Tutelary Angels System
PS. it isnt showing on character info dialog or i make mistake?
Will repair that : >? cant unequip angelicpandent : /
Will repair that : >? cant unequip angelicpandent : /
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ya faster make it equip as neck or right finger. or wait for fix.
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Some fixes:
HGSERVER:
<span style='color:red'>to fix every time you get ingame your stats are raised:</span>
inside bEquipItemHandler, inside if (cEquipPos == DEF_EQUIPPOS_LFINGER), search for if (iValue >= 1), and replace it for
CLIENT:
<span style='color:red'>to fix the angel sprites when it dies:</span>
inside DrawObject_OnDying, where you've put
inside CGame::NotifyMsgHandler, inside case DEF_NOTIFY_SPECIALABILITYSTATUS, where you've put:
with:
Some people are having problems to see the pendant equipped in the inventory, i have no clue why. It is working fine here. Everyone have this problem?
Edit: Organized by Locobans
HGSERVER:
<span style='color:red'>to fix every time you get ingame your stats are raised:</span>
inside bEquipItemHandler, inside if (cEquipPos == DEF_EQUIPPOS_LFINGER), search for if (iValue >= 1), and replace it for
the 4 times you find it.if (iValue >= 1 && m_pClientList[iClientH]->m_bIsInitComplete)
CLIENT:
<span style='color:red'>to fix the angel sprites when it dies:</span>
inside DrawObject_OnDying, where you've put
replace it withDrawAngel(24+(_tmp_cDir - 1), sX+20, sY-20, cFrame%8, dwTime)
<span style='color:red'>to fix the sound when you equip/unequip the angel:</span>DrawAngel(24+(_tmp_cDir - 1), sX+20, sY-20, _tmp_cFrame, dwTime);
inside CGame::NotifyMsgHandler, inside case DEF_NOTIFY_SPECIALABILITYSTATUS, where you've put:
replace it with:else if (sV1 == 5) {
PlaySound('E', 34, 0);
}
break;
inside DlbBoxDoubleClick_Character, replaceelse if (sV1 == 5) {
PlaySound('E', 52, 0);
}
break;
with:PlaySound('E', 29, 0)
inside bItemDrop_Inventory, replaceif(memcmp(m_pItemList[m_stMCursor.sSelectedObjectID]->m_cName, "AngelicPendant", 14) == 0) PlaySound('E', 53, 0);
else PlaySound('E', 29, 0);
with:PlaySound('E', 29, 0)
inside NotifyMsg_ItemReleased, replaceif(memcmp(m_pItemList[m_stMCursor.sSelectedObjectID]->m_cName, "AngelicPendant", 14) == 0) PlaySound('E', 53, 0);
else PlaySound('E', 29, 0);
PlaySound('E', 29, 0)
with:
Sorry for not organizing the fixes, too lazyif(memcmp(m_pItemList[sItemIndex]->m_cName, "AngelicPendant", 14) == 0) PlaySound('E', 53, 0);
else PlaySound('E', 29, 0);

Some people are having problems to see the pendant equipped in the inventory, i have no clue why. It is working fine here. Everyone have this problem?
Edit: Organized by Locobans
====<span style='color:red'><br>Aryes</span><br>====<br><br>HB United: www.hbuonline.net:<br><br><img src="http://hbtop50.com/button.php?u=hbkhispano" alt="Helbreath Top 50 - Helbreath Silver" border="0" /><br><img src="http://hbtop50.com/button.php?u=dcom" alt="Helbreath Top 50 - Helbreath Silver" border="0" /><br><img src="http://hbtop50.com/button.php?u=tinchocba" alt="Helbreath Top 50 - Helbreath Silver" border="0" /><br><img src="http://hbtop50.com/button.php?u=rafha_bernn" alt="Helbreath Top 50 - Helbreath Silver" border="0" /><br><img src="http://hbtop50.com/button.php?u=HB-Tere" alt="Helbreath Top 50 - Helbreath Silver" border="0" /><br><img src="http://hbtop50.com/button.php?u=Kiruku" alt="Helbreath Top 50 - Helbreath Silver" border="0" />
i cudnt see the angelic here:

YoKo

YoKo
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After adding everything, event double checked twice lolz I cannot see the item on my F5 Character Window...if anyone here got it working by just adding the code on first page, let me know and I will re-make the changes...
Oh Thanks Aryes, you might want to check the HGServer part...some bugs were posted over there about stats and character data anyways.
~ C ya
Edit: YoKo re-check the changes, cause with the code posted on first page I can see the angel there.

