[src] Magic Weapons

Codes already submitted by people of the forums.
romax
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Post by romax »

@Diuudie

whats the problem... L2J have it... i think the scourse code on L2J forums..
its easy to get.. also WoW codes... whats the problem..?

but this games borred.. L2 CRAP WoW MORE CRAP i playd L2 1 year had server and thets SUX GAME
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diuuude
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Post by diuuude »

i know it sux... that's why i'm coding HB...
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Aragorn
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Post by Aragorn »

diuuude wrote: i know it sux... that's why i'm coding HB...
and that's why we love you :lol:
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Shetar
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Post by Shetar »

The interfase and gameplay are easy and fun to play with, it's just the game itself isn't wide-scaled enough and that's exactly what we're working on.
Besides providing alot of new things to explore for the players, it's also fun for us to expand this game, it's not hard at all and it most of the time pays off when you work hard and things seems successfull :)

*Neuken, you've always been a criticiser and I don't blame you for it. In the end we all need to get pushed back in our shoes before we start thinking too much of ourselfs.
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Dax
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Post by Dax »

jonisan wrote: this code rocks!
Serious? Shit, I better fix that.. It's supposed to shoot magic :(
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jonisan
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Post by jonisan »

Lol :P
Just would it be fun to get some wep what cast's gm kill when hit ? xP
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Dax
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Post by Dax »

jonisan wrote: Lol :P
Just would it be fun to get some wep what cast's gm kill when hit ? xP
Yes it's possible to actualy cast spells with weapons. I believe Shetar did somthing like that at HB2. The only issue with that is when you hit with the sword and magic at the same time you don't see how much damage they both did because the client only shows the most recent damage above the victim's head. But if you don't mind dealing with this drawback then you're more then welcome to code it yourself :P
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
Shetar
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Post by Shetar »

Disadvantage of executing a spell next to a weapon's damage indeed is the fact you don't get to see both damages. Besides, the weapon is completely useless if the target has PFM / AMP. This ofcourse can be avoided but negatives the reality behind the weapons and eventually behind the gameplay..

My advice is to give those magical weapons a slight damage bonus (and a possibility, another magic sprite and a bigger damage bonus when using dash / critical attack)
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Alz
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Post by Alz »

i think, it would be very fun, if add the magic dmg too to magic weapons, that they do extra dmg, like Shetar sayd. And the fun thing about it is that do some weapon, thats magic effect is "recall" and if u hit with that someone, it recalls him to his town.. :P - I am not sure, that it is possible or not.. Becouse recall has any effect only, if u recall urself.

But one good thing is witf Cancellation. U use magic weap. with canc on someone, who is AMPed/PFMed/PFAed and it cancs him.. Or with invisible effect :P. Hit someone, and he goes inv :P

<span style='color:red'>only some ideas :rolleyes: </span>
Alz
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Post by Alz »

Sorry for doublepost, but i cant find that --->

Code: Select all

(m_pClientList[iClientH]->m_bIsInsideOwnTown == FALSE)) { 
<span style='font-size:8pt;line-height:100%'>thats last line of code.</span>

from 2.24c client.cpp :(

Someone please help me! :unsure:
Dax
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Post by Dax »

Alz wrote: Sorry for doublepost, but i cant find that --->

Code: Select all

(m_pClientList[iClientH]->m_bIsInsideOwnTown == FALSE)) { 
<span style='font-size:8pt;line-height:100%'>thats last line of code.</span>

from 2.24c client.cpp :(

Someone please help me! :unsure:
Search for other code fragments from that snippet. If you still cant find it then try the 2.24b download off helbreathss.tk, i think that is the one i used.
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Tafka12
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Post by Tafka12 »

I put my code under :

Code: Select all

 } else if (var_AC != FALSE) {
  sItemIndex = m_pClientList[iClientH]->m_sItemEquipmentStatus[ DEF_EQUIPPOS_TWOHAND ];
  if (sItemIndex != -1) {
   if (m_pClientList[iClientH]->m_pItemList[sItemIndex] == NULL) return 0;
   if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 845) { 
    cDir = m_Misc.cGetNextMoveDir(sX, sY, dX, dY);
    if ((m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->bCheckFlySpaceAvailable(sX, sY, cDir, sOwner)) != FALSE) {
     wType = 0;
    }
   } else {
    if ((sAbsX > 1) || (sAbsY > 1)) wType = 0;
   }
  } else {
   if ((sAbsX > 1) || (sAbsY > 1)) wType = 0;
  }
 } else {
  if ((sAbsX > 1) || (sAbsY > 1)) wType = 0;
 }
}
and above

