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Object-Oriented Itr/Kind 8 !
#1
Hi,
I just managed to write some code, which could be used as object-oriented sticky ball.
Basically my code works properly only when applied to ball, cause it transfers object number to ball's mana, and then in next frames this ball can affect only character which was initially hit.

I also changed John's healball, and made it to work like poison, but of course it is possible to change it, to make it doing something else by hex. Here's the code:
In first 3 seconds, it changes it's mp value to last character that was touching it, after that it sticks to that character and makes him lose life.
When F7 is pressed, it doesn't stick anymore and just disappears. It does similar thing, when character is dead, or the timer runs up.

Edit:
Found a small bug. Just remove from 'object_hit:' these two lines:
Code:
cmp dword ptr ds:[edx+6F8h],0 ;type
    jne p2

It was causing bugs with sticky object, when weapon or other ball was nearer.


Edit:
Found out next awesome thing!
Now first frame of healball looks like this:
There's no itr in this frame, only state, which switch dark red hp with mp. Here's the code:
This is, because I made the opointed ball store creator's object number, so it will always stick to only him. Code:
I also want to ask someone to make Max_MP function, because that wouldn't require any state in first frame of the opointed ball, and I', not able to do that, cause I'm like total newb. :d
Reply
Thanks given by: YinYin , Boop


Messages In This Thread
Object-Oriented Itr/Kind 8 ! - by Suzuya - 01-02-2014, 05:27 PM
RE: Object-Oriented Itr/Kind 8 ! - by Boop - 01-05-2014, 01:47 AM
RE: Object-Oriented Itr/Kind 8 ! - by Suzuya - 01-05-2014, 10:13 AM



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