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 Post subject: 2 Spell Additions
PostPosted: Sun Apr 22, 2007 4:23 pm 
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Posts: 148
Location: USA, Texas
Originally Coded By: NexSteve and Da Undead
Originally For: Elysium Debugged
Converted to Mirage By: Da Undead

//\\PART 1//\\

Difficulty: 1/10 (C & P)
Description: Adds a spell option to where you sacrifice hp for mp.

.::Client Side::.

modTypes
Find:
Code:
Public Const SPELL_TYPE_SUBSP = 5


After, add:
Code:
Public Const SPELL_TYPE_SACRIFICE = 6


Done with modTypes
Done with Client-Side

.::Server Side::.

modTypes
Find:
Code:
Public Const SPELL_TYPE_SUBSP = 5


After Add:
Code:
Public Const SPELL_TYPE_SACRIFICE = 6


Very bottom of modTypes, add:
Code:
Public Function Rand(ByVal Low As Long, ByVal High As Long) As Long

    Rand = Low + ((Rnd * (High - Low)) \ 1)

End Function


Done with modTypes
Open modGameLogic

Find:
Code:
    If Player(index).TargetType = TARGET_TYPE_PLAYER Then
        If IsPlaying(n) Then
            If GetPlayerHP(n) > 0 And GetPlayerMap(index) = GetPlayerMap(n) And GetPlayerLevel(index) >= 10 And GetPlayerLevel(n) >= 10 And Map(GetPlayerMap(index)).Moral = MAP_MORAL_NONE And GetPlayerAccess(index) <= 0 And GetPlayerAccess(n) <= 0 Then
'                If GetPlayerLevel(n) + 5 >= GetPlayerLevel(Index) Then
'                    If GetPlayerLevel(n) - 5 <= GetPlayerLevel(Index) Then
                        Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on " & GetPlayerName(n) & ".", BrightBlue)
               
                        Select Case Spell(SpellNum).Type
                            Case SPELL_TYPE_SUBHP
                       
                                Damage = (GetPlayerMAGI(index) / \) + Spell(SpellNum).Data1) - GetPlayerProtection(n)
                                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
                   
                            Case SPELL_TYPE_SUBMP
                                Call SetPlayerMP(n, GetPlayerMP(n) - Spell(SpellNum).Data1)
                                Call SendMP(n)
               
                            Case SPELL_TYPE_SUBSP
                                Call SetPlayerSP(n, GetPlayerSP(n) - Spell(SpellNum).Data1)
                                Call SendSP(n)


After that and before end select, add:
Code:
                            Case SPELL_TYPE_SACRIFICE
DamageDelt = Rand(5, 1)
If GetPlayerHP(index) < 40 Then
Call PlayerMsg(index, "Your  health is so low you can't take anymore!", BrightRed)
Exit Sub
End If
         
Select Case DamageDelt
   Case 0
      Call SetPlayerHP(index, GetPlayerHP(index) - 14)
      Damage = 14
      Call AttackNpc(index, n, Damage)
   Case 1
      Call SetPlayerHP(index, GetPlayerHP(index) - 27)
      Damage = 27
      Call AttackNpc(index, n, Damage)
   Case 2
      Call SetPlayerHP(index, GetPlayerHP(index) - 4)
      Damage = 4
      Call AttackNpc(index, n, Damage)
   Case 3
      Call SetPlayerHP(index, GetPlayerHP(index) - 18)
      Damage = 18
      Call AttackNpc(index, n, Damage)
   Case 4
      Call SetPlayerHP(index, GetPlayerHP(index) - 37)
      Damage = 37
      Call AttackNpc(index, n, Damage)
   Case 5
      Call PlayerMsg(index, "You body's power can't stand to lose more blood.", BrightRed)
End Select


Find:
Code:
        If Npc(MapNpc(GetPlayerMap(index), n).Num).Behavior <> NPC_BEHAVIOR_FRIENDLY And Npc(MapNpc(GetPlayerMap(index), n).Num).Behavior <> NPC_BEHAVIOR_SHOPKEEPER Then
            Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on a " & Trim(Npc(MapNpc(GetPlayerMap(index), n).Num).Name) & ".", BrightBlue)
           