Code: Select all

ClearSkillUsingStatus(iClientH);
	m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->ClearOwner(0, iClientH, DEF_OWNERTYPE_PLAYER, sX, sY);
	m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->SetOwner(iClientH, DEF_OWNERTYPE_PLAYER, sX, sY);
in 2.24c source.
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Alz
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Post by Alz »

Edit
------

Tafka Add me to msn - Alz@DickMySuck.com

i cant understand ur code.. Like where is the magic effect id or smth?
btw.. i didnt find the text in 2.24b source too :angry:

SOMEONE HELP ME!!
Jensen
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Post by Jensen »

i made a /showdmg command that the players can invoke so that they can see the damage of hits >127, as well as stacking hits for things like blizz. I got lazy and still have it showing magic damage on targets that are invisible so im going to need to change that slightly before i post it.. meh screw it

the command to set the i_showdmg var (needs to be added in client.h)
and create the calls to this in the chat handler (you know how to do that)

Code: Select all

void CGame::AdminOrder_ShowDmg(int iClientH)
{
	char cStatMessage[80];
	if (m_pClientList[iClientH] == NULL) return;
	if(m_pClientList[iClientH]->i_showdmg == 1)
	{
  m_pClientList[iClientH]->i_showdmg = 0;
	}else{
  m_pClientList[iClientH]->i_showdmg = 1;
  wsprintf(cStatMessage, "Command: ShowDmg Enabled");
  ShowClientMsg(iClientH, cStatMessage);
	}

	return;
}


void CGame::AdminOrder_ShowDmgLog(int iClientH)
{
	char cStatMessage[80];
	if (m_pClientList[iClientH] == NULL) return;
	if(m_pClientList[iClientH]->i_showdmg == 2)
	{
  m_pClientList[iClientH]->i_showdmg = 0;
	}else{
  m_pClientList[iClientH]->i_showdmg = 2;
  wsprintf(cStatMessage, "Command: ShowDmgLog Enabled");
  ShowClientMsg(iClientH, cStatMessage);
	}

	return;
}
this function is the one that you call from the damage functions (preferable right before or after it as actually applyed to the targets health)
put the invis check code right where the comment is if you feel like it
void CGame::ShowClientDmg(int iClientH,char cTargetType, int iTargetH ,int iDamage){
char cInfoString[80];
if(m_pClientList[iClientH]->i_showdmg == 0)return;
ZeroMemory(cInfoString, sizeof(cInfoString));
// if target is invisible return and do nothing
if(cTargetType == DEF_OWNERTYPE_PLAYER){
  wsprintf(cInfoString, "Player(%s) Level(%i) Damage(%i)",m_pClientList[iTargetH]->m_cCharName,
  m_pClientList[iTargetH]->m_iLevel, iDamage);
}else if(cTargetType == DEF_OWNERTYPE_NPC){
  wsprintf(cInfoString, "Npc(%s) Damage(%i)",m_pNpcList[iTargetH]->m_cNpcName, iDamage);
}

if( m_pClientList[iClientH]->i_showdmg == 1)
{
  SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_IPACCOUNTINFO, NULL, NULL, NULL, cInfoString);
}else{
  ShowClientMsg(iClientH, cInfoString);
}
return;
}
the DEF_NOTIFY_IPACCOUNTINFO shows the text in the top left hand corner in white, i think it stands out not to obtrusive and doesnt flood your chatbox, thats what showdmglog is for

sorry for the code parts that suck, i only have old code on here so its a little off, dont really need the ZeroMemory(cInfoString, sizeof(cInfoString)); with the wsprintf's =/ i dont feel like fixing that right now
-><-
Tafka12
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Post by Tafka12 »

Your talking about client and sprites up there? wtf this thread has gone :lol:
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