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  #1  
Old 09-09-2011, 05:10 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
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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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  #2  
Old 09-09-2011, 07:04 PM
Expletus
Hill Giant
 
Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
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Alright, so it's in the /zone folder and I tried to edit it, hell I even took it out and nothing. I am even more confused now...
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  #3  
Old 09-25-2012, 09:36 PM
Figback65
Discordant
 
Join Date: Aug 2009
Location: 2131231231
Posts: 255
Default

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 View Post
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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