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[CODE] Necklace Of Fury - Hit x8

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[CODE] Necklace Of Fury - Hit x8 Empty [CODE] Necklace Of Fury - Hit x8

Mensaje por MrKrhiz Lun Oct 17, 2011 10:44 pm

El code consiste en que al equipar un Necklace, envez de pegar 1 vez pegas a 8 objetos al rededor tuyo:

HGSRC:
Game.cpp:
Buscar:
Código:
if (sItemIndex != -1 && m_pClientList[iClientH]->m_pItemList[sItemIndex] != NULL) {
if(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 874){ // Directional bow
justo arriba agregar:
Código:
//50Cent - NecklaceOfFury
int sItemIndex2 = m_pClientList[iClientH]->m_sItemEquipmentStatus[DEF_EQUIPPOS_NECK];
Buscar:
Código:
else if(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 419){ // Firebow
if ((m_pClientList[iClientH]->m_sAppr2 & 0xF000) != 0) {
if (m_bHeldenianInitiated != 1) {
iAddDynamicObjectList(iClientH, DEF_OWNERTYPE_PLAYER_INDIRECT, DEF_DYNAMICOBJECT_FIRE3, m_pClientList[iClientH]->m_cMapIndex, dX, dY, (iDice(1,7)+3)*1000, 8);
}
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, dX, dY, wType, bNearAttack, bIsDash, FALSE); // 0
}
}
y justo despues agregar:
Código:
//50Cent - NecklaceOfFury
else if((sItemIndex2 != -1 && m_pClientList[iClientH]->m_pItemList[sItemIndex2] != NULL) &&
(m_pClientList[iClientH]->m_pItemList[sItemIndex2]->m_sIDnum == 419))//NeckOfFury
{ m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX+1, sY);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX+1, sY , wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX+1, sY+1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX+1, sY+1, wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX, sY+1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX , sY+1, wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX-1, sY+1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX-1, sY+1, wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX-1, sY);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX-1, sY , wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX-1, sY-1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX-1, sY-1, wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX, sY-1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX , sY-1, wType, bNearAttack, bIsDash, FALSE);

m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->GetOwner(&sOwner, &cOwnerType, sX+1, sY-1);
iExp += iCalculateAttackEffect(sOwner, cOwnerType, iClientH, DEF_OWNERTYPE_PLAYER, sX+1, sY-1, wType, bNearAttack, bIsDash, FALSE);
}
MrKrhiz
MrKrhiz
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