xXCapConXx 6 Posted July 12, 2014 Share Posted July 12, 2014 Hello, i want to add more then one attribute on my mount, but the "pc.mount_bonus" does only allow ONE bonus. I saw a dif for the 2089 game to fix this, but i want to change it in the source, but i don't find something like this. I hope someone can help me. Kind Regards xXCapConXx Link to comment Share on other sites More sharing options...
Premium TAUMP 825 Posted July 12, 2014 Premium Share Posted July 12, 2014 when 71114.use begin pc.mount(20110, 600) pc.mount_bonus(apply.DEF_GRADE_BONUS,75,600) end Link to comment Share on other sites More sharing options...
Ken 904 Posted July 12, 2014 Share Posted July 12, 2014 Open questlua_pc.cpp and search pc_mount_bonus function and replace with this int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if( NULL != ch ) { //ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; } Best Regards Ellie 4 Do not be sorry, be better. Link to comment Share on other sites More sharing options...
xXCapConXx 6 Posted July 12, 2014 Author Share Posted July 12, 2014 Open questlua_pc.cpp and search pc_mount_bonus function and replace with this int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if( NULL != ch ) { //ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; } Best Regards Ellie So easy?! ... Facepalm for my self ... Thanks! Link to comment Share on other sites More sharing options...
Ken 904 Posted July 12, 2014 Share Posted July 12, 2014 Open questlua_pc.cpp and search pc_mount_bonus function and replace with this int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if( NULL != ch ) { //ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; } Best Regards Ellie So easy?! ... Facepalm for my self ... Thanks! Some problem looking hard but normally it was easy Best Regards Ellie Do not be sorry, be better. Link to comment Share on other sites More sharing options...
xXCapConXx 6 Posted July 12, 2014 Author Share Posted July 12, 2014 Open questlua_pc.cpp and search pc_mount_bonus function and replace with this int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if( NULL != ch ) { //ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; } Best Regards Ellie So easy?! ... Facepalm for my self ... Thanks! Some problem looking hard but normally it was easy Best Regards Ellie Yeah, ok i tested it, and it work's ! thanks. Link to comment Share on other sites More sharing options...
jma96 1 Posted July 16, 2014 Share Posted July 16, 2014 Hi, I have the same problem, but i don't knouw where the files are. Sorry for my English. Thanks Link to comment Share on other sites More sharing options...
sanji961 0 Posted September 4, 2014 Share Posted September 4, 2014 I love you Ellie Link to comment Share on other sites More sharing options...
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