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Lua Damage from monsters

pablobion

Member
Joined
Aug 31, 2016
Messages
39
Solutions
1
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Good night, I have a problem .. demons and monsters in general when they give magic in area are taking life from other monsters .. is there any way to avoid this? creaturescript?
 
Solution
in game.cpp
C++:
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
    MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/)
{
    if (attacker->getMonster() && target->getMonster()) {
       return false;
    }
    const Position& targetPos = target->getPosition();
    if(healthChange > 0)
    {
        if(!force && target->getHealth() <= 0)
            return false;

        bool deny = false;
        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
        {...
in game.cpp
C++:
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
    MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/)
{
    if (attacker->getMonster() && target->getMonster()) {
       return false;
    }
    const Position& targetPos = target->getPosition();
    if(healthChange > 0)
    {
        if(!force && target->getHealth() <= 0)
            return false;

        bool deny = false;
        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
        {
            if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
                deny = true;
        }

        if(deny)
            return false;

        target->gainHealth(attacker, healthChange);
        if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
            (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
        {
            char buffer[20];
            sprintf(buffer, "+%d", healthChange);

            const SpectatorVec& list = getSpectators(targetPos);
            if(combatType != COMBAT_HEALING)
                addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

            addAnimatedText(list, targetPos, COLOR_GREEN, buffer);
        }
    }
    else
    {
        const SpectatorVec& list = getSpectators(targetPos);
        if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
            return true;
        }

        int32_t damage = -healthChange;
        if(damage != 0)
        {
            if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
            {
                int32_t manaDamage = std::min(target->getMana(), damage);
                damage = std::max((int32_t)0, damage - manaDamage);
                if(manaDamage != 0)
                {
                    bool deny = false;
                    CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                    for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                    {
                        if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
                            deny = true;
                    }

                    if(deny)
                        return false;

                    target->drainMana(attacker, combatType, manaDamage);
                    char buffer[20];
                    sprintf(buffer, "%d", manaDamage);

                    addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
                    addAnimatedText(list, targetPos, COLOR_BLUE, buffer);
                }
            }

            damage = std::min(target->getHealth(), damage);
            if(damage > 0)
            {
                bool deny = false;
                CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                {
                    if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
                        deny = true;
                }

                if(deny)
                    return false;

                target->drainHealth(attacker, combatType, damage);
                addCreatureHealth(list, target);

                Color_t textColor = COLOR_NONE;
                MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
                switch(combatType)
                {
                    case COMBAT_PHYSICALDAMAGE:
                    {
                        Item* splash = NULL;
                        switch(target->getRace())
                        {
                            case RACE_VENOM:
                                textColor = COLOR_LIGHTGREEN;
                                magicEffect = MAGIC_EFFECT_POISON;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
                                break;

                            case RACE_BLOOD:
                                textColor = COLOR_RED;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
                                break;

                            case RACE_UNDEAD:
                                textColor = COLOR_GREY;
                                magicEffect = MAGIC_EFFECT_HIT_AREA;
                                break;

                            case RACE_FIRE:
                                textColor = COLOR_ORANGE;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                break;

                            case RACE_ENERGY:
                                textColor = COLOR_PURPLE;
                                magicEffect = MAGIC_EFFECT_PURPLEENERGY;
                                break;

                            default:
                                break;
                        }

                        if(splash)
                        {
                            internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
                            startDecay(splash);
                        }
                        break;
                    }

                    case COMBAT_ENERGYDAMAGE:
                    {
                        textColor = COLOR_PURPLE;
                        magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
                        break;
                    }

                    case COMBAT_EARTHDAMAGE:
                    {
                        textColor = COLOR_LIGHTGREEN;
                        magicEffect = MAGIC_EFFECT_POISON_RINGS;
                        break;
                    }

                    case COMBAT_DROWNDAMAGE:
                    {
                        textColor = COLOR_LIGHTBLUE;
                        magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
                        break;
                    }

                    case COMBAT_FIREDAMAGE:
                    {
                        textColor = COLOR_ORANGE;
                        magicEffect = MAGIC_EFFECT_HITBY_FIRE;
                        break;
                    }

                    case COMBAT_ICEDAMAGE:
                    {
                        textColor = COLOR_TEAL;
                        magicEffect = MAGIC_EFFECT_ICEATTACK;
                        break;
                    }

                    case COMBAT_HOLYDAMAGE:
                    {
                        textColor = COLOR_YELLOW;
                        magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
                        break;
                    }

                    case COMBAT_DEATHDAMAGE:
                    {
                        textColor = COLOR_DARKRED;
                        magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
                        break;
                    }

                    case COMBAT_LIFEDRAIN:
                    {
                        textColor = COLOR_RED;
                        magicEffect = MAGIC_EFFECT_WRAPS_RED;
                        break;
                    }

                    default:
                        break;
                }

                if(hitEffect != MAGIC_EFFECT_UNKNOWN)
                    magicEffect = hitEffect;

                if(hitColor != COLOR_UNKNOWN)
                    textColor = hitColor;

                if(textColor < COLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
                {
                    char buffer[20];
                    sprintf(buffer, "%d", damage);

                    addMagicEffect(list, targetPos, magicEffect);
                    addAnimatedText(list, targetPos, textColor, buffer);
                }
            }
        }
    }

    return true;
}
this will return false if both attacker and the creature are monsters, so it wont change health
 
