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Heal and Kill Attributes
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Author:  Tutorial Bot [ Fri Jun 02, 2006 3:59 am ]
Post subject:  Heal and Kill Attributes

Author: Mr.Saturn
Difficulty: 2/5

Healing Attribute Tile
:: SERVER SIDE ::
In modTypes, add:
Code:
Public Const TILE_TYPE_HEAL = 7

In modGamelogic, go to Sub PlayerMove, and add:
Code:
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_HEAL Then

Call SetPlayerHP(Index, GetPlayerMaxHP(Index))
Call SendHP(Index)
Call PlayerMsg(Index, "You feel a sudden rush through your body as you regain strength!", BrightGreen)
End If


:: CLIENT SIDE ::
In modTypes, add:
Code:
Public const TILE_TYPE_HEAL = 7

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_HEAL Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "H", 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.optHeal.Value = True Then
.Type = TILE_TYPE_HEAL
.Data1 = 0
.Data2 = 0
.Data3 = 0
End If
Now, in frmMirage make an option box under Attributes and title it optHeal.

Killing Attribute Tile
:: SERVER SIDE ::
In modTypes, add:
Code:
Public Const TILE_TYPE_KILL = 8

In modGamelogic, go to Sub PlayerMove, and add:
Code:
'Check for kill tile, and if so kill them
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_KILL Then
Call SetPlayerHP(Index, 0)

Call PlayerWarp(Index, START_MAP, START_X, START_Y)
Call SetPlayerHP(Index, GetPlayerMaxHP(Index))
Call SetPlayerMP(Index, GetPlayerMaxMP(Index))
Call SetPlayerSP(Index, GetPlayerMaxSP(Index))
Call SendHP(Index)
Call SendMP(Index)
Call SendSP(Index)
Moved = YES
End If


:: CLIENT SIDE ::
In modTypes, add:
Code:
Public const TILE_TYPE_KILL = 8

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_KILL Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "K", QBColor(BrightRed))

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.optKill.Value = True Then
.Type = TILE_TYPE_KILL
.Data1 = 0
.Data2 = 0
.Data3 = 0
End If
Now in frmMirage make an option box under Attributes and title it optKill.

Author:  wanai [ Tue Nov 02, 2021 9:26 am ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Fri Feb 18, 2022 2:45 am ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Wed Mar 16, 2022 12:23 am ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Fri Sep 16, 2022 5:16 am ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Sun Nov 06, 2022 3:18 am ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Mon Dec 12, 2022 4:31 pm ]
Post subject:  Re: Heal and Kill Attributes

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Author:  wanai [ Sun Feb 05, 2023 10:26 am ]
Post subject:  Re: Heal and Kill Attributes

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