slaw
Software Developer
Update: (Last changelog)
* More readable code (format : o!)
* Players from mainland wont be able to send parcels to rookgaard
* Skull is removed before sending player to rookgaard
If you want this new system, you need to remove this old, posted which was there before updating.
player.cpp
After: (Its really not important where)
Add:
After:
Add:
After:
Add:
Change:
To:
player.h
After:
Add:
mailbox.cpp
After
Add:
After:
Add:
Change:
To:
configmanager.cpp
Before:
Add:
configmanager.h
Add:
Now to config.lua:
levelToRook = X
rookTempleId = X
Where, X = your number ;o
If player will die on mainland and he'll have 5 level after dead then he'll be rooked!
Also, player wont be able send parcels to rookgaard.
* More readable code (format : o!)
* Players from mainland wont be able to send parcels to rookgaard
* Skull is removed before sending player to rookgaard
If you want this new system, you need to remove this old, posted which was there before updating.
player.cpp
After: (Its really not important where)
PHP:
uint32_t Player::getIP() const
{
if(client)
return client->getIP();
return 0;
}
PHP:
void Player::sendToRook()
{
vocation_id = 0;
//Edit stats (level, exp, mana...)
level = 1;
health = 150;
healthMax = 150;
mana = 0;
manaMax = 0;
manaSpent = 0;
magLevel= 0;
soul = 0;
soulMax = 100;
capacity = 400;
experience = 0;
setSkull(SKULL_NONE);
g_game.updateCreatureSkull(this);
for(int32_t i = SKILL_FIRST; i <= SKILL_LAST; ++i)
{
skills[i][SKILL_LEVEL]= 10;
skills[i][SKILL_TRIES]= 0;
}
//Remove items
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(inventory[i])
g_game.internalRemoveItem(inventory[i]);
}
__internalAddThing(SLOT_HEAD, Item::CreateItem(2461));
__internalAddThing(SLOT_ARMOR, Item::CreateItem(2467));
__internalAddThing(SLOT_RIGHT, Item::CreateItem(2382));
Town* town = Towns::getInstance().getTown(g_config.getNumber(ConfigManager::ROOK_TEMPLE_ID));
if(town)
{
std::cout << "TownId: " << town->getTownID() << "." << std::endl;
setTown(town->getTownID());
loginPosition = town->getTemplePosition();
}
}
After:
PHP:
uint32_t newLevel = level;
PHP:
uint32_t oldLevel = level;
After:
PHP:
if(newLevel != level)
{
PHP:
uint32_t levelToRook = g_config.getNumber(ConfigManager::LEVEL_TO_ROOK);
if((newLevel <= levelToRook) && getVocationId() != 0)
sendToRook();
Change:
PHP:
sprintf(lvMsg, "You were downgraded from Level %d to Level %d.", level, newLevel);
PHP:
sprintf(lvMsg, "You were downgraded from Level %d to Level %d.", oldLevel, newLevel);
player.h
After:
PHP:
void death();
PHP:
void sendToRook();
mailbox.cpp
After
PHP:
#include "mailbox.h"
PHP:
#include "configmanager.h"
After:
PHP:
extern Game g_game;
PHP:
extern ConfigManager g_config;
Change:
PHP:
if(town)
PHP:
if(town && town->getTownID() != g_config.getNumber(ConfigManager::ROOK_TEMPLE_ID))
configmanager.cpp
Before:
PHP:
m_isLoaded = true;
PHP:
m_confNumber[LEVEL_TO_ROOK] = getGlobalNumber(L, "levelToRook", 5);
m_confNumber[ROOK_TEMPLE_ID] = getGlobalNumber(L, "rookTempleId", 10);
configmanager.h
PHP:
IPBANISHMENT_LENGTH,
PHP:
LEVEL_TO_ROOK,
ROOK_TEMPLE_ID,
Now to config.lua:
levelToRook = X
rookTempleId = X
Where, X = your number ;o
If player will die on mainland and he'll have 5 level after dead then he'll be rooked!
Also, player wont be able send parcels to rookgaard.
Last edited: