Does anybody know if this is still viable? I found the code in trunk/eqemu/zone/pets.cpp. Changed it to this but I still had human warders. I also did the globalload change for object6_Chr and I got the iksar warders but it messed up a lot of other classical models. Ghost wolves were froze sliding, skeletons frozen sliding, troll and ogre warders became wolves, and more.
I did recompile it with 0 errors and copied the files over as well.
Thank you.
Quote:
Originally Posted by lerxst2112
If you look in Mob::MakePet you can see how Beastlord pets are made. Since they are a different race for each player race, some of the database information is overridden.
This is what you'd need to change:
Code:
//handle beastlord pet appearance
if(strncmp(pettype, "BLpet", 5) == 0)
{
switch(GetBaseRace())
{
case VAHSHIR:
npc_type->race = TIGER;
npc_type->size *= 0.8f;
break;
case TROLL:
npc_type->race = ALLIGATOR;
npc_type->size *= 2.5f;
break;
case OGRE:
npc_type->race = BEAR;
npc_type->texture = 3;
npc_type->gender = 2;
break;
case BARBARIAN:
npc_type->race = WOLF;
npc_type->texture = 2;
break;
case IKSAR:
npc_type->race = WOLF;
npc_type->texture = 0;
npc_type->gender = 1;
npc_type->size *= 2.0f;
npc_type->luclinface = 0;
break;
default:
npc_type->race = WOLF;
npc_type->texture = 0;
}
}
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