14-02-2007, 09:56 PM
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:
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
Quote:Add HPBut skip them, instead in the Sub CastSpell, make it all into one big row, for example:
Add MP
Add SP
Sub HP
Sub MP
Sub SP
Give Item
Warp
Code:
If Spell(SpellNum).TakeMP > 0 Then
Call SetPlayerMP(N, GetPlayerMP(N) - Spell(SpellNum).TakeMP)
Call SendMP(N)
End If
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
