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Development: Custom Code This is for code thatdoes not emulate live and wont be added to the official code.

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  #1  
Old 02-09-2011, 01:45 PM
iRFNA
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I guess to be more clear, I'm asking if there's a way to send a max HP/mana buff/debuff via custom AAs with a dynamically determined value so I can correct the client/default calculated values to my custom ones. I'm guessing something like AAs would be needed because having buff icons would look silly. Or is there a way to just make custom buffs on the fly and have them permanently stick, preferably with no icon?
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Old 05-02-2011, 01:45 PM
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devn00b
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Quote:
Originally Posted by iRFNA View Post
I guess to be more clear, I'm asking if there's a way to send a max HP/mana buff/debuff via custom AAs with a dynamically determined value so I can correct the client/default calculated values to my custom ones. I'm guessing something like AAs would be needed because having buff icons would look silly. Or is there a way to just make custom buffs on the fly and have them permanently stick, preferably with no icon?
Suppose you could adjust playerprofile to add the stats you want and they would be there. This would of course affect base stats. So that portion of your request would need a work around.
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Old 05-02-2011, 05:08 PM
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Secrets
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Use the tribute code to send invisible items to the client to correct HP/Mana/Stats to the values you want.

All tributes are, are items that are equipped invisibly in 4 slots. You can hijack this code, and while losing the tribute feature, you gain the ability to do what you want. Look at the revisions for tribute.cpp to see an example we tried. (PEQ reverted it because of a conflict with the playerbase, but they balanced hp/mana/end throughout clients.)

Here's the revision in specific:

http://code.google.com/p/projecteqem...svn1888&r=1508
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