Im creating a simple event and im experimenting issues with the monster.
I need take off the regen of the monsters, when die, stays die. And with my code, the monsters regen after die.
Any ideas?Code:int MobPos = gObjMonsterAdd(this->Monster[iMonCount].MonsterIndex, this->Monster[iMonCount].Map, this->Monster[iMonCount].X, this->Monster[iMonCount].Y); if (MobPos >= 0) { int MobID = gObjAddMonster(this->Monster[iMonCount].Map); if (MobID >= 0) { gObjSetPosMonster(MobID, MobPos); gObjSetMonster(MobID, this->Monster[iMonCount].MonsterIndex); if (this->Monster[iMonCount].Boss == 0) { gObj[MobID].m_Attribute = 99; } if (this->Monster[iMonCount].Boss == 0) { gObj[MobID].m_Attribute = 98; } // Monster stats gObj[MobID].m_AttackDamageMin = this->Monster[iMonCount].AttackDamageMin; gObj[MobID].m_AttackDamageMax = this->Monster[iMonCount].AttackDamageMax; gObj[MobID].Dir = this->Monster[iMonCount].Dir; gObj[MobID].m_Defense = this->Monster[iMonCount].Defense; gObj[MobID].m_SuccessfulBlocking = 700; gObj[MobID].Live = 1; gObj[MobID].DieRegen = 0; gObj[MobID].MaxRegenTime = 100000; gObj[MobID].RegenTime = 100000; gObj[MobID].m_State = 1; gObj[MobID].MaxLife = this->Monster[iMonCount].Life; gObj[MobID].Life = this->Monster[iMonCount].Life; gObj[MobID].Dir = this->Monster[iMonCount].Dir; gObj[MobID].m_MoveRange = 0; ); } }



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