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Ranged weapons.
http://www.miragesource.net/forums/viewtopic.php?f=210&t=3646
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Author:  Jack [ Sun Apr 27, 2008 9:14 am ]
Post subject:  Ranged weapons.

Well this is my first tutorial and im changing somethings in the 2handed tutorial so. here it is
Copy and paste 1/5
Understanding 2/5
Untested but 99.9% im sure it will work
*i used the 2handed version by Sync and changed somethings around*

Lets begin.

-=Server side=-
Go into Modtypes and find.
Code:
Type ItemRec


Add This
Code:
Ranged As Byte


Below
Code:
Data3 Integer


Now go into ModDatabase and Find.
Code:
Sub SaveItem(ByVal ItemNum As Long)


Then add
Code:
Call PutVar(FileName, "ITEM" & ItemNum, "Ranged", Trim(Item(ItemNum).Ranged))


Below
Code:
Call PutVar(FileName, "ITEM" & ItemNum, "Data3", Trim(Item(ItemNum).Data3))


Now find
Code:
Sub Loaditems()


Add in
Code:
Item(i).Ranged = Val(GetVar(FileName, "ITEM" & i, "Ranged"))


Below
Code:
Item(i).Data3 = Val(GetVar(FileName, "ITEM" & i, "Data3"))


Server side is almost done now.

Go into Modhandledata find
Code:
If LCase(Parse(0)) = "useitem" Then


And find
Code:
Case ITEM_TYPE_WEAPON


Change it to this
Code:
                 Case ITEM_TYPE_WEAPON
                      If InvNum <> GetPlayerWeaponSlot(Index) Then
                          If Item(GetPlayerInvItemNum(Index, InvNum)).Ranged < 1 Then
                                If Int(GetPlayerSTR(Index)) < n Then
                                    Call PlayerMsg(Index, "Your strength is to low to hold this weapon!  Required SPEED (" & n * 2 & ")", BrightRed)
                                    Exit Sub
                                End If
                                Call SetPlayerWeaponSlot(Index, InvNum)
                          Else
                                If GetPlayerShieldSlot(Index) = 0 Then
                                    Call SetPlayerWeaponSlot(Index, InvNum)
                                    Call SetPlayerShieldSlot(Index, InvNum)
                                Else
                                    Call PlayerMsg(Index, "You have a sheild on!!", BrightRed)
                                End If
                          End If
                      Else
                          Call SetPlayerWeaponSlot(Index, 0)
                      End If
                      Call SendWornEquipment(Index)


Just under the Case_item_Weapon
You have Case_item_shield make it look like this

Code:
                 Case ITEM_TYPE_SHIELD
                      If GetPlayerShieldSlot(Index) > 0 Then
                          If GetPlayerWeaponSlot(Index) = GetPlayerShieldSlot(Index) Then
                                Call PlayerMsg(Index, "You have a Ranged weapon equipped! Please unequip it before using your shield!", BrightRed)
                                Exit Sub
                          Else
                                Call PlayerMsg(Index, "You already have a shield equipped! Please unequip it before using your shield!", BrightRed)
                          End If
                      Else
                          If InvNum <> GetPlayerShieldSlot(Index) Then
                                Call SetPlayerShieldSlot(Index, InvNum)
                          Else
                                Call SetPlayerShieldSlot(Index, 0)
                          End If
                          Call SendWornEquipment(Index)
                      End If


Now find
Code:
If LCase(Parse(0)) = "saveitem" Then


Add in
Code:
Item(n).Ranged = Val(Parse(8))


So now it looks like this

Code:
   ' Update the item
        Item(n).Name = Parse(2)
        Item(n).Pic = Val(Parse(3))
        Item(n).Type = Val(Parse(4))
        Item(n).Data1 = Val(Parse(5))
        Item(n).Data2 = Val(Parse(6))
        Item(n).Data3 = Val(Parse(7))
        Item(n).Ranged = Val(Parse(8)) <----- added in


Go into ModGameLogic find
Code:
Sub PlayerMapDropItem(ByVal Index As Long, ByVal InvNum As Long, ByVal Ammount As Long)


Find
Code:
Case ITEM_TYPE_WEAPON


make it look like
Code:
                 Case ITEM_TYPE_WEAPON
                      If Item(GetPlayerInvItemNum(Index, InvNum)).TwoHanded < 1 Then
                          If InvNum = GetPlayerWeaponSlot(Index) Then
                                Call SetPlayerWeaponSlot(Index, 0)
                                Call SendWornEquipment(Index)
                          End If
                          MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
                      Else
                          If InvNum = GetPlayerWeaponSlot(Index) And InvNum = GetPlayerShieldSlot(Index) Then
                                Call SetPlayerWeaponSlot(Index, 0)
                                Call SetPlayerShieldSlot(Index, 0)
                                Call SendWornEquipment(Index)
                          End If
                          MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
                      End If


