[src] Tutelary Angels System
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Hey TheBlue3 can you give me your Gamedialog.pak Dialogtext.pak sprites please ? I think they are HB United sprites i been looking for them long time and now you have it

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Locobans
Maybe try add a case in character data wrong place somewhere that
if m_iLU_Pool <= 3
m_iLU_Pool = 3
and then put smth that would decrease stats too then.
or then add it in release item handler that if release Angelic Pendant then decrease LU_Pool and
if m_iHP > max hp
then change it to current max HP
Maybe try add a case in character data wrong place somewhere that
if m_iLU_Pool <= 3
m_iLU_Pool = 3
and then put smth that would decrease stats too then.
or then add it in release item handler that if release Angelic Pendant then decrease LU_Pool and
if m_iHP > max hp
then change it to current max HP
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theblue3 if you fixed it...post the fixes.
Tafka12 thx for recomendation.
Tafka12 thx for recomendation.
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
I went through Angels a very different way.
Don't touch real stats, but create m_iAngelicStr, m_iAngelicDex, m_iAngelicInt, m_iAngelicMag, Set them to NULL, bty default, and use them everywhere needed server side (Add them to corresponding stat to compute things)
Client side, detect The Angelic pendant (must use Item's Name) and decode the value, the adjust HP MP SP bars, and F5 screen.
This way it's far simpler to avoid Stats errors.
Don't touch real stats, but create m_iAngelicStr, m_iAngelicDex, m_iAngelicInt, m_iAngelicMag, Set them to NULL, bty default, and use them everywhere needed server side (Add them to corresponding stat to compute things)
Client side, detect The Angelic pendant (must use Item's Name) and decode the value, the adjust HP MP SP bars, and F5 screen.
This way it's far simpler to avoid Stats errors.
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Wow, theblue. Nice sprites.
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I like real angel icons, but the "pizzas" looks funny ^^
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Lol copy catter ... they aren't pizzas i just told him that cuz the STR Angelic Pandent looks like an pizzaDshaked wrote: I like real angel icons, but the "pizzas" looks funny ^^

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Ahh this is more interesting :huh:snoopy81 wrote: I went through Angels a very different way.
Don't touch real stats, but create m_iAngelicStr, m_iAngelicDex, m_iAngelicInt, m_iAngelicMag, Set them to NULL, bty default, and use them everywhere needed server side (Add them to corresponding stat to compute things)
Client side, detect The Angelic pendant (must use Item's Name) and decode the value, the adjust HP MP SP bars, and F5 screen.
This way it's far simpler to avoid Stats errors.
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
<span style='color:red'>Release Item PTA BugFix</span>
Well, thins code should fix the bug when you release a PTA with +X stats... Didn't test it but it should work.
in ReleaseItemHandler, add a new case in switch (cEquipPos) {
Well, thins code should fix the bug when you release a PTA with +X stats... Didn't test it but it should work.
in ReleaseItemHandler, add a new case in switch (cEquipPos) {
Code: Select all
if (cEquipPos == DEF_EQUIPPOS_LFINGER) {
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum != NULL) {
int iValue, iMaxHP, iMaxSP, iMaxMP;
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 908) {//AngelicPendant(STR)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iStr -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 909) {//AngelicPendant(DEX)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iDex -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 910) {//AngelicPendant(INT)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iInt -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
// Remove spells learnt while wearing INT PTA bonus +X
bCheckMagicInt(iClientH);
}
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 911) {//AngelicPendant(MAG)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iMag -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
}
}
}
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when i added it it was all bersked monster whats happened

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bah you added it IN the berserk flag check, instead of AFTER itjuggalo2 wrote: when i added it it was all bersked monster whats happened![]()

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oppps
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diuude beated me...
Trust me that happened to me xDDD
Edit:
Well that fix you posted...I checked and there was a code added in that place alredy...
Trust me that happened to me xDDD
Edit:
Well that fix you posted...I checked and there was a code added in that place alredy...
So I thought that the new one should look like this...// ******* Angel Code - Begin ******* //
case DEF_EQUIPPOS_LFINGER:
int iValue;
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum != NULL) {
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 908) {//AngelicPendant(STR)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
m_pClientList[iClientH]->m_iStr -= iValue;
}
SetAngelFlag1(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 909) {//AngelicPendant(DEX)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
m_pClientList[iClientH]->m_iDex -= iValue;
}
SetAngelFlag2(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 910) {//AngelicPendant(INT)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
m_pClientList[iClientH]->m_iInt -= iValue;
}
SetAngelFlag3(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 911) {//AngelicPendant(MAG)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
m_pClientList[iClientH]->m_iMag -= iValue;
}
SetAngelFlag4(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
}
break;
// ******* Angel Code - End ******* //
// ******* Angel Code - Begin ******* //
case DEF_EQUIPPOS_LFINGER:
int iValue, iMaxHP, iMaxSP, iMaxMP;
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum != NULL) {
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 908) {//AngelicPendant(STR)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iStr -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
SetAngelFlag1(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 909) {//AngelicPendant(DEX)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iDex -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
SetAngelFlag2(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 910) {//AngelicPendant(INT)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iInt -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
// Remove spells learnt while wearing INT PTA bonus +X
bCheckMagicInt(iClientH);
}
SetAngelFlag3(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
else if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 911) {//AngelicPendant(MAG)
iValue = (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_dwAttribute & 0xF0000000) >> 28;
if (iValue >= 1) {
// Remove the stats bonus
m_pClientList[iClientH]->m_iMag -= iValue;
// Re-calculate Max HP, MP, SP
iMaxHP = iGetMaxHP(iClientH);
iMaxSP = iGetMaxSP(iClientH);
iMaxMP = iGetMaxMP(iClientH);
// Re-Set current HP, MP, SP
if (m_pClientList[iClientH]->m_iHP > iMaxHP) m_pClientList[iClientH]->m_iHP = iMaxHP;
if (m_pClientList[iClientH]->m_iMP > iMaxMP) m_pClientList[iClientH]->m_iMP = iMaxMP;
if (m_pClientList[iClientH]->m_iSP > iMaxSP) m_pClientList[iClientH]->m_iSP = iMaxSP;
}
SetAngelFlag4(iClientH, DEF_OWNERTYPE_PLAYER, FALSE);
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SETTING_SUCCESS, NULL, NULL, NULL, NULL);
}
}
break;
// ******* Angel Code - End ******* //
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
I made a new stat which works the same way as angels:



Just like angels it requires a couple of modifications here and there.
My advice: Be smart and don't let the HG save the extra stats into a char file, just make the HG check at login if you got something equiped which adds stats.
Another advice: Don't let the HG save the LU points, but make it calculate it on the fly, might save some problems.



Just like angels it requires a couple of modifications here and there.
My advice: Be smart and don't let the HG save the extra stats into a char file, just make the HG check at login if you got something equiped which adds stats.
Another advice: Don't let the HG save the LU points, but make it calculate it on the fly, might save some problems.
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