whitevo
Feeling good, thats what I do.
EDIT: I found out its not TFS 1.3 but instead a OTX server based on TFS 1.3
What does this do?
Can I make a network message with Lua to change critical chance value on the client?
If yes then how I go about it?
What does this do?
Can I make a network message with Lua to change critical chance value on the client?
If yes then how I go about it?
C++:
void ProtocolGameBase::AddPlayerSkills(NetworkMessage& msg)
{
msg.addByte(0xA1);
for (uint8_t i = SKILL_FIRST; i <= SKILL_FISHING; ++i) {
msg.add<uint16_t>(std::min<int32_t>(player->getSkillLevel(i), std::numeric_limits<uint16_t>::max()));
msg.add<uint16_t>(player->getBaseSkill(i));
msg.addByte(player->getSkillPercent(i));
}
for (uint8_t i = SKILL_CRITICAL_HIT_CHANCE; i <= SKILL_LAST; ++i) {
msg.add<uint16_t>(std::min<int32_t>(player->getSkillLevel(i), std::numeric_limits<uint16_t>::max()));
msg.add<uint16_t>(player->getBaseSkill(i));
}
}
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