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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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