Print Page | Close Window

Heal/Kill Attribute

Printed From: Mirage Source
Category: Tutorials
Forum Name: Temporary Archive (Read Only)
Forum Discription: Temporary 3.0.3 archive tutorials, will be deleted when converted.
URL: http://ms.shannaracorp.com/backup-forums/forum_posts.asp?TID=170
Printed Date: 20 December 2006 at 5:52pm
Software Version: Web Wiz Forums 8.01 - http://www.webwizforums.com


Topic: Heal/Kill Attribute
Posted By: Sync
Subject: Heal/Kill Attribute
Date Posted: 11 February 2006 at 3:14pm
Difficulty: Medium 3/5

Originaly Posted By: Mr.Saturn

Healing/Killing Attributes

'Healing Tiles
'--------------
'~Server Side

'In modTypes add
'Code:

Public Const TILE_TYPE_HEAL = 7



'In modGamelogic go to Player Move 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 modGamelogic search for code:
'Code:

If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed))

'And under that add
'Code:

If .Type = TILE_TYPE_HEAL Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "H", QBColor(BrightGreen))



'Now search for
'Code:

If frmMirage.optWarp.Value = True Then
.Type = TILE_TYPE_WARP
.Data1 = EditorWarpMap
.Data2 = EditorWarpX
.Data3 = EditorWarpY
End If



'And under 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.

'Congradulation! You compleated this tutorial and should now have fully working Heal tiles.



'Kill Tiles
'--------------
'~Server Side
'In modTypes add
'Code:

Public Const TILE_TYPE_KILL = 8



'In modGamelogic go to Player Move 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 modGamelogic search for code:
'Code:

If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed))


'And under that add
'Code:

If .Type = TILE_TYPE_KILL Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "K", QBColor(BrightRed))


'Now search for
'Code:

If frmMirage.optWarp.Value = True Then
.Type = TILE_TYPE_WARP
.Data1 = EditorWarpMap
.Data2 = EditorWarpX
.Data3 = EditorWarpY
End If



'And under 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.

'Congradulation! You compleated this tutorial and should now have fully working Kill tiles.



Print Page | Close Window

Bulletin Board Software by Web Wiz Forums version 8.01 - http://www.webwizforums.com
Copyright ©2001-2006 Web Wiz Guide - http://www.webwizguide.info