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[Release] ReallotPoints / CelestialTao [CoEmu]

Discussion on [Release] ReallotPoints / CelestialTao [CoEmu] within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old   #1
 
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Thumbs up [Release] ReallotPoints / CelestialTao [CoEmu]

Thanks to everyone who helped me.
It's for COEMU

Place this code in NPCTalk.cs

Code:
                case 350050:// Reallot Stats
                    {
                        if (LinkBack == 0)
                        {
                            Text("Reborn players who are level 70 or higher can redistribute their attribute points at the cost of a Dragonball.", CSocket);
                            Link("I will reallot my points.", 1, CSocket);
                            Link("Let me think it over.", 225, CSocket);
                            End(CSocket);

                        }
                        else if (LinkBack == 1)
                        {
                            if (CSocket.Client.Level >= 70)
                            {
                                if (CSocket.Client.Reborn >= 1)
                                {
                                    int uid = 0;
                                    bool cont = false;
                                    uint Points = 0;

                                    foreach (Struct.ItemInfo Item in CSocket.Client.Inventory.Values)
                                    {
                                        if (Item.ItemID == 1088000)
                                        {
                                            uid = Item.UID;
                                            cont = true;
                                            break;
                                        }
                                    }
                                    if (cont)
                                    {
                                        CSocket.Client.Inventory.Remove(uid);
                                        CSocket.Send(ConquerPacket.ItemUsage(uid, 255, Struct.ItemUsage.RemoveItem));
                                        Database.Database.DeleteItem(uid);
                                        while (!CSocket.Send(ConquerPacket.ItemUsage(uid, 255, Struct.ItemUsage.RemoveItem)))
                                        {
                                            CSocket.Client.Inventory.Remove(uid);
                                            CSocket.Send(ConquerPacket.ItemUsage(uid, 255, Struct.ItemUsage.RemoveItem));
                                            Database.Database.DeleteItem(uid);
                                        }

                                        CSocket.Client.StatPoints += CSocket.Client.Strength;
                                        CSocket.Client.StatPoints += CSocket.Client.Spirit;
                                        CSocket.Client.StatPoints += CSocket.Client.Dexterity;
                                        CSocket.Client.StatPoints += CSocket.Client.Vitality;

                                        CSocket.Client.Strength = 0;
                                        CSocket.Client.Dexterity = 0;
                                        CSocket.Client.Vitality = 0;
                                        CSocket.Client.Spirit = 0;
                                        
                                        CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Dexterity, Struct.StatusTypes.DexterityStatPoints));
                                        CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Spirit, Struct.StatusTypes.ManaStatPoints));
                                        CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Vitality, Struct.StatusTypes.VitalityStatPoints));
                                        CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Strength, Struct.StatusTypes.StrengthStatPoints));
                                        CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.StatPoints, Struct.StatusTypes.AttributePoints));
                                    }
                                    else
                                    {
                                        Text("You do not have a DragonBall.", CSocket);
                                        Link("I see.", 225, CSocket);
                                        End(CSocket);
                                    }
                                }
                                else
                                {
                                    Text("You cannot reallot your attribute points if you aren't reborn.", CSocket);
                                    Link("I see.", 225, CSocket);
                                    End(CSocket);
                                }
                            }
                            else
                            {
                                Text("You do not have the level.", CSocket);
                                Link("I see.", 225, CSocket);
                                End(CSocket);
                            }
                        }
                        break;
                    }
================================================== ========
Now I need help for the next release: S
When someone dies with empty stamina, he revives someone with the same stem empty.
I managed to create a code for use when the skill Revive (water) to fill stamina.
Now need to know where is the normal reviews. To determine if also revive normally (alone).

File: Atack.cs
Find the code: case 1100://Revive

Add this code:
Code:
ASocket.Client.CurrentStam = 100;
Code:
ASocket.Send(ConquerPacket.Status(ASocket, 2, ASocket.Client.CurrentStam, Struct.StatusTypes.Stamina));
It's work! But I need help for normal revive too.. Where is that code?



NVM !! I found =D I will release "How to fix stamina in CoEmu"
leandrorocha is offline  
Old 08/12/2009, 15:49   #2
 
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^^

gratz : D
12tails is offline  
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