Now go into modServerTCP Find
Code:
Sub SendUpdateItemToAll(ByVal ItemNum As Long)


Make the packet look like this =)

Code:
 Packet = "UPDATEITEM" & SEP_CHAR & ItemNum & SEP_CHAR & Trim(Item(ItemNum).Name) & SEP_CHAR & Item(ItemNum).Pic & SEP_CHAR & Item(ItemNum).Type & SEP_CHAR & Item(ItemNum).Data1 & SEP_CHAR & Item(ItemNum).Data2 & SEP_CHAR & Item(ItemNum).Data3 & SEP_CHAR & Item(ItemNum).Ranged & SEP_CHAR & END_CHAR


Right so close to the bottom now Find.

Code:
 Sub SendEditItemTo(ByVal Index As Long, ByVal ItemNum As Long)


make the packet like this

Code:
 Packet = "EDITITEM" & SEP_CHAR & ItemNum & SEP_CHAR & Trim(Item(ItemNum).Name) & SEP_CHAR & Item(ItemNum).Pic & SEP_CHAR & Item(ItemNum).Type & SEP_CHAR & Item(ItemNum).Data1 & SEP_CHAR & Item(ItemNum).Data2 & SEP_CHAR & Item(ItemNum).Data3 & SEP_CHAR & Item(ItemNum).Ranged & SEP_CHAR & END_CHAR


Done -=server side completed Congratulations=-

Right the client now

-=Client side=-

Find modtypes and look for
Code:
Type ItemRec


right under DATA 3 As integer
Add
Code:
Ranged As Byte


Now go to modClientTCP Find:
Code:
Public Sub SendSaveItem(ByVal ItemNum As Long)


Make the packet look like this

Code:
 Packet = "SAVEITEM" & SEP_CHAR & ItemNum & SEP_CHAR & Trim(.Name) & SEP_CHAR & .Pic & SEP_CHAR & .Type & SEP_CHAR & .Data1 & SEP_CHAR & .Data2 & SEP_CHAR & .Data3 & SEP_CHAR & .Ranged & SEP_CHAR & END_CHAR


Now add
You now have to add a checkbox in the equipment frame, in the items editor. Call it chkRanged and your set.

Now, go into modGameLogic and find:

Code:
Public Sub ItemEditorOk()


At the bottom of:

Code:
If (frmItemEditor.cmbType.ListIndex >= ITEM_TYPE_POTIONADDHP) And (frmItemEditor.cmbType.ListIndex <= ITEM_TYPE_POTIONSUBSP) Then


and
Code:
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_SPELL) Then


add
Code:
Item(EditorIndex).Ranged = 0


So should look sorta like this.

Code:
If (frmItemEditor.cmbType.ListIndex >= ITEM_TYPE_POTIONADDHP) And (frmItemEditor.cmbType.ListIndex <= ITEM_TYPE_POTIONSUBSP) Then
        Item(EditorIndex).Data1 = frmItemEditor.scrlVitalMod.Value
        Item(EditorIndex).Data2 = 0
        Item(EditorIndex).Data3 = 0
        Item(EditorIndex).Ranged = 0
    End If


Code:
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_SPELL) Then
        Item(EditorIndex).Data1 = frmItemEditor.scrlSpell.Value
        Item(EditorIndex).Data2 = 0
        Item(EditorIndex).Data3 = 0
        Item(EditorIndex).Ranged = 0
    End If


now at the bottom of

Code:
If (frmItemEditor.cmbType.ListIndex >= ITEM_TYPE_WEAPON) And (frmItemEditor.cmbType.ListIndex <= ITEM_TYPE_SHIELD) Then


after
Code:
Item(EditorIndex).Data3 = 0


add
Code:
Item(EditorIndex).Ranged = frmItemEditor.chkRanged.Value


Ok, now go into modHandleData and find:

Code:
If (LCase(Parse(0)) = "updateitem") Then


Add below the update item section this:

Item(n).Ranged = 0

Now find:

Code:
If (LCase(Parse(0)) = "edititem") Then



And below:

Code:
Item(n).Data3 = Val(Parse(7))


ADD:

Code:
Item(n).Ranged = Val(Parse(8))


Well that's done and i hope it works =)
Message me if it doesn't and ill help fix it
MSN:[email protected]

Author:  Robin [ Sun Apr 27, 2008 11:14 am ]
Post subject:  Re: Ranged weapons.

All you've done is added a variable. Where's the ranged weapon code?

Author:  Labmonkey [ Sun Apr 27, 2008 1:01 pm ]
Post subject:  Re: Ranged weapons.

Quote:
Untested



Yea... um...

