Death Welcomes All
- Joined
- Jul 29, 2012
- Messages
- 527
- Reaction score
- 71
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inside of the warp objects, is that a valid property for those objects? It's not part of the rival map object."visible":true,
@-DefaulT
Only thing I could see in that file is the
inside of the warp objects, is that a valid property for those objects? It's not part of the rival map object.
Are there no debug logs you could add to the map loading code, or have you chcked the console log in the browser to see if it outputs naything when you try and use the broken warps?
[COLOR=#d4d4d4][COLOR=#c586c0]if[/COLOR][COLOR=#d4d4d4]([/COLOR][COLOR=#9cdcfe]client[/COLOR][COLOR=#d4d4d4].[/COLOR][COLOR=#9cdcfe]accountLevel[/COLOR][COLOR=#d4d4d4] >= [/COLOR][COLOR=#b5cea8]0[/COLOR][COLOR=#d4d4d4]) [/COLOR][COLOR=#9cdcfe]client[/COLOR][COLOR=#d4d4d4].[/COLOR][COLOR=#9cdcfe]socket[/COLOR][COLOR=#d4d4d4].[/COLOR][COLOR=#dcdcaa]on[/COLOR][COLOR=#d4d4d4]([/COLOR][COLOR=#ce9178]"teleViridian"[/COLOR][COLOR=#d4d4d4],[/COLOR][COLOR=#569cd6]function[/COLOR][COLOR=#d4d4d4]([/COLOR][COLOR=#9cdcfe]data[/COLOR][COLOR=#d4d4d4]) {[/COLOR]
[COLOR=#9cdcfe]_g[/COLOR][COLOR=#d4d4d4].[/COLOR][COLOR=#4ec9b0]warp[/COLOR][COLOR=#d4d4d4]([/COLOR][COLOR=#ce9178]"viridian_forest_entrance"[/COLOR][COLOR=#d4d4d4], [/COLOR][COLOR=#b5cea8]3[/COLOR][COLOR=#d4d4d4], [/COLOR][COLOR=#b5cea8]7[/COLOR][COLOR=#d4d4d4], [/COLOR][COLOR=#b5cea8]1[/COLOR][COLOR=#d4d4d4]);[/COLOR]
[COLOR=#d4d4d4] });
hi bro, can u share your source, i found some links, all are dieI got it working with some js edits.
I have a live version running for now on
You must be registered to see links
@felixcruzer you still have your maps etc?
The current issue im facing is mapping, i have tiled, and i noticed the latest version changed the way the export json data is saved so i am using an older version, i am trying to add door to oaklab for example and it isnt working in game. Rather frustrating really. So any tips on mapping would be helpful, id gladly map all of kanto if i could get this to save, and it is saving my map edits just not warps for some reason.
Ledges and animated tiles dont work so that might be next on my list as well
Im gonna play around with this and see what i can come up with, I would love to start a public repository and post all development to it to continue this source. My JS knowledge is lacking and ive never used Haxe before but no time like the present to learn up.
I'm also using Bradley's last source release.
few things i noticed that i added small tweaks for.
Fixed chat textbox overflow
Code:/site/main.out.js -> line 2242 pokemmo.Chat.chatBox.maxLength = 128; -> pokemmo.Chat.chatBox.maxLength = 85;
Fixed bug with pokemon getting negative hp on level up when near death
Code:/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;
Fixed shiny followers / shiny battle back images
Code:/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"); }
Fixed shiny encounter images
Code:/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"); }
Basic shiny encounter chance edit
Code:/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
Basic GM `/heal` command (does not update ui until after a battle, can be used in battle. account level 30 = mod, 70 = admin)
Code:/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(); });
New sprites adjustments to battle screen [requires download]
Code:/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);
If anybody has any interest in a public open source project let me know.
Sprite updates [code above, download below]:
Old -> New
Download Sprites:You must be registered to see links
I got map editing working; i suggest tiled map editor version 0.9.0 for proper json exporting as the formatting has updated through the years on tiled.
Oaks lab
I am running into issues with newly created maps, when entering them im getting a "failed loading files" so im trying to figure that one out.
Viridian forest
hi bro, can u share your source, i found some links, all are die
can u help me
thank u bro
I have the same problem
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
Does anyone still have the source for this? I want to host it for my little brother.
EDIT: I think I found it. Apparently, Matheus28 changed their name to MrSwiss. [You must be registered to see links
Is there any chance you got the files I wanna do the same! I would really appreciate it. Thank you!
sha1sum: 134f7ac0b39a376a84eb4299fd9a47743ed90bdf MrSwiss-PokeMMO.zip
m5sum: 9518f9a347e728c2d6b77b766350793c MrSwiss-PokeMMO.zip
sha256sum: ad6076a25e11bc4da72b5515147423e809d0d391ab432c62bea629b335157e23 MrSwiss-PokeMMO.zip