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Showing results 26 to 34 of 34
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Posts Made By:
AiliaMorisato
Forum:
Development::Server Code Submissions
01-19-2008, 07:23 PM
Replies:
3
new command #advnpcspawn and related functions
Views:
12,681
Posted By
AiliaMorisato
before i forget, you need to add the following to...
before i forget, you need to add the following to the spawngroup table
dist, max_x, min_x, max_y, min_y, delay
delay is an integer, rest are floats
default all to 0
Cripp edit:: Here is the SQL...
Forum:
Development::Server Code Submissions
01-19-2008, 06:59 PM
Replies:
3
new command #advnpcspawn and related functions
Views:
12,681
Posted By
AiliaMorisato
finally, the actual command to be added to...
finally, the actual command to be added to command.cpp
void command_advnpcspawn(Client *c, const Seperator *sep)
{
Mob *target=c->GetTarget();
char errbuf[MYSQL_ERRMSG_SIZE];
char *query =...
Forum:
Development::Development
01-19-2008, 06:59 PM
Replies:
14
new command #advnpcspawn and related functions
Views:
17,210
Posted By
AiliaMorisato
finally, the actual command to be added to...
finally, the actual command to be added to command.cpp
void command_advnpcspawn(Client *c, const Seperator *sep)
{
Mob *target=c->GetTarget();
char errbuf[MYSQL_ERRMSG_SIZE];
char *query =...
Forum:
Development::Server Code Submissions
01-19-2008, 06:59 PM
Replies:
3
new command #advnpcspawn and related functions
Views:
12,681
Posted By
AiliaMorisato
new command #advnpcspawn and related functions
first, appending ZoneDatabase::NPCSpawnDB(int8 command, const char* zone, Client *c, NPC* spawn, int32 extra)
two additional cases for the main switch
case 5: { // add a spawn from spawngroup -...
Forum:
Development::Development
01-19-2008, 06:59 PM
Replies:
14
new command #advnpcspawn and related functions
Views:
17,210
Posted By
AiliaMorisato
new command #advnpcspawn and related functions
first, appending ZoneDatabase::NPCSpawnDB(int8 command, const char* zone, Client *c, NPC* spawn, int32 extra)
two additional cases for the main switch
case 5: { // add a spawn from spawngroup -...
Forum:
Development::Tools
01-15-2008, 06:11 PM
Replies:
27
Spell Editor by Bleh, Ailia
Views:
26,758
Posted By
AiliaMorisato
Spell Editor by Bleh, Ailia
Project coded by bleh, spell definitions by me, data derived from trial and error, lucy, and a majority directly from eqemulator code.
http://www.megaupload.com/?d=EE055TMF
Forum:
Development::Server Code Submissions
10-04-2007, 07:43 PM
Replies:
10
No gains for illegially equipped items
Views:
14,111
Posted By
AiliaMorisato
Just make sure to comment all my printf...
Just make sure to comment all my printf functions, they get pretty spammy in the console at times. Been running this on my test server for almost 2 weeks now, haven't had any crashes related to it....
Forum:
Development::Server Code Submissions
10-01-2007, 10:19 AM
Replies:
10
No gains for illegially equipped items
Views:
14,111
Posted By
AiliaMorisato
Disregard that last code block, noticed the logic...
Disregard that last code block, noticed the logic was wrong, here is the correct code:
if(weapon_item){
if(weapon_item->GetItem() && ( GetLevel() < weapon_item->GetItem()->ReqLevel ||...
Forum:
Development::Server Code Submissions
09-30-2007, 07:25 PM
Replies:
10
No gains for illegially equipped items
Views:
14,111
Posted By
AiliaMorisato
No gains for illegially equipped items
First a fix to support Frogloks and Berserkers
bool ItemInst::IsEquipable(int16 race, int16 class_) const
{
if (!m_item)
return false;
bool israce = false;
bool isclass = false;
if...
Showing results 26 to 34 of 34
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