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Spell animations fix when target dies
http://www.miragesource.net/forums/viewtopic.php?f=184&t=5170
Page 1 of 11

Author:  GIAKEN [ Tue Mar 03, 2009 11:26 pm ]
Post subject:  Spell animations fix when target dies

Well as you may have noticed, if you kill a player or NPC with a spell and that target dies, the spell animation appears in the top left. To fix this we need to kill the player / npc AFTER you send the animation data. To do this it's simple:

Server side:

Find:

Code:
Public Sub CastSpell(ByVal Index As Long, ByVal SpellSlot As Long)
Dim SpellNum As Long
Dim MPReq As Long
Dim i As Long
Dim n As Long
Dim Damage As Long
Dim Casted As Boolean
Dim CanCast As Boolean
Dim ErrorMessage As String
Dim TargetType As Byte
Dim TargetName As String


Under add:

Code:
    Damage = -1


Find (Sub CastSpell):

Code:
If Damage > 0 Then
                                    Call AttackPlayer(Index, n, Damage)
                                Else
                                    Call PlayerMsg(Index, "The spell was to weak to hurt " & GetPlayerName(n) & "!", BrightRed)
                                End If


And remove it. Then find (Sub CastSpell):

Code:
If Damage > 0 Then
                            Call AttackNpc(Index, n, Damage)
                        Else
                            Call PlayerMsg(Index, "The spell was to weak to hurt " & Trim$(Npc(MapNpc(GetPlayerMap(Index), n).Num).Name) & "!", BrightRed)
                        End If


And remove it. Find:

Find:

Code:
Damage = (GetPlayerStat(Index, Stats.Magic) \ 4) + Spell(SpellNum).Data1 - GetPlayerProtection(n)


Under add:

Code:
If Damage < 0 Then Damage = 0


Find:

Code:
Damage = (GetPlayerStat(Index, Stats.Magic) \ 4) + Spell(SpellNum).Data1 - (Npc(MapNpc(GetPlayerMap(Index), n).Num).Stat(Stats.Defense) \ 2)


Under add:

Code:
If Damage < 0 Then Damage = 0


Find:

Code:
Call SendDataToMap(GetPlayerMap(Index), SCastSpell & SEP_CHAR & TargetType & SEP_CHAR & n & SEP_CHAR & SpellNum & END_CHAR)


Under add:

Code:
If Damage <> -1 Then
            Select Case TargetType
           
                Case TARGET_TYPE_PLAYER
                    If Damage > 0 Then
                        Call AttackPlayer(Index, n, Damage)
                    Else
                        Call PlayerMsg(Index, "The spell was to weak to hurt " & TargetName & "!", BrightRed)
                    End If
               
                Case TARGET_TYPE_NPC
                    If Damage > 0 Then
                        Call AttackNpc(Index, n, Damage)
                    Else
                        Call PlayerMsg(Index, "The spell was to weak to hurt " & TargetName & "!", BrightRed)
                    End If
           
            End Select
        End If


That should be it :D I'm in a hurry...gotta go in 5 minutes. So if anybody has any problems post :D

Author:  Robin [ Tue Mar 03, 2009 11:49 pm ]
Post subject:  Re: Spell animations fix when target dies

Works.

To fix another bug, change:

Code:
The spell was to weak to hurt


To:

Code:
The spell was too weak to hurt


;D

Author:  Matt [ Wed Mar 04, 2009 12:10 am ]
Post subject:  Re: Spell animations fix when target dies

Not a bug, that's a grammar mistake..

Author:  Robin [ Wed Mar 04, 2009 12:37 am ]
Post subject:  Re: Spell animations fix when target dies

Just realised this won't work ;D

It'll now try and attack a player no matter what spell you use.

Marked it as broken so no one uses it whilst you're away, because they might not no where to put the original code back ;D

Author:  GIAKEN [ Wed Mar 04, 2009 1:56 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

Fixed.

Author:  Tony [ Wed Mar 04, 2009 3:29 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

Ironic. The fix was fixed.

