DshWinchester Posted June 28, 2010 Author Share Posted June 28, 2010 I wanna make scripted spells in sourse(eclipse origins)soI am at Server soursewhat I already do:add a new public const on the spell constantsPublic Const SPELL_TYPE_SCRIPTED As Byte = 5and now ,at the "select case spell type">! Select Case SpellCastType Case 0 ' self-cast target Select Case Spell(spellnum).Type Case SPELL_TYPE_HEALHP SpellPlayer_Effect Vitals.HP, True, Index, Vital, spellnum DidCast = True Case SPELL_TYPE_HEALMP SpellPlayer_Effect Vitals.MP, True, Index, Vital, spellnum DidCast = True Case SPELL_TYPE_WARP SendAnimation MapNum, Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, Index PlayerWarp Index, Spell(spellnum).Map, Spell(spellnum).x, Spell(spellnum).y SendAnimation GetPlayerMap(Index), Spell(spellnum).SpellAnim, 0, 0, TARGET_TYPE_PLAYER, Index DidCast = True End Selectbelow the end selectI putCase SPELL_TYPE_SCRIPTEDand I wanna call a module (scriptedspells)what I need to do?explaininginside that modscriptedspellswill have the scriptsdivide by subsany tip for doing this better? ;D Link to comment Share on other sites More sharing options...
DshWinchester Posted June 28, 2010 Author Share Posted June 28, 2010 "the modules already load on start"duck!so I will have to make one spell type for every spell I wanna? :renzo: Link to comment Share on other sites More sharing options...
Kimimaru Posted June 28, 2010 Share Posted June 28, 2010 You can just create a Public Sub inside that module and then call the Sub. Add a "Script" value to the SpellRec and then pass the Script value of the spell through the parameters of that Sub. Divide the different scripted spells using a Select Case statement. Link to comment Share on other sites More sharing options...
DshWinchester Posted June 28, 2010 Author Share Posted June 28, 2010 okthanks Link to comment Share on other sites More sharing options...
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