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Old 12-09-2010, 11:01 PM
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Secrets
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Join Date: May 2007
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Quote:
Originally Posted by revloc02c View Post
I just need some guidance on what you got to copy over to your server folder after you change some C++ code and recompile it.

Here's what I did:
In Visual C++ 2008 Express opened the Zone project and edited the client.cpp file to look like so
Code:
if (GetSkill(BIND_WOUND) > 200) {
	bindhps += GetSkill(BIND_WOUND)*4/10;
} else if (GetSkill(BIND_WOUND) >= 10) {
	bindhps += GetSkill(BIND_WOUND)/4;
}
// I am increasing the amount Bind Wound heals by mulitplying it by 10
bindhps = bindhps * 10;
I only added the last line (the rest is just for reference), just making Bind Wound 10 times as powerful right.
Then I go to the menu item Build > Project Only > Rebuild Only Zone
Everything compiles great.
I go into the C:\EQEmuSource\trunk\EQEmuServer\Build folder and copy Zone.exe over to my EQEmu folder where I run my server from. And guess what, Bind Wound remains exactly the same. So what gives, am I just daft. Is there more to copy over that just Zone.exe?

So I tried it again, and did a Build > Clean Solution, and then Build Solution to get a fresh build with my precious <sarcastic> new line of code, and nuthin. I can only figure I am not copying over everything I need to or there is a lot more to Bind Wound that I don't know about.

Can anyone help, point me in the right direction, offer a clue, throw me a bone?

Thanks
Try and build it as a debug build and put a breakpoint (f9) on Bind Wound's code after the point where you modified the code and before it as well. Attach the debugger to zone and bind wound. (debugging -> attach.. in VS200 It'll stop at the breakpoint where you are bind wounding.

You can see the variable change there. Once you get bind wound working from that point, I would suggest maybe trying to do it based on your max hp versus the skill (something like a percentage based on your skill healed every tick, best way to do that since you may be dealing with smaller numbers would be casting it as a float temporarily ie; bindhp = (float)bindhp / (float)100
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