Solution
in game.cpp
C++:
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
    MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, Color_t hitColor/* = COLOR_UNKNOWN*/, bool force/* = false*/)
{
    if (attacker->getMonster() && target->getMonster()) {
       return false;
    }
    const Position& targetPos = target->getPosition();
    if(healthChange > 0)
    {
        if(!force && target->getHealth() <= 0)
            return false;

        bool deny = false;
        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
        {
            if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
                deny = true;
        }

        if(deny)
            return false;

        target->gainHealth(attacker, healthChange);
        if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
            (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
        {
            char buffer[20];
            sprintf(buffer, "+%d", healthChange);

            const SpectatorVec& list = getSpectators(targetPos);
            if(combatType != COMBAT_HEALING)
                addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

            addAnimatedText(list, targetPos, COLOR_GREEN, buffer);
        }
    }
    else
    {
        const SpectatorVec& list = getSpectators(targetPos);
        if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
            return true;
        }

        int32_t damage = -healthChange;
        if(damage != 0)
        {
            if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
            {
                int32_t manaDamage = std::min(target->getMana(), damage);
                damage = std::max((int32_t)0, damage - manaDamage);
                if(manaDamage != 0)
                {
                    bool deny = false;
                    CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                    for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                    {
                        if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
                            deny = true;
                    }

                    if(deny)
                        return false;

                    target->drainMana(attacker, combatType, manaDamage);
                    char buffer[20];
                    sprintf(buffer, "%d", manaDamage);

                    addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
                    addAnimatedText(list, targetPos, COLOR_BLUE, buffer);
                }
            }

            damage = std::min(target->getHealth(), damage);
            if(damage > 0)
            {
                bool deny = false;
                CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                {
                    if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
                        deny = true;
                }

                if(deny)
                    return false;

                target->drainHealth(attacker, combatType, damage);
                addCreatureHealth(list, target);

                Color_t textColor = COLOR_NONE;
                MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
                switch(combatType)
                {
                    case COMBAT_PHYSICALDAMAGE:
                    {
                        Item* splash = NULL;
                        switch(target->getRace())
                        {
                            case RACE_VENOM:
                                textColor = COLOR_LIGHTGREEN;
                                magicEffect = MAGIC_EFFECT_POISON;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
                                break;

                            case RACE_BLOOD:
                                textColor = COLOR_RED;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
                                break;

                            case RACE_UNDEAD:
                                textColor = COLOR_GREY;
                                magicEffect = MAGIC_EFFECT_HIT_AREA;
                                break;

                            case RACE_FIRE:
                                textColor = COLOR_ORANGE;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                break;

                            case RACE_ENERGY:
                                textColor = COLOR_PURPLE;
                                magicEffect = MAGIC_EFFECT_PURPLEENERGY;
                                break;

                            default:
                                break;
                        }

                        if(splash)
                        {
                            internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
                            startDecay(splash);
                        }
                        break;
                    }

                    case COMBAT_ENERGYDAMAGE:
                    {
                        textColor = COLOR_PURPLE;
                        magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
                        break;
                    }

                    case COMBAT_EARTHDAMAGE:
                    {
                        textColor = COLOR_LIGHTGREEN;
                        magicEffect = MAGIC_EFFECT_POISON_RINGS;
                        break;
                    }

                    case COMBAT_DROWNDAMAGE:
                    {
                        textColor = COLOR_LIGHTBLUE;
                        magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
                        break;
                    }

                    case COMBAT_FIREDAMAGE:
                    {
                        textColor = COLOR_ORANGE;
                        magicEffect = MAGIC_EFFECT_HITBY_FIRE;
                        break;
                    }

                    case COMBAT_ICEDAMAGE:
                    {
                        textColor = COLOR_TEAL;
                        magicEffect = MAGIC_EFFECT_ICEATTACK;
                        break;
                    }

                    case COMBAT_HOLYDAMAGE:
                    {
                        textColor = COLOR_YELLOW;
                        magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
                        break;
                    }

                    case COMBAT_DEATHDAMAGE:
                    {
                        textColor = COLOR_DARKRED;
                        magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
                        break;
                    }

                    case COMBAT_LIFEDRAIN:
                    {
                        textColor = COLOR_RED;
                        magicEffect = MAGIC_EFFECT_WRAPS_RED;
                        break;
                    }

                    default:
                        break;
                }

                if(hitEffect != MAGIC_EFFECT_UNKNOWN)
                    magicEffect = hitEffect;

                if(hitColor != COLOR_UNKNOWN)
                    textColor = hitColor;

                if(textColor < COLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
                {
                    char buffer[20];
                    sprintf(buffer, "%d", damage);

                    addMagicEffect(list, targetPos, magicEffect);
                    addAnimatedText(list, targetPos, textColor, buffer);
                }
            }
        }
    }

    return true;
}
this will return false if both attacker and the creature are monsters, so it wont change health


Is it possible to make a .lua??



Is it possible to make a moon?
 
easiest with a source edit
you'll have to register a creaturescript on the monster somehow which i don't know of any way to do it without source editing anyways
 
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