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PostPosted: Sat Apr 11, 2009 1:30 am 
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[SERVERSIDE]
First we have to add a new packet
In mod Enumerations under
Code:
SCastSpell

put
Code:
SUpdateNpcHP


Now let us make the sub to send the packet

AT the bottom of modServerTcp put
Code:
Public Sub SendNpcHp(ByVal Map As Long, ByVal Index As Byte)
    'check if the npc is dead
    If MapNpc(Map, Index).Vital(Vitals.HP) = 0 Then
    Call SendDataToMap(Map, SUpdateNpcHP & SEP_CHAR & Index & SEP_CHAR & 0 & SEP_CHAR & 0 & END_CHAR)
    Else
    Call SendDataToMap(Map, SUpdateNpcHP & SEP_CHAR & Index & SEP_CHAR & MapNpc(Map, Index).Vital(Vitals.HP) & SEP_CHAR & Npc(MapNpc(Map, Index).Num).Stat(Stats.Strength) * Npc(MapNpc(Map, Index).Num).Stat(Stats.Defense) & END_CHAR)
    End If
End Sub



Now lets send the packet. In the attacknpc sub, under
Code:
    ' Reduce durability of weapon
    Call DamageEquipment(Attacker, Weapon)

put
Code:
    'Lets update the hp of the npc incase it got hurt
    Call SendNpcHp(GetPlayerMap(Attacker), MapNpcNum)


[CLIENTSIDE]
We have to add the new packet to the client too.
In mod Enumerations under
Code:
SCastSpell

put
Code:
SUpdateNpcHP


We have to add a value to MapNpcRec called MaxHp
Find
Code:
Private Type MapNpcRec

under
Code:
    AttackTimer As Long

put
Code:
    MaxHp As Long


Now lets actually change the hp when we get the packet.
in modHandleData under
Code:
            HandleSpellCast Parse

put
Code:
        Case SUpdateNpcHP
            HandleUpdateNpcHP Parse


now at the bottom of modHandleData put this sub

Code:
' ::::::::::::::::::::::::::
' :: Update Npc Hp packet ::
' ::::::::::::::::::::::::::
Private Sub HandleUpdateNpcHP(ByRef Parse() As String)
    MapNpc(CByte(Parse(1))).Vital(Vitals.HP) = CLng(Parse(2))
End Sub


Now the last step, draw the hp bar. In sub BltNpc at the bottom put
Code:
        If MapNpc(MapNpcNum).Vital(Vitals.HP) = 0 Then Exit Sub
       
        Call DDS_BackBuffer.SetFillColor(RGB(255, 0, 0))
        Call DDS_BackBuffer.DrawBox(X, Y + 32, X + 32, Y + 36)
       
        Call DDS_BackBuffer.SetFillColor(RGB(0, 255, 0))
        Call DDS_BackBuffer.DrawBox(X, Y + 32, X + ((MapNpc(MapNpcNum).Vital(Vitals.HP) / 100) / (MapNpc(MapNpcNum).MaxHp / 100) * 32), Y + 36)

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Sun Jun 28, 2009 7:50 pm 
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Joined: Fri Jul 28, 2006 9:20 pm
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Location: <--soemwhere in that general direction
I having a little trouble getting this over to MS4, solely because ive been programming for over 12 hours on it lol, can anyone give me a hand by letting me know how i can get an NPC max health, on the client side? or do I have to make another packet? any help would be absolutely fantastic.


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PostPosted: Sat Jul 25, 2009 3:04 am 
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Joined: Sun Aug 05, 2007 2:26 pm
Posts: 547
What do you mean it sends the packet at the wrong time?

And the tutorial was written for an earlier version of ms, and i can guarantee for that version it worked fine.

_________________
GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Sun Aug 09, 2009 2:10 pm 
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Posts: 27
All is needed is MP and SP bars.


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