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General Hint
#1
Well I never thought of it, and I dont think you guys have either. The spells works depend on what type of spell you chosen. Generally it is these:
Quote:Add HP
Add MP
Add SP
Sub HP
Sub MP
Sub SP
Give Item
Warp
But skip them, instead in the Sub CastSpell, make it all into one big row, for example:
Code:
If Spell(SpellNum).TakeMP > 0 Then
   Call SetPlayerMP(N, GetPlayerMP(N) - Spell(SpellNum).TakeMP)
   Call SendMP(N)
End If
That way a spell can have different effects, such as give HP and MP, or Subtract HP and SP.

And all you really need to do is follow the example above, add a few new scrolls to frmSpellEditor and add the Spell(SpellNum).NewThing, with other words, add the needed variables into SpellRec.

Easy piecy Tongue
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#2
Minor correction... it doesn't use stuff like TakeMP (unless you add them... which may be a good idea if you want multiple effects, but a waste of memory if you declare them all and end up using just 1). You'd have to do something more like

Code:
Select Case Spell(SpellNum).Data1
    Case SPELL_TYPE_ADDSP

End Select

Etc.
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#3
Quote:And all you really need to do is follow the example above, add a few new scrolls to frmSpellEditor and add the Spell(SpellNum).NewThing, with other words, add the needed variables into SpellRec.
I stated that it didn't had them.

But how does Switch work by the way?
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#4
Oh okay. I didn't read it very thoroughly (obviously)
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#5
edited my post above post, but you answered before.
Quote:But how does Switch work by the way?
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#6
I think he meant to say Select Case(VB) and not Switch Case(C/C++). There is a Switch function on VB but it does other thing and not this.
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#7
Yeah, I noticed the } Tongue
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#8
Oh wow i didn't even notice. Sorry about that guys i'll edit it. I was too drunk to think overly clearly.
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#9
Obsidian Wrote:but a waste of memory if you declare them all and end up using just 1
Well, that aint much at all. Since currently there are Data1, Data2 and Data3. And you just delete those 3 and add 3 new. And 3 new does not make a noticable difference.
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