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Overhead Damage
#35
At first it didn't work for me in Mirage Source 3.0.3
I have Scrolling Maps implented so I'm almost pretty sure that's why it didn't work out for me.

I just fixed it by changing the X and Y where the text should be drawn.

If you use MS 3.0.3. and have scrolling maps implented.
Then below the following code:

Code:
' Lock the backbuffer so we can draw text and names
        TexthDC = DD_BackBuffer.GetDC

Add:
Code:
If NPCWho > 0 Then
              If MapNpc(NPCWho).Num > 0 Then
        If GetTickCount < NPCDmgTime + 2000 Then
              Call DrawText(TexthDC, (Int(Len(NPCDmgDamage)) / 2) * 3 + GetPlayerX(MyIndex) * PIC_X + Player(MyIndex).XOffset + (PIC_X * (MAX_MAPX + 1)) + sx, GetPlayerY(MyIndex) * PIC_Y + Player(MyIndex).YOffset - 4 + (PIC_Y * (MAX_MAPY + 1)) - 22 - ii + sx, NPCDmgDamage, QBColor(BrightRed))
        End If
              ii = ii + 1
              End If
        End If
              
        If NPCWho > 0 Then
            If MapNpc(NPCWho).Num > 0 Then
                If GetTickCount < DmgTime + 2000 Then
                    Call DrawText(TexthDC, (Int(Len(DmgDamage)) / 2) * 3 + MapNpc(NPCWho).x * PIC_X + MapNpc(NPCWho).XOffset + (PIC_X * (MAX_MAPX + 1)) + sx, MapNpc(NPCWho).y * PIC_Y + MapNpc(NPCWho).YOffset - 4 + (PIC_Y * (MAX_MAPY + 1)) - 22 - iii + sx, DmgDamage, QBColor(White))
                End If
            iii = iii + 1
            End If
        End If
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