Author:  Matt [ Wed Mar 04, 2009 3:37 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

Hopefully the fix that was fixed, doesn't need fixed.

Author:  Pbcrazy [ Wed Mar 04, 2009 3:43 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

if it needed a new fix, then the fix that was fixed and requires a new fix, would have to be re-broken.

Author:  Matt [ Wed Mar 04, 2009 3:52 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

Pbcrazy wrote:
if it needed a new fix, then the fix that was fixed and requires a new fix, would have to be re-broken.


Shut up. You suck.

Author:  GIAKEN [ Wed Mar 04, 2009 5:12 am ]
Post subject:  Re: [fixed] Spell animations fix when target dies

wut

Author:  Matt [ Tue Mar 17, 2009 4:57 pm ]
Post subject:  Re: Spell animations fix when target dies

I've never seen it blit in the top right, however, I know if you kill an npc, it will still have the animation on it when it respawns. To fix that, client side, in Sub HandleSpawnNpc, at the bottom, add this:

Code:
     For i = 1 To MAX_SPELLANIM
        MapNpc(n).SpellAnimations(i).SpellNum = 0
     Next

Author:  GIAKEN [ Tue Mar 17, 2009 5:11 pm ]
Post subject:  Re: Spell animations fix when target dies

Oh I meant to the top left. Because before it did the attacking before the animation, so if the NPC died it's position would be 0x 0y so I moved it to after.

Author:  Matt [ Tue Mar 17, 2009 5:28 pm ]
Post subject:  Re: Spell animations fix when target dies

GIAKEN wrote:
Oh I meant to the top left. Because before it did the attacking before the animation, so if the NPC died it's position would be 0x 0y so I moved it to after.


I never see it up there either. O.o

Author:  GIAKEN [ Tue Mar 17, 2009 5:35 pm ]
Post subject:  Re: Spell animations fix when target dies

Oh...well maybe it was just for my engine. I did the animation system differently...not based on Player or NPC.

Author:  Matt [ Tue Mar 17, 2009 5:44 pm ]
Post subject:  Re: Spell animations fix when target dies

GIAKEN wrote:
Oh...well maybe it was just for my engine. I did the animation system differently...not based on Player or NPC.


Maybe. My fix I posted is still useful. Without it, the npc will spawn and the animation will play out once.

Author:  Avarit [ Mon Apr 06, 2009 4:40 am ]
Post subject:  Re: Spell animations fix when target dies

maybe its me but when i open the /editspell i get a error 9 or w/e with

Code:
Private Sub scrlFrame_Change()
    lblFrameNum.Caption = scrlFrame.Value
    Call SpellEditorBltSpell
    frmSpellEditor.scrlFrame.Max = (DDS_Spell(scrlFrame.Value).SurfDescription.lWidth \ SIZE_X) - 1
End Sub

Author:  GIAKEN [ Mon Apr 06, 2009 4:44 am ]
Post subject:  Re: Spell animations fix when target dies

DDS_Spell(scrlFrame.Value)

scrlFrame.Value is exceeding the DDS_Spell's limits.

I haven't looked at the newest MS4, but find:

DDS_Spell(1 To

Not sure what it's set as, but make sure that the scroll bar's max doesn't go over the max value DDS_Spell can hold.

Author:  wanai [ Mon Sep 05, 2022 8:56 am ]
Post subject:  Re: Spell animations fix when target dies

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Author:  wanai [ Sat Oct 01, 2022 12:30 pm ]
Post subject:  Re: Spell animations fix when target dies

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Author:  wanai [ Wed Nov 02, 2022 12:11 pm ]
Post subject:  Re: Spell animations fix when target dies

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Author:  wanai [ Thu Dec 01, 2022 6:00 pm ]
Post subject:  Re: Spell animations fix when target dies

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Post subject:  Re: Spell animations fix when target dies

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Author:  wanai [ Mon Jul 01, 2024 7:53 pm ]
Post subject:  Re: Spell animations fix when target dies

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Author:  wanai [ Sun Sep 01, 2024 8:26 pm ]
Post subject:  Re: Spell animations fix when target dies

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