Jump to content
  • 0
Omnija

Monster Hp Display

Question

I was wondering if there's a method of removing the pink health bar?

 

edit: nvm i edited the > and switched it to a < and it doesn't show anymore.

Edited by Omnija

Share this post


Link to post
Share on other sites

7 answers to this question

Recommended Posts

  • 0

I was wondering if there's a method of removing the pink health bar?

 

edit: nvm i edited the > and switched it to a < and it doesn't show anymore.

You should also tell us the root of the file you edited just in case people don't know~ :P

Share this post


Link to post
Share on other sites
  • 0

just remove this from mob.c and recompile

 

 

#if PACKETVER >= 20120404	if( !(md->status.mode&MD_BOSS) ){		int i;		for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.			if( md->dmglog[i].id ) {				struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);				if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range					clif->monster_hp_bar(md,sd);			}		}	}#endif 

 

Share this post


Link to post
Share on other sites
  • 0

I was wondering if there's a method of removing the pink health bar?

 

edit: nvm i edited the > and switched it to a < and it doesn't show anymore.

 

just use /monsterhp   ingame and the bar is gone

Edited by ossi0110

Share this post


Link to post
Share on other sites
  • 0

This is my setup and it work happy.png  ani_no1.gif

 

srcmapclif.c/* <--- Add#if PACKETVER >= 20120404                if( !(md->status.mode&MD_BOSS) ){                    int i;                    for(i = 0; i < DAMAGELOG_SIZE; i++) {// must show hp bar to all char who already hit the mob.                        if( md->dmglog[i].id == sd->status.char_id ) {                            clif->monster_hp_bar(md, sd);                            break;                        }                    }                }#endif */ <-- Add

 

srcmapmob.c/*==========================================* mob heal, update display hp info of mob for players*------------------------------------------*/void mob_heal(struct mob_data *md,unsigned int heal){    if (battle_config.show_mob_info&3)        clif->charnameack (0, &md->bl);/* <-- Add#if PACKETVER >= 20120404    if( !(md->status.mode&MD_BOSS) ){        int i;        for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.            if( md->dmglog[i].id ) {                struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);                if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range                    clif->monster_hp_bar(md,sd);            }        }    }#endif*/ <-- add}

 

srcmapmob.c    if (battle_config.show_mob_info&3)        clif->charnameack (0, &md->bl);    if (!src)        return;/* <-- Add#if PACKETVER >= 20120404    if( !(md->status.mode&MD_BOSS) ){        int i;        for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.            if( md->dmglog[i].id ) {                struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);                if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range                    clif->monster_hp_bar(md,sd);            }        }    }#endif*/ <-- Add}

Share this post


Link to post
Share on other sites
  • 0

I like the bar of HP of monsters.
My only problem is that the bar is always displayed.

 

Originally only monstraba HP bar if the monster takes damage, now HP is permanent bar, the bar showing all monsters on the screen.

 

use / monsterhp effectively removes HP bar, but I want it to look the bar HP if the monster takes damage.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.