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 Post subject: Dead Bodies
PostPosted: Mon Dec 11, 2006 2:32 am 
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I think nobody never posted a tut like this. This is my way to do it. I made it a long ago and I decided to post it here to share it w/ you guys.

Author: Dragoons Master
Difficulty: 2/5 (Copy/Paste Tut/Understand)

That's what you should do, first Client side.

modGlobals:
Header:
Under "Public MapNpc(1 To MAX_MAP_NPCS) As MapNpcRec" add this:
Code:
Public MapNpcDBody(1 To MAX_MAPS, 1 To MAX_MAP_NPCS) As DeadBodyRec

Under "' Maximum classes" stuff add this:
Code:
Type DeadBodyRec
    Blit As Boolean
    Time As Long
    X As Byte
    Y As Byte
    Timer As Byte
    StartTimer As Byte
End Type

Sub GameLogic:
Under "Sub BltNpc" stuff add this new sub:
Code:
Sub BltNpcDBody(ByVal MapNpcNum As Long)
Dim X As Long, Y As Long
Dim i As Long
    ' Check to see if we want to stop making him attack
    Dim DBMap As Integer
    For i = 1 To MAX_MAPS
        If MapNpcDBody(i, MapNpcNum).Blit = True Then
            If MapNpcDBody(i, MapNpcNum).Time + 20000 - (MapNpcDBody(i, MapNpcNum).StartTimer * 1250) < GetTickCount Then
                MapNpcDBody(i, MapNpcNum).Blit = False
                MapNpcDBody(i, MapNpcNum).Time = 0
                MapNpcDBody(i, MapNpcNum).X = 0
                MapNpcDBody(i, MapNpcNum).Y = 0
                MapNpcDBody(i, MapNpcNum).Timer = 0
            End If
           
            If MapNpcDBody(i, MapNpcNum).Time + ((MapNpcDBody(i, MapNpcNum).Timer + 1) * 1250) < GetTickCount Then
                MapNpcDBody(i, MapNpcNum).Timer = MapNpcDBody(i, MapNpcNum).Timer + 1
            End If
        End If
    Next i
    If GetPlayerMap(MyIndex) = 0 Then Exit Sub
    DBMap = GetPlayerMap(MyIndex)
   
    rec.Top = 142 * PIC_Y 'I use 142 as a sprite in the spritesurf, use any number you want.
    rec.Bottom = rec.Top + PIC_Y
    rec.Left = (MapNpcDBody(DBMap, MapNpcNum).Timer + MapNpcDBody(DBMap, MapNpcNum).StartTimer) * PIC_X
    rec.RIGHT = rec.Left + PIC_X
   
    X = MapNpcDBody(DBMap, MapNpcNum).X * PIC_X
    Y = MapNpcDBody(DBMap, MapNpcNum).Y * PIC_Y
   
    ' Check if its out of bounds because of the offset
    If Y < 0 Then
        Y = 0
        rec.Top = rec.Top + (Y * -1)
    End If
    If MapNpcDBody(DBMap, MapNpcNum).Blit = True Then
        Call DD_BackBuffer.BltFast(X, Y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
End Sub

OBS: Change the 142 to the sprite you want.

modHandleData:
Sub HandleData:
Add this, you know where...
Code:
    ' ::::::::::::::::::::::::::
    ' :: Npc Dead Body Packet ::
    ' ::::::::::::::::::::::::::
    If LCase(Parse(0)) = "npcbody" Then
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).Blit = True
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).X = Val(Parse(2))
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).Y = Val(Parse(3))
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).StartTimer = Val(Parse(5))
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).Timer = 0
        MapNpcDBody(Val(Parse(4)), Val(Parse(1))).Time = GetTickCount
        Exit Sub
    End If


modGameLogic:
Sub GameLoop:
Add this under "' Blit out tiles layers ground/anim1/anim2" stuff:
Code:
            ' Blit out the npcs dead body
            For i = 1 To MAX_MAP_NPCS
                Call BltNpcDBody(i)
            Next i



