Corrected tabulation, code, include and english How-To
[HowTo]
Search in petsystem.h "void unmount();" and add this under :
bool Attack(LPCHARACTER pkVictim = NULL);
It's look like this :
Then search "CPetActor* GetByVnum(DWORD vnum) const;"
and add this under :
void LaunchAttack(LPCHARACTER pkVictim = NULL);
It's look like this :
-> Save and then open PetSystem.cpp:
Search the "bool CPetActor::Update(DWORD deltaTime)" function
And replace it with this :
bool CPetActor::Update(DWORD deltaTime)
{
bool bResult = false;
if (m_pkOwner->IsDead() || (IsSummoned() && m_pkChar->IsDead())
|| NULL == ITEM_MANAGER::instance().FindByVID(this->GetSummonItemVID())
|| ITEM_MANAGER::instance().FindByVID(this->GetSummonItemVID())->GetOwner() != this->GetOwner()
)
{
this->Unsummon();
return true;
}
if (this->GetCharacter()->GetVictim())
{
bResult = this->Attack();
}
if (!bResult)
{
if (this->IsSummoned() && HasOption(EPetOption_Followable))
bResult = this->_UpdateFollowAI();
}
return bResult;
}
Search the "void CPetActor::ClearBuff()" function
And add this function under :
bool CPetActor::Attack(LPCHARACTER pkVictim)
{
if (pkVictim)
{
if (!pkVictim->IsMonster() || pkVictim->IsDead())
return false;
if (m_pkChar->GetVictim())
return false;
}
else
{
pkVictim = m_pkChar->GetVictim();
if (!pkVictim)
return false;
}
m_pkChar->SetVictim(pkVictim);
const PIXEL_POSITION& rkPetPos = m_pkChar->GetXYZ();
const PIXEL_POSITION& rkVictimPos = pkVictim->GetXYZ();
int iDistance = DISTANCE_APPROX(rkPetPos.x - rkVictimPos.x, rkPetPos.y - rkVictimPos.y);
if (iDistance >= m_pkChar->GetMobAttackRange())
{
m_pkChar->Follow(pkVictim, m_pkChar->GetMobAttackRange());
}
else
{
if (get_dword_time() - m_pkChar->GetLastAttackTime() >= 3000)
{
if (m_pkChar->Attack(pkVictim))
{
m_pkChar->SendMovePacket(FUNC_ATTACK, 0, rkPetPos.x, rkPetPos.y, 0, get_dword_time());
m_pkChar->SetLastAttacked(get_dword_time());
}
}
}
return true;
}
It will look like this:
Search "bool CPetSystem::Update(DWORD deltaTime)"
And add this above:
void CPetSystem::LaunchAttack(LPCHARACTER pkVictim)
{
if (!pkVictim)
return;
for (itertype(m_petActorMap) it = m_petActorMap.begin(); it != m_petActorMap.end(); ++it)
{
CPetActor* pkPetActor = it->second;
if (pkPetActor->IsSummoned())
pkPetActor->Attack(pkVictim);
}
}
It will look like this:
Save and open "char_battle.cpp" :
Add a the begining :
#include "PetSystem.h"
Then search this function :
"bool CHARACTER::Attack(LPCHARACTER pkVictim, BYTE bType)"
And especially this part:
// only pc sets victim null. For npc, state machine will reset this.
if (BATTLE_DEAD == iRet && IsPC())
SetVictim(NULL);
Add this under:
if (BATTLE_DEAD != iRet && IsPC())
{
if (m_petSystem && m_petSystem->CountSummoned() > 0)
m_petSystem->LaunchAttack(pkVictim);
}
It will look like this:
Save and open "pvp.cpp"
Then search this function : "bool CPVPManager::CanAttack(LPCHARACTER pkChr, LPCHARACTER pkVictim)"
And add this under :
if (pkChr->IsPet() && pkVictim->IsMonster())
{
return true;
}
if (pkChr->IsMonster() && pkVictim->IsPet())
{
return true;
}
Like this:
Recompile, and done