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Heal MP & SP TILES(TESTED & WORKING) http://miragesource.net/forums/viewtopic.php?f=210&t=4523 |
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Author: | DarkX [ Wed Oct 08, 2008 8:53 pm ] |
Post subject: | Heal MP & SP TILES(TESTED & WORKING) |
Tested and working Mp Attribute Tile :: SERVER SIDE :: In modTypes, add: Code: Public Const TILE_TYPE_MP = 11 In modGamelogic, go to Sub PlayerMove, and add: Code: If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_MP Then Call SetPlayerMP(Index, GetPlayerMaxMP(Index)) Call SendMP(Index) Call PlayerMsg(Index, "You feel a sudden rush of energy through your body as you regain mana!", BrightBlue) End If :: CLIENT SIDE :: In modTypes, add: Code: Public const TILE_TYPE_MP = 11 In modGamelogic, find: Code: If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed)) Beneath that, add: Code: If .Type = TILE_TYPE_MP Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "MP", QBColor(BrightGreen)) Find: Code: If frmMirage.optWarp.Value = True Then .Type = TILE_TYPE_WARP .Data1 = EditorWarpMap .Data2 = EditorWarpX .Data3 = EditorWarpY End If Beneath that, add: Code: If frmMirage.optMP.Value = True Then .Type = TILE_TYPE_MP .Data1 = 0 .Data2 = 0 .Data3 = 0 End If Ok go in to frmMirage, or frmMapEditor which everone that you have and make a option button call it optMP and your done. Also side note, if you have converted to having frmMapEditor change the above code to: Code: If frmMapeditor.optMP.Value = True Then .Type = TILE_TYPE_MP .Data1 = 0 .Data2 = 0 .Data3 = 0 End If Ok here's a extra code set for the stamina SP Attribute Tile :: SERVER SIDE :: In modTypes, add: Code: Public Const TILE_TYPE_SP = 12 In modGamelogic, go to Sub PlayerMove, and add: Code: If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_SP Then Call SetPlayerSP(Index, GetPlayerMaxSP(Index)) Call SendSP(Index) Call PlayerMsg(Index, "You feel a sudden rush of energy through your body as you regain Stamina!", BrightYellow) End If :: CLIENT SIDE :: In modTypes, add: Code: Public const TILE_TYPE_SP = 12 In modGamelogic, find: Code: If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed)) Beneath that, add: Code: If .Type = TILE_TYPE_SP Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "SP", QBColor(BrightYellow)) Find: Code: If frmMirage.optWarp.Value = True Then .Type = TILE_TYPE_WARP .Data1 = EditorWarpMap .Data2 = EditorWarpX .Data3 = EditorWarpY End If Beneath that, add: Code: If frmMirage.optMP.Value = True Then .Type = TILE_TYPE_SP .Data1 = 0 .Data2 = 0 .Data3 = 0 End If Ok go in to frmMirage, or frmMapEditor which everone that you have and make a option button call it optSP and your done. Also side note, if you have converted to having frmMapEditor change the above code to: Code: If frmMapeditor.optMP.Value = True Then
.Type = TILE_TYPE_SP .Data1 = 0 .Data2 = 0 .Data3 = 0 End If |
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