            Select Case Spell(SpellNum).Type
                Case SPELL_TYPE_ADDHP
                    MapNpc(GetPlayerMap(index), n).HP = MapNpc(GetPlayerMap(index), n).HP + Spell(SpellNum).Data1
               
                Case SPELL_TYPE_SUBHP
                   
                    Damage = (GetPlayerMAGI(index) \ 4) + Spell(SpellNum).Data1) - (Npc(MapNpc(GetPlayerMap(index), n).Num).DEF \ 2)
                    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
                   
                Case SPELL_TYPE_ADDMP
                    MapNpc(GetPlayerMap(index), n).MP = MapNpc(GetPlayerMap(index), n).MP + Spell(SpellNum).Data1
               
                Case SPELL_TYPE_SUBMP
                    MapNpc(GetPlayerMap(index), n).MP = MapNpc(GetPlayerMap(index), n).MP - Spell(SpellNum).Data1
           
                Case SPELL_TYPE_ADDSP
                    MapNpc(GetPlayerMap(index), n).SP = MapNpc(GetPlayerMap(index), n).SP + Spell(SpellNum).Data1
               
                Case SPELL_TYPE_SUBSP
                    MapNpc(GetPlayerMap(index), n).SP = MapNpc(GetPlayerMap(index), n).SP - Spell(SpellNum).Data1


After, before end select, add:
Code:
Case SPELL_TYPE_SACRIFICE
DamageDelt = Rand(1, 5)
If GetPlayerHP(index) < 40 Then
Call PlayerMsg(index, "Your  health is so low you can't take anymore!", BrightRed)
Exit Sub
End If
         
Select Case DamageDelt
   Case 0
      Call SetPlayerHP(index, GetPlayerHP(index) - 14)
      Damage = 14
      Call AttackNpc(index, n, Damage)
   Case 1
      Call SetPlayerHP(index, GetPlayerHP(index) - 27)
      Damage = 27
      Call AttackNpc(index, n, Damage)
   Case 2
      Call SetPlayerHP(index, GetPlayerHP(index) - 4)
      Damage = 4
      Call AttackNpc(index, n, Damage)
   Case 3
      Call SetPlayerHP(index, GetPlayerHP(index) - 18)
      Damage = 18
      Call AttackNpc(index, n, Damage)
   Case 4
      Call SetPlayerHP(index, GetPlayerHP(index) - 37)
      Damage = 37
      Call AttackNpc(index, n, Damage)
   Case 5
      Call PlayerMsg(index, "You body's power can't stand to lose more blood.", BrightRed)
End Select


Find:
Code:
Sub CastSpell(ByVal index As Long, ByVal SpellSlot As Long)
Dim SpellNum As Long, MPReq As Long, i As Long, n As Long, Damage As Long


After Damage As Long, add:
Code:
, DamageDelt As Integer


End of modGameLogic.
End of Server-Side

-------------------------------------------------------------------------------------

//\\PART 2//\\

Description: Spends SP for MP.

Add this both client and server side for modTypes after the 'SPELL_TYPE_SACRIFICE = 8' :
Code:
Public Const SPELL_TYPE_SPFORMP = 7


And this goes after/before the sacrifice cases on modGameLogic(SERVER) on both places :
Code:
Case SPELL_TYPE_SPFORMP
Dim Minus As Long
If GetPlayerSP(index) < 10 Then
Call PlayerMsg(index, "You can't take anymore SP away because you dont have enough!"
Exit Sub
End if
Minus = Rand(100, 1)
Call SetPlayerSP(index, GetPlayerSP(index) - Minus)
Call SetPlayerMP(index, GetPlayerMP(index) + Minus)


-----------------------------------------

Any problems or questions, post here :).


Last edited by Da Undead on Sun May 20, 2007 8:44 pm, edited 6 times in total.

