AA fix
i Hope this helps,
case 36: MemorizeSpell(8,2738,3); CastToMob()->CastSpell(2738,this->GetID()); timermod=7200; break; case 37: MemorizeSpell(8,1427,3); CastToMob()->CastSpell(1427,this->GetID()); timermod=7200; break; case 38: MemorizeSpell(8,2740,3); CastToMob()->CastSpell(2740,this->GetID()); timermod=7200; break; case 39: MemorizeSpell(8,2690,3); CastToMob()->CastSpell(2690,this->GetID()); timermod=7200; break; case 40: MemorizeSpell(8,2776,3); CastToMob()->CastSpell(2776,this->GetID()); timermod=7200; break; case 46: MemorizeSpell(8,2642,3); CastToMob()->CastSpell(1427,this->GetID()); timermod=7200; break; case 47: MemorizeSpell(8,2749,3); CastToMob()->CastSpell(2749,this->GetID()); timermod=7200; break; case 53: MemorizeSpell(8,2945,3); CastToMob()->CastSpell(2945,this->GetID()); timermod=7200; break; case 58: MemorizeSpell(8,2654,3); CastToMob()->CastSpell(2654,this->GetID()); timermod=7200; break; case 60: MemorizeSpell(8,2754,3); CastToMob()->CastSpell(2754,this->GetID()); timermod=7200; break; case 61: MemorizeSpell(8,2795,3); CastToMob()->CastSpell(2795,this->GetID()); timermod=7200; break; case 62: MemorizeSpell(8,2798,3); CastToMob()->CastSpell(2798,this->GetID()); timermod=7200; break; case 63: MemorizeSpell(8,2792,3); CastToMob()->CastSpell(2792,this->GetID()); timermod=7200; break; case 64: MemorizeSpell(8,2789,3); CastToMob()->CastSpell(2789,this->GetID()); timermod=7200; break; case 65: MemorizeSpell(8,331,3); CastToMob()->CastSpell(331,this->GetID()); timermod=7200; break; case 66: MemorizeSpell(8,2691,3); CastToMob()->CastSpell(2691,this->GetID()); timermod=7200; break; case 68: MemorizeSpell(8,2488,3); CastToMob()->CastSpell(2488,this->GetID()); timermod=7200; break; case 69: MemorizeSpell(8,2706,3); CastToMob()->CastSpell(2706,this->GetID()); timermod=7200; break; case 70: MemorizeSpell(8,2707,3); CastToMob()->CastSpell(2707,this->GetID()); timermod=7200; break; case 73: MemorizeSpell(8,3284,3); CastToMob()->CastSpell(3284,this->GetID()); timermod=7200; break; case 74: MemorizeSpell(8,2738,3); CastToMob()->CastSpell(2738,this->GetID()); timermod=7200; break; case 76: MemorizeSpell(8,2775,3); CastToMob()->CastSpell(2775,this->GetID()); timermod=7200; break; case 77: MemorizeSpell(8,2782,3); CastToMob()->CastSpell(2782,this->GetID()); timermod=7200; break; case 78: MemorizeSpell(8,,3); CastToMob()->CastSpell(3212,this->GetID()); timermod=7200; break; case 80: MemorizeSpell(8,2765,3); CastToMob()->CastSpell(2765,this->GetID()); timermod=7200; break; case 85: MemorizeSpell(8,2783,3); CastToMob()->CastSpell(2783,this->GetID()); timermod=7200; break; case 86: MemorizeSpell(8,2964,3); CastToMob()->CastSpell(2964,this->GetID()); timermod=7200; break; case 87: MemorizeSpell(8,610,3); CastToMob()->CastSpell(610,this->GetID()); timermod=7200; break; case 97: MemorizeSpell(8,3328,3); CastToMob()->CastSpell(3328,this->GetID()); timermod=7200; break; timer is the only thing that should be left broken, ty for your time, any suggestions/comments would be helpful, also i want to give credit for Doodman2 he helped alot throughout this. |
re
Should be added into client.cpp
Code:
void Client::ActivateAA(int activate){ |
update
Last of the aa's i found
Code:
case 170: |
Final edition
Here is the final edition of the aa's this is non planar aa's. I will post the planar activated aa's as soon as i get them, but please, give me some feedback lol!
Code:
void Client::ActivateAA(int activate){ |
Very hot, sir.
Assuming they work, excellent job. |
wtfh. no bard love?
=( |
Do bards even work on official CVS? Like, at all?
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ya. with the exception of a few songs that don't do what they are supposed too and instruments not having correct modifiers.
Guildmasters work, if you edit the sql properly Wish somebody would show them a little notice instead of simply leaving them out of all their fixes. getting quite annoying. but nice job anyways on this aa work =) |
Quote:
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Just the fact that i can't program. Small thing.
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The patch ain't done, till bards can't run :P
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I've been playing with this and most of them work fine with minor issues such as they all report they couldnt find an item in inventory slot0 and case 53 should be spell id 2734 instead of 2945 along with a few other spells that i personally dont believe to be correct.
the big issue however is that they all only cast to client which is fine in most cases but things like divine rezz, manaburn etc wont work. so if anyone more knowledgeable of the project or c in general could explain a way to define the client's target as ct or something of the like so we could place it in CastSpell(5555, ? .this->GetID()); it would be greatly appreciated. also i spent some time playing around with manaburn and stole some of the code from the #manaburn command and eventualy got this kinda working, well atleast doing the manaburn command from the button, case 226: { Mob* target=CastToClient()->GetTarget(); if (CastToClient()->GetTarget() == 0) CastToClient()->Message(0, "No Target."); else { if(CastToClient()->IsAttackAllowed(target)); { int nukedmg=(CastToClient()->GetMana())*2; if (nukedmg>0) CastToClient()->SetMana(0); { target->Damage(CastToClient(), nukedmg, 2751,240); } } } } but this just does it as a command so theres no cast time or casting animations, my question is in the case of manaburn where the actual spell information says only 1 damage is there a way within the CastSpell command or another command to add nukedmg to the spells base damage value? if its not already obvious, i have no programming skills. and im sorry if this post doesnt belong in this section however i couldnt think of anywhere else to put it, also i understand most of the questions are probably more about C than they are the project, my bad, but currently my only method of learning it is through the internet and books from the 80's so i figure id ask a question or two here and maybe save some time. anyway all comments/suggestions will be appreciated even just the recomendation of a good book on the subject. |
Client.Cpp
just add it to the Client in world or zone or both really want aa to work. I know this isnt the help board.
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