIGHT_MENU) && (this.now + this.randInt) % 600 < 300?2:0));
-> With if(this.pokemonFainted) {
if(pokemmo.Renderer.numRTicks - this.pokemonFaintedTick <= 5) ctx.drawImage(this.curPokemon.backsprite.obj,10,86 + (pokemmo.Renderer.numRTicks - this.pokemonFaintedTick) * 30);
} else ctx.drawImage(this.curPokemon.backsprite.obj,10,86 + ((this.step == pokemmo.BATTLE_STEP.BATTLE_STEP_ACTION_MENU || this.step == pokemmo.BATTLE_STEP.BATTLE_STEP_FIGHT_MENU) && (this.now + this.randInt) % 600 < 300?2:0));
/site/main.out.js -> Line 1344 ish or Find: ,renderEnemy: function(ctx) {
-> Replace ctx.moveTo(290,30);
ctx.lineTo(418,30);
ctx.lineTo(418,158);
ctx.lineTo(290,158);
ctx.lineTo(290,30);
->With ctx.moveTo(260,20);
ctx.lineTo(418,20);
ctx.lineTo(418,158);
ctx.lineTo(260,158);
ctx.lineTo(260,20);