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 Post subject:
PostPosted: Sun Apr 22, 2007 5:48 pm 
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Heres a new Rand for you because that one makes me cry:

Code:
Public Function Rand(ByVal Low As Long, ByVal High As Long) As Long

    Rand = Low + ((Rnd * (High - Low)) \ 1)

End Function


- Don't need Randomize
- You're working with and returning a variant
- You're making a loop and constantly "hoping it hits", which would freeze for hours if you specify high values with small gaps
- It will go into an infinite loop if you specify the low as higher than the high
- I ran the code Rand(2000000000, 1999999999) compiled with all optimizations ticked... and about 10 minutes later, its still running :lol:

Also, just want to add, stuff like this:

Code:
(Int(GetPlayerMAGI(index) / 4)


Can be written:

Code:
(GetPlayerMAGI(index) \ 4)


Its faster since what you're doing is taking the extra processing to do floating-point division, then to remove that floating point with the Int(), so \ 4 just does straight integer division (much faster).

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 Post subject:
PostPosted: Sun Apr 22, 2007 7:13 pm 
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Thankyou spodi, updated tut :)


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 Post subject:
PostPosted: Sun Apr 22, 2007 8:00 pm 
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You also need to update.
Code:
DamageDelt = Rand(5, 1)

To:
Code:
DamageDelt = Rand(1, 5)

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 Post subject:
PostPosted: Sun Apr 22, 2007 8:41 pm 
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What that for?


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 Post subject:
PostPosted: Sun Apr 22, 2007 8:53 pm 
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Well the random function states that it starts with Low and ends with High. So the most obviouse way to write it would be 1, 5.

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 Post subject:
PostPosted: Sun Apr 22, 2007 10:12 pm 
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My bad, the one I gave you went Low/High, while your original was High/Low.

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 Post subject:
PostPosted: Sun Apr 22, 2007 11:02 pm 
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Oh, it's spelt Sacrifice btw.

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 Post subject:
PostPosted: Mon Apr 23, 2007 12:10 am 
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Spodi wrote:
My bad, the one I gave you went Low/High, while your original was High/Low.


Oh well, i updated it to 5, 1 :).

and spelling doesn't matter :p


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 Post subject:
PostPosted: Mon Apr 23, 2007 12:23 am 
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UPDATED TUT!

Added SP for MP in //\\PART 2//\\ (BOTTOM) of first post.


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 Post subject:
PostPosted: Sun May 20, 2007 7:37 pm 
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Da Undead wrote:
Spodi wrote:
and spelling doesn't matter :p


Actually, it should...

Because you defined the spell in your server as:
Code:
Public Const SPELL_TYPE_SACRIFISE = 6



And in the CastSpell sub, you're looking for this:
Code:
Case SPELL_TYPE_SACRIFICE




Correct me if I'm wrong of course.


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 Post subject:
PostPosted: Sun May 20, 2007 8:45 pm 
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Oh nice catch, updated :).

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 Post subject: Re: 2 Spell Additions
PostPosted: Sun Aug 12, 2007 9:06 am 
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Also, you forgot to mention that you have to add stuff in the client side spell editor as well ;) The max of the spellbox has to be changed to 7 or 8 depending on how many spells you've got. (actually you just have to add "Sacrifice health" and "Sacrifice SP" to the combo box)


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 Post subject: Re: 2 Spell Additions
PostPosted: Thu Dec 16, 2021 8:24 am 
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 Post subject: Re: 2 Spell Additions
PostPosted: Fri Feb 11, 2022 2:37 am 
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 Post subject: Re: 2 Spell Additions
PostPosted: Sun Mar 13, 2022 3:02 pm 
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 Post subject: Re: 2 Spell Additions
PostPosted: Thu Jun 16, 2022 4:15 pm 
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 Post subject: Re: 2 Spell Additions
PostPosted: Sun Sep 11, 2022 9:59 am 
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 Post subject: Re: 2 Spell Additions
PostPosted: Fri Nov 04, 2022 6:07 pm 
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 Post subject: Re: 2 Spell Additions
PostPosted: Sat Feb 04, 2023 9:47 pm 
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 Post subject: Re: 2 Spell Additions
PostPosted: Wed Mar 08, 2023 8:53 am 
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