char_battle.cpp
Search:
if (!cannot_dead)
{
PointChange(POINT_HP, -dam, false);
}
Change:
if (!cannot_dead)
{
if (GetHP() - dam <= 0)
dam = GetHP();
PointChange(POINT_HP, -dam, false);
}
Borrowed from MARTY's source.
char_battle.cpp
Search:
if (!cannot_dead)
{
PointChange(POINT_HP, -dam, false);
}
Change:
if (!cannot_dead)
{
if (GetHP() - dam <= 0)
dam = GetHP();
PointChange(POINT_HP, -dam, false);
}
Borrowed from MARTY's source.
I was a little confused yesterday, it seems.
PythonMinimap.cpp
Search this:
else if (pkInstEach->IsNPC()
Change to:
else if (pkInstEach->IsNPC() && !pkInstEach->IsInvisibility())
And then add this to this function:
if (pkInstEach->IsPet() || pkInstEach->IsMount())
continue;
Like this:
Its done. Now open InstanceBase.cpp
Search this function:
void CInstanceBase::GetBoundBox(D3DXVECTOR3 * vtMin, D3DXVECTOR3 * vtMax)
After this function add this:
BOOL CInstanceBase::IsPet()
{
if (GetRace() >= 34001 && GetRace() <= 34021)
return true;
return false;
}
BOOL CInstanceBase::IsMount()
{
if (GetRace() >= 20101 && GetRace() <= 20109)
return true;
return false;
}
Here you can change how long they are hidden, by ID.