Author:  Lea [ Sun Apr 27, 2008 1:40 pm ]
Post subject:  Re: Ranged weapons.

What's with people posting "untested" tutorials lately? They're of no use if they don't work, and they DO NOT work if they are untested.

Author:  Kousaten [ Sun Apr 27, 2008 1:58 pm ]
Post subject:  Re: Ranged weapons.

Better question:

How do you expect to test it without a ranged weapon? o.O

This is like... adding a special data to Players for a specific series of quests, but not implementing those quests.

Author:  Labmonkey [ Sun Apr 27, 2008 2:12 pm ]
Post subject:  Re: Ranged weapons.

Well he copied the two-handed weapon tutorial, and changed all of the "two-handed" to "range". Only thing is range doesn't do anything... at all

Author:  Asrrin29 [ Sun Apr 27, 2008 5:48 pm ]
Post subject:  Re: Ranged weapons.

http://web.miragesource.com/old-tutoria ... apons.html
:?

Author:  Jack [ Sun Apr 27, 2008 8:06 pm ]
Post subject:  Re: Ranged weapons.

My mistake *first tutorial*

Author:  Kousaten [ Mon Apr 28, 2008 11:49 am ]
Post subject:  Re: Ranged weapons.

Understanding the basics of how to add a stat of sorts to how data is saved and loaded in certain aspects (player, npc, items, spells, shops...) is actually decent for a first tutorial. I remember the days when people were asking how to break away from the formula which automatically set NPC HP/EXP, and the only somewhat tough part of that was understanding where everything loaded and how it was saved.

I think I posted a tutorial on it but forgot a few parts and didn't finish it in the end. Magnus posted one later that works quite well, I believe. This was before MSE1 even, so I can't really recall who did it exactly. :) Think it was him, though.

Author:  Asrrin29 [ Mon Apr 28, 2008 12:22 pm ]
Post subject:  Re: Ranged weapons.

Well I'm glad he's learning something, but posting it as a tutorial may not have been the wisest choice. regardless, he has learned something and there is already a finished working tutorial for this. so everyone wins.

and for the record I've completely redone stats on everything in the game except for spells, which are next on my list. take a look at some of my screenshots posted in the gallery to see what I've done.

Author:  Kousaten [ Mon Apr 28, 2008 2:30 pm ]
Post subject:  Re: Ranged weapons.

All I've done is renewed some things... DEF became VIT, SPEED became AGI, MAGI became WIS. Added DEX, used the values of DEX and AGI to determine accuracy in PvP (players may complain about not hitting regular monsters, but PvP is a big thing in my community so I placed it there anyway and no complaints thus far). Added INTL, changed formulas to keep WIS as a bonus for only "healing" spells, and INTL for "offensive spells" using WIS as the defense instead of the GetPlayerProtection as normal.

Not too much, just some minor stuff I wanted. XD Might do more later though, once I get the game to where I can release an alpha.

Author:  Rian [ Mon Apr 28, 2008 3:38 pm ]
Post subject:  Re: Ranged weapons.

Yeah, I feel like I should update my spell system a bit more too. Physical combat in my game includes a Slashing, Bludgeoning, Piercing, Ranging, and Shielding skills. Can't really think of good categories for splitting skills associated with spells though.

Author:  Lea [ Mon Apr 28, 2008 4:32 pm ]
Post subject:  Re: Ranged weapons.

You could split them by element
Fire, Water, Earth, Ice, Light, Dark, etc

Author:  Robin [ Mon Apr 28, 2008 6:47 pm ]
Post subject:  Re: Ranged weapons.

Dave wrote:
You could split them by element
Fire, Water, Earth, Ice, Light, Dark, etc


Since when were Light and Dark elements?

Author:  Labmonkey [ Mon Apr 28, 2008 7:34 pm ]
Post subject:  Re: Ranged weapons.

Robin wrote:
Dave wrote:
You could split them by element
Fire, Water, Earth, Ice, Light, Dark, etc


Since when were Light and Dark elements?



Have you never seen the Fantasy Periodic Table of elements.

<a picture would be here but I'm not nerdy enough>

Author:  Jack [ Mon Apr 28, 2008 9:50 pm ]
Post subject:  Re: Ranged weapons.

Glad to see that i have learn't something through out the past time with Mirage Source and its Good to see some Nice comments on it Thanks guys :)

Author:  wanai [ Tue Nov 02, 2021 4:00 am ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Thu Feb 17, 2022 9:25 pm ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Tue Mar 15, 2022 11:54 am ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Thu Sep 15, 2022 11:42 pm ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Sat Nov 05, 2022 8:49 pm ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Mon Dec 12, 2022 6:40 am ]
Post subject:  Re: Ranged weapons.

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Author:  wanai [ Sun Feb 05, 2023 5:03 am ]
Post subject:  Re: Ranged weapons.

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