I would just like a tip or hint as to were to look for ideals on how to fix this bug.
If anyone could help me with this (not code it for me) I would be very
appreciative.
My mana never runs out on taos, and when I have gourd as a trojan it says 0/800 but I can never get it up.
Ok so this is what I have done and I still can't get mana to work,
Problems
1. Mana never goes down when casting spell (i.e nado)
2. Gourd Gives HP but not MP (i.e 0/800)
3. Mana pots don't seem to work but half way
Tao (full mana cause doe not go down)
Your mana is full you can not use this item (w/e)
Trojan with gourd 0/800
This item is not implemented yet blah (w/e)
Any tips would be nice,
Thanks in advance
If you rather pm things or msn me just let me know (will give msn to select people if needed)
#################
LOTF Source (TCWNN)
#################
if (SkillID == ManaSkill)
{
if (skilllvl == blabla)
CurMP -= blabla;
sendpacket.
I don't understand why you would need to define the skill a second time? If that make since, cause in database. Under SkillAttributes you are telling it how much to remove already?
I am very lost and this is one of the main things I want to work so I can start fixing and adding more skills and then work on damage's. If anyone can help me with MANA in general I would be very happy. I am trying to learn C# I am new to it, but I am trying to learn and not copy and paste things.
I think the problem with gourd is same with skills, it just does not know what mana is? I don't know :P I truly am lost here with this mana stuff and I haven't found anything on it besides whats in this post.
You're not alone man. The whole mana deal is confusing the hell out of me to. I've been trying for 2 days now to try and figure it out, and just no luck. If I figure something out, I'll update you, but the way this is progressing for me, doubt that's gonna happen.
You define mana,now its CurMP on your source ( i think ).
Okay,client has no idea at all what curmp is,right? But still,you add like 100 mana,in the server.
Now,to let the client know,you need to send a packet to the client.
We have this far figure out that the mana type is 2, so, we have to send the current mana to the type 2.
The type is 2 for mana,so we send it to the mana bar. 0 is for HP, 12 is for Model, and 2 is for mana. ( There is alot more,those were just examples! )
CurMP
And for the value of the code,how much MP you should gain,there, we define CurMP. So if you have CurMP = 100 in the source, it will gain 100 MP in the client, mana bar.
I noticed with your potions you're trying to remove an item by its ItemID. The parameter is supposed to be the ItemUID (unique ID) so the client knows exactly which item was used. So change it to ItemUID (a parameter for the method [UseItem(ulong ItemUID, string Item)]). An item's UID is really a uint, but that's another story.
Thank you all and emme I think I understand what you are saying I will try to miss with it some more and see what I can do.
@ntl I will change that thank you.
Did some missing and seems nothing is helping
So I added
MyClient.SendPacket(General.MyPackets.Vital((long) UID, 2, CurMP));
After every
MyClient.SendPacket(General.MyPackets.Vital((long) UID, 0, CurHP));
Then I added every
CurMP = MaxMP;
after
CurHP = MaxHP;
nothing major, you just used 0 instead of 2. Pots are usable once that's done. I'm going to keep trying to figure out the whole spells using mana still.
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