HP left on enemy

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HP left on enemy
this is something I'm thinking on since I came here. Is there a way to display HP left above the enemy, instead of damage done?
Quote Originally Posted by crossfireglitcher View Post
Yeah, its called OryxDom. Use it.
/msg2shrt
nice, nut I'd like to code it myself, only need some hint ^^ Nilly knows what I means...
(maybe I will try to mek my first "no extension file" for the autopatcher!)
I haven't figured out how to add graphics to the game window yet. The game window (where the all the object graphics lie) is drawn differently than the ui elements. In one of the screens that I provided in the oryx dom thread you'll see a quest health bar that I was playing around with. That is done using the same class that makes the player's fame, hp, and mp bars. I suspect if we tried to implement health bars on enemies using the same class that it would seriously lag up the client.
And I'd like to make a different thing. Somewhere with the hit function (if this even exist) there is a "write damage on screen function", changing this function, and giving it to write the hp left of monster, instead of damage done, would be nice (i'd like to!), (and maybe... change color from green to red should be a pleasure for eyes :P ), nevermind, i'm on a f***g mac now and I can't even try to rabcdasm the client o search the hit function (or anything similar to that!)..
I would like to know: it's possibile? monster hp is stored on client at some point? or never?
Ah that's what you meant. Ya that should be simple enough. Just got to find the area of code that does the damage part then change the information around.
so there is somewhere allocated enemy hp... but... I should point to hitted enemy hp left, or I could take any enemy in range hp, and see always same hp left and suddendly enemy killed... no?
Well, form looking at the packets, you should try tracing down the ENEMYHIT Packet as you send that to the server each time you do damage.
How does it works? client send enemyhit saying: "HEY, server, i hitted this dumbass!! lower the hp!!" and server lowers the enemy hp, but this number is sended to client too? If so, I should trace packet server send to client, and not the client sended packet... no?
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