Oh Thanks Aryes, you might want to check the HGServer part...some bugs were posted over there about stats and character data anyways.
~ C ya

Edit: YoKo re-check the changes, cause with the code posted on first page I can see the angel there.
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Same exact thing I'm having trouble with but I'll keep lookin.locobans wrote: After adding everything, event double checked twice lolz I cannot see the item on my F5 Character Window...if anyone here got it working by just adding the code on first page, let me know and I will re-make the changes...![]()
Hmm just post whole DrawDialogBox_Character if you have working f5 dialogs with LFINGER.
<img src='http://img440.imageshack.us/img440/2627/15pt.jpg' border='0' alt='user posted image' /><br><br>HBPolska characters:<br><br>Hellios 150+ Aresden Hero Mage<br>TheBill 120 Aresden plrider<br>Kill_Me 100 Full-Hero plrider<br>Rockeater 110+ Aresden Plate Mage<br><br><a href='http://www.helbreath.org' target='_blank'>http://www.helbreath.org</a> come and play (250 ppl online)
thanks a lot Loco, the problem was the "DrawAngel" codes was in incorrect pos =Plocobans wrote: After adding everything, event double checked twice lolz I cannot see the item on my F5 Character Window...if anyone here got it working by just adding the code on first page, let me know and I will re-make the changes...![]()
Oh Thanks Aryes, you might want to check the HGServer part...some bugs were posted over there about stats and character data anyways.
~ C ya
Edit: YoKo re-check the changes, cause with the code posted on first page I can see the angel there.
YoKo
<img src='http://img145.imageshack.us/img145/3999/firma1an0.jpg' border='0' alt='user posted image' />
Izzit working now ? i have checked twice
must recode it again


<img src='http://img440.imageshack.us/img440/2627/15pt.jpg' border='0' alt='user posted image' /><br><br>HBPolska characters:<br><br>Hellios 150+ Aresden Hero Mage<br>TheBill 120 Aresden plrider<br>Kill_Me 100 Full-Hero plrider<br>Rockeater 110+ Aresden Plate Mage<br><br><a href='http://www.helbreath.org' target='_blank'>http://www.helbreath.org</a> come and play (250 ppl online)
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Hey where do i add this ?
It always get me an error...
Code: Select all
MakeSprite( "TutelarAngel1", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*0, 48, FALSE);//(STR)
MakeSprite( "TutelarAngel2", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*1, 48, FALSE);//(DEX)
MakeSprite( "TutelarAngel3", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*2, 48, FALSE);//(INT)
MakeSprite( "TutelarAngel4", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*3, 48, FALSE);//(MAG)
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in UpdateScreen_OnLoading
case 12:
find
after add :
case 12:
find
Code: Select all
MakeTileSpr( "Tile541-545", 541, 5, TRUE);
Code: Select all
MakeSprite( "TutelarAngel1", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*0, 48, FALSE);//(STR)
MakeSprite( "TutelarAngel2", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*1, 48, FALSE);//(DEX)
MakeSprite( "TutelarAngel3", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*2, 48, FALSE);//(INT)
MakeSprite( "TutelarAngel4", DEF_SPRID_TUTELARYANGELS_PIVOTPOINT + 50*3, 48, FALSE);//(MAG)
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Lmao thanks and now where i add all of this:
In function DrawObject_OnAttackMove
In function DrawObject_OnMagic
In function DrawObject_OnGetItem
In function DrawObject_OnDamage (2 berserk checks in this function, you have to add this code twice)
In function DrawObject_OnDying
In function DrawObject_OnMove
In function DrawObject_OnDamageMove
In function DrawObject_OnStop
In function DrawObject_OnRun
Code: Select all
DrawAngel((_tmp_cDir - 1), sX+20, sY-20, _tmp_cFrame%8, dwTime);
Code: Select all
DrawAngel(8+(_tmp_cDir - 1), sX+dx+20, sY+dy-20, _tmp_cFrame%8, dwTime);
Code: Select all
DrawAngel(32+(_tmp_cDir - 1), sX+20, sY-20, _tmp_cFrame%16, dwTime);
Code: Select all
DrawAngel(40+(_tmp_cDir - 1), sX+20, sY-20, _tmp_cFrame%4, dwTime);
Code: Select all
DrawAngel(16+(_tmp_cDir - 1), sX+20, sY-20, cFrame%4, dwTime);
Code: Select all
DrawAngel(24+(_tmp_cDir - 1), sX+20, sY-20, cFrame%8, dwTime);
Code: Select all
DrawAngel(40+(_tmp_cDir - 1), sX+dx+20, sY+dy-20, _tmp_cFrame%4, dwTime);
Code: Select all
DrawAngel(16+(_tmp_cDir - 1), sX+dx+20, sY+dy-20, cFrame%4, dwTime);
Code: Select all
DrawAngel(40+(_tmp_cDir - 1), sX+20, sY-20, _tmp_cFrame%4, dwTime);
Code: Select all
DrawAngel(40+(_tmp_cDir - 1), sX+dx+20, sY+dy-20, _tmp_cFrame%4, dwTime);
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omfg read the code below where you add the sprites and if you can't figure it out dont fucking touch it
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Ha haBlueChristmas wrote: omfg read the code below where you add the sprites and if you can't figure it out dont fucking touch it

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Just search for the function and add it somewhere.
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