iFreakTime~.~ 47 Posted March 3, 2020 Share Posted March 3, 2020 Hi everyone, i want to delete the "affect delete" on purple and green potion. I found this but i don't understand. void CHARACTER::ClearAffect(bool bSave) { TAffectFlag afOld = m_afAffectFlag; WORD wMovSpd = GetPoint(POINT_MOV_SPEED); WORD wAttSpd = GetPoint(POINT_ATT_SPEED); itertype(m_list_pkAffect) it = m_list_pkAffect.begin(); while (it != m_list_pkAffect.end()) { CAffect * pkAff = *it; if (bSave) { if ( IS_NO_CLEAR_ON_DEATH_AFFECT(pkAff->dwType) || IS_NO_SAVE_AFFECT(pkAff->dwType) ) { ++it; continue; } if (IsPC()) { SendAffectRemovePacket(GetDesc(), GetPlayerID(), pkAff->dwType, pkAff->bApplyOn); } } ComputeAffect(pkAff, false); it = m_list_pkAffect.erase(it); CAffect::Release(pkAff); } if (afOld != m_afAffectFlag || wMovSpd != GetPoint(POINT_MOV_SPEED) || wAttSpd != GetPoint(POINT_ATT_SPEED)) UpdatePacket(); CheckMaximumPoints(); if (m_list_pkAffect.empty()) event_cancel(&m_pkAffectEvent); } I find this clear affect on char_battle un void Dead but i dont understand how to make the green/purple potions affect to remain. Link to comment Share on other sites More sharing options...
avertuss 48 Posted March 3, 2020 Share Posted March 3, 2020 (edited) #define IS_NO_CLEAR_ON_DEATH_AFFECT(type) add || (type) == AFFECT_MOV_SPEED || (type) == AFFECT_ATT_SPEED Edited March 3, 2020 by avertuss Link to comment Share on other sites More sharing options...
iFreakTime~.~ 47 Posted March 4, 2020 Author Share Posted March 4, 2020 Is good, but it's still deleting "visually" on affect bar (left top) after teleport, icons reappear. Link to comment Share on other sites More sharing options...
Premium WeedHex 635 Posted March 8, 2020 Premium Share Posted March 8, 2020 On 3/4/2020 at 6:40 PM, iFreakTime~.~ said: Is good, but it's still deleting "visually" on affect bar (left top) after teleport, icons reappear. You asked for dead not for logout, dude wake up. 1 Link to comment Share on other sites More sharing options...
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