Hi people, how are you?. I'm trying to modify a screen on damage in H5, but i dont understand the functions. i have this code but when my PJ makes a Critical hit is painted on orange color but i wanna to show the damage and the word "Critical", could someone give me a hand please?. i can pay for it.
this is the HandleSystemMessage attached into the post
You are in the switch-case statement on case 139, which seems to be resist message index and not the critical.
From this code, the critical message color would be displayed only when the resist is happening and I don't think you can resist and get a critical at the exactly same time.
Also, I'm not exactly sure why there are 2 switch cases for the same thing.
I dont remember what source i'm using, i used deadz and glock. Now, i'm trying to add messages when the player gain exp or when him receive damage. do you know where must i touch?.
If possible, the best way to see what indexes are for every message is to debug the server application from your IDE. (breakpointing on vars, functions and methods and see their values in run-time).
I don't know what's the message index for Overhit. You are using some other sources which I have no knowledge of them which include this message handler.
Pinpointing you to a location in files is very hard without having your source code tho. I've searched 4 different source codes. None of them have that handler or anything regarding the system messages or damage message handlers.
From what file of your server source code is this handler tho?
One question. Where can i find in the server core the events that shows in the inferface.u?.
I would like to know what options are with:
EV_SystemMessage
EV_AttackForDmg
Etc.
and params that are set here
ParseInt(a_Param,"Index",SystemMsgIndex); I saw that in another part of code in ParseInt i obtain damage that the player does with-> ParseInt(a_Param,"Param3", playerDamage);