celohere
Advanced OT User
- Joined
- Nov 27, 2007
- Messages
- 270
- Solutions
- 21
- Reaction score
- 152
Attack spells and runes exhaust heal spells and runes.What is "old school exhausted"?
Attack spells and runes exhaust heal spells and runes.What is "old school exhausted"?
@celohere when you pull an item with "quantity", it does not appear on the screen to separate the value
When I move runes it doesn't show this option
Runes are not stackable in 8.0 version.When I move runes it doesn't show this option
I am wanting to add more MagicEffect and DistanceEffect and I was in doubt if I need to change the source codes or everything is fine.I did not understand your question , could you explain better?
game.cppI am wanting to add more MagicEffect and DistanceEffect and I was in doubt if I need to change the source codes or everything is fine.
void Game::addMagicEffect(const Position& pos, uint8_t effect)
void Game::addMagicEffect(const Position& pos, uint16_t effect)
void Game::addMagicEffect(const SpectatorHashSet& spectators, const Position& pos, uint8_t effect)
void Game::addMagicEffect(const SpectatorHashSet& spectators, const Position& pos, uint16_t effect)
void addMagicEffect(const Position& pos, uint8_t effect);
void addMagicEffect(const Position& pos, uint16_t effect);
static void addMagicEffect(const SpectatorHashSet& spectators, const Position& pos, uint8_t effect);
static void addMagicEffect(const SpectatorHashSet& spectators, const Position& pos, uint16_t effect);
void sendMagicEffect(const Position& pos, uint8_t type)
void sendMagicEffect(const Position& pos, uint16_t type)
void ProtocolGame::sendMagicEffect(const Position& pos, uint8_t type)
{
if (!canSee(pos)) {
return;
}
NetworkMessage msg;
msg.addByte(0x83);
msg.addPosition(pos);
msg.addByte(type);
writeToOutputBuffer(msg);
}
void ProtocolGame::sendMagicEffect(const Position& pos, uint16_t type)
{
if (!canSee(pos)) {
return;
}
NetworkMessage msg;
msg.addByte(0x83);
msg.addPosition(pos);
msg.add<uint16_t>(type);
writeToOutputBuffer(msg);
}
void sendMagicEffect(const Position& pos, uint8_t type);
void sendMagicEffect(const Position& pos, uint16_t type);
local ITEM_GOLDEN_BAR = 7503
local config = {
[ITEM_GOLD_COIN] = {changeTo = ITEM_PLATINUM_COIN},
[ITEM_PLATINUM_COIN] = {changeBack = ITEM_GOLD_COIN, changeTo = ITEM_CRYSTAL_COIN},
[ITEM_CRYSTAL_COIN] = {changeBack = ITEM_PLATINUM_COIN, changeTo = ITEM_GOLDEN_BAR},
[ITEM_GOLDEN_BAR] = {changeBack = ITEM_CRYSTAL_COIN}
}
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
local coin = config[item:getId()]
if coin.changeTo and item.type == 100 then
item:remove()
player:addItem(coin.changeTo, 1)
elseif coin.changeBack then
item:remove(1)
player:addItem(coin.changeBack, 100)
else
return false
end
return true
end
I never paid any attention to it, but this is how it works today.Is it normal that when you use a teleport the character changes direction?