Server side
modServerTCP:
Add this subs to the module:
Code:
Sub SendNDeadBodyToMap(ByVal MapNum As Long, ByVal MapNpcNum As Long)
Dim Packet As String
   
    Packet = Chr(235) & SEP_CHAR & MapNpcNum & SEP_CHAR & MapNpc(MapNum, MapNpcNum).X & SEP_CHAR & MapNpc(MapNum, MapNpcNum).Y & SEP_CHAR & MapNum & SEP_CHAR & MapNpcDBody(MapNum, MapNpcNum).Timer & END_CHAR
    Call SendDataToMap(MapNum, Packet)
End Sub

Sub SendDBodiesLogin(ByVal Index As Long)
Dim I As Long
Dim J As Long
   
    For I = 1 To MAX_MAPS
        For J = 1 To MAX_MAP_NPCS
            If MapNpcDBody(I, J).Blit = True Then
                Call SendNDeadBodyTo(Index, I, J)
            End If
        Next J
    Next I
End Sub

Sub SendDBodiesMap(ByVal Index As Long)
Dim J As Long
Dim PlayerMap As Long
    PlayerMap = GetPlayerMap(Index)
    If PlayerMap <= 0 Or PlayerMap > MAX_MAPS Then Exit Sub
    For J = 1 To MAX_MAP_NPCS
        If MapNpcDBody(PlayerMap, J).Blit = True Then
            Call SendNDeadBodyTo(Index, PlayerMap, J)
        End If
    Next J
End Sub


modGameLogic:
Sub AttackNpc:
Under "Call SendDataToMap(MapNum, "NPCDEAD" & SEP_CHAR & MapNpcNum & SEP_CHAR & END_CHAR)" add:
Code:
        MapNpcDBody(MapNum, MapNpcNum).Blit = True
        MapNpcDBody(MapNum, MapNpcNum).Time = GetTickCount
        MapNpcDBody(MapNum, MapNpcNum).Timer = 0
        Call SendNDeadBodyToMap(MapNum, MapNpcNum)

Sub PlayerWarp:
Under "' Check if there is an npc on the map and say hello if so" stuff add:
Code:
    Call SendDBodiesMap(Index)


Sub JoinGame:
Under "' Send the flag so they know they can start doing stuff" stuff add:
Code:
    Call SendDBodiesLogin(Index)


modGlobals:
Header:
Under "Public MapNpc(1 To MAX_MAPS, 1 To MAX_MAP_NPCS) As MapNpcRec" add this:
Code:
Public MapNpcDBody(1 To MAX_MAPS, 1 To MAX_MAP_NPCS) As DeadBodyRec

Under "' Maximum classes" stuff add this:
Code:
Type DeadBodyRec
    Blit As Boolean
    Time As Long
    X As Byte
    Y As Byte
    Timer As Byte
    StartTimer As Byte
End Type


modGeneral:
Sub GameAI:
Find "' // This is used for checking if an NPC is dead or not //" and you will see that it is totaly quoted. Keep it like that, don't edit it, only add this piece of code under that stuff:
Code:
                For x = 1 To MAX_MAP_NPCS
                    If MapNpcDBody(y, x).Blit = True Then
                        If MapNpcDBody(y, x).Time + 20000 < TickCount Then
                            MapNpcDBody(y, x).Blit = False
                            MapNpcDBody(y, x).Time = 0
                            MapNpcDBody(y, x).x = 0
                            MapNpcDBody(y, x).y = 0
                            MapNpcDBody(y, x).Timer = 0
                        End If
                       
                        If MapNpcDBody(y, x).Time + ((MapNpcDBody(y, x).Timer + 1) * 1250) < TickCount Then
                            MapNpcDBody(y, x).Timer = MapNpcDBody(y, x).Timer + 1
                        End If
                    End If
                Next x


I think that's all, maybe I forgot something. Someone plx test and see if it works ^^

EDIT: here is an example of a blood img, like a body.
Image
PLX DON'T USE THIS ONE IT IS A CUSTOM ONE, MADE BY MY PIXEL ARTIST!

EDIT2:
Just fixed the wrong missing subs. They shouldn't be there xD


Last edited by Dragoons Master on Mon Dec 11, 2006 10:59 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Dec 11, 2006 3:22 am 
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Posts: 228
Location: NJ, United States
lol woah this is awesome! lol nice dude, im adding this right now to my game, ill tell you if i get any errors :D
hey btw does the animation stay there? or once its done moving does it dissapear?


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 Post subject:
PostPosted: Mon Dec 11, 2006 3:55 am 
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Congrats on the tutorial.


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 Post subject:
PostPosted: Mon Dec 11, 2006 6:44 am 
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It's missing a couple subs.

PlayerDBody
SendPDeadBodyToMap
SendNDeadBodyToMap

I could be wrong. I didn't try hardly any debugging.

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 Post subject:
PostPosted: Mon Dec 11, 2006 11:00 am 
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Joined: Mon May 29, 2006 3:26 pm
Posts: 493
Location: São Paulo, Brasil
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Sonire wrote:
It's missing a couple subs.

PlayerDBody
SendPDeadBodyToMap
SendNDeadBodyToMap

I could be wrong. I didn't try hardly any debugging.

Sry guys, I realy did a few things wrong. I have players dead body too, but this is not a tut for players and yes for npc, so I removed the player part. Shouldn't be hard to change that =P
Sry about that but now it is fully working.


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 Post subject:
PostPosted: Mon Dec 11, 2006 11:07 am 
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Joined: Fri Dec 01, 2006 12:33 am
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Now this is a tutorial to die for... Get it? lol.


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 Post subject:
PostPosted: Mon Dec 11, 2006 4:35 pm 
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Bad joke ;)

Nice tute man very nice :)

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 Post subject:
PostPosted: Mon Dec 11, 2006 9:56 pm 
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Tnx all you guys ^^ It's a nice stuff to add to your game, or the idea it selfs.
Btw, this is the tut I'm posting for the contest ok? I'm not sure if the contest still up but if it does, this is my tutorial for it ^^


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 Post subject: Re: Dead Bodies
PostPosted: Thu Jan 31, 2008 12:26 pm 
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Posts: 15
SORRY FOR THE NECROPOST :S...But, how I do to set the body's image?


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 Post subject: Re: Dead Bodies
PostPosted: Thu Jan 31, 2008 4:16 pm 
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Location: São Paulo, Brasil
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Client side, at Sub BltNpcDBody, change the 142 the sprite number...
Code:
    rec.Top = 142 * PIC_Y 'I use 142 as a sprite in the spritesurf, use any number you want.

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 Post subject: Re: Dead Bodies
PostPosted: Mon Apr 28, 2008 3:29 pm 
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Missing Sub

Code:
SendNDeadBodyTo

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 Post subject: Re: Dead Bodies
PostPosted: Tue Nov 02, 2021 9:09 am 
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 Post subject: Re: Dead Bodies
PostPosted: Fri Feb 18, 2022 2:29 am 
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 Post subject: Re: Dead Bodies
PostPosted: Tue Mar 15, 2022 11:41 pm 
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 Post subject: Re: Dead Bodies
PostPosted: Fri Sep 16, 2022 4:58 am 
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 Post subject: Re: Dead Bodies
PostPosted: Sun Nov 06, 2022 2:59 am 
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 Post subject: Re: Dead Bodies
PostPosted: Mon Dec 12, 2022 3:54 pm 
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 Post subject: Re: Dead Bodies
PostPosted: Sun Feb 05, 2023 10:09 am 
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