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tierrilopes

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Posts posted by tierrilopes

  1. It already exists in your config.cpp

     

    Go to your CONFIG of all channels, edit/add this line:

    test_server: 1

     

    Restart server.

    __

    Confirm that you have something like this at questmanager.cpp:

    Spoiler

            sys_err ("LUA_ERROR: quest %s.%s %s", GetCurrentQuestName().c_str(), state_name, event_index_name.c_str());
            if (GetCurrentCharacterPtr() && test_server) {
                GetCurrentCharacterPtr()->ChatPacket (CHAT_TYPE_PARTY, "LUA_ERROR: quest %s.%s %s", GetCurrentQuestName().c_str(), state_name, event_index_name.c_str());
            }

    and at questlua.cpp:

    Spoiler

    else {
                sys_err ("LUA_ERROR: %s", lua_tostring (qs.co, 1));
            }
            WriteRunningStateToSyserr();
            SetError();
            GotoEndState (qs);
            return false;

    questlua.h:

    Spoiler

    extern int test_server;

     

    • Love 1
  2. 7 hours ago, WLsj24 said:

     

    I just tried to put more damage and turn the regen to 0, and ... effectively, I do more damage, but the stupid dog does not die xD!

     

    Do you want to change the "hit" only or also skills?

    Changes at the stated functions for hits and arrows (example on arrow):

    battle.cpp

    • int CalcArrowDamage
    • devenv_2018-04-21_17-21-18.png
    • int battle_hit

     

    for skills:

    char_skill

    • FuncSplashDamage

    Do you want critical and so on to also work or to always 1 damage, independently of critical, penetrate, etc?

    _______________________________________________________________________________________________________

    If you want ONLY 1 damage to mobs (hits, skills, criticals, etc), ignore the previous steps and

    Go to char_battle.cpp, in the damage function, edit like on image:

    devenv_2018-04-21_18-02-35.png

    • Love 2
  3. For hit damage:

    Look for:

    	if (iDam <= 0) {
    		return (BATTLE_DAMAGE);
    	}

    Paste this ABOVE:

    	//begin hit block damage with sword +5   (vnum 15)
    	if (pkAttacker->FindSpecifyItem(15) && pkVictim->IsNPC())
    	{
    		iDam = 0;
    	}
    	//end hit block damage with sword + 5(vnum 15)

    Like in the print:

    imagem86d661f4a7c29d0c.png

     

    Go ingame and test it.

    If you damage a mob with a hit while having a sword +5 (vnum) in inventory, damage will be 0.

     

    That will work for weapon hits.

    You also need to edit this function for arrows damage:

    int CalcArrowDamage

     

    And if you also want to block skills damage, you will need to edit it at char_skill.cpp, here:

    FuncSplashDamage

     

  4. On 27/03/2018 at 11:26 AM, Chyu ^^ said:

    Hello devs,
    does anybody know how to implement index of packages straight into a binary?

    I've been looking for a long time, but did not find anything related. I think this could be a security risk.

    Its only a security risk if you dont change keys, otherwise client wont load files with different keys even if its on the index.

    Its on another place on "honor zone", i will move it to public one, when i do i warn you.

    • Love 1
  5. 1 hour ago, WeedHex said:

    Bonus: Avarage damage.

    It's not on item_attr. If i have a weapon with 55% Avarage damage your check what does?

    I got max dm/dh setup on source on two variables, its reads both variables, compares with the bonus on item. If higher then max, changes bonus

     

    2 hours ago, emanuel said:

    The code c++ bro :D.. 

     

    Tuesday or so when im out of work i can send you a link containing it.

    • Love 1
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