int horse_advance(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (ch->GetHorseLevel() >= HORSE_MAX_LEVEL) return 0; ch->SetHorseLevel(ch->GetHorseLevel() + 1); ch->ComputePoints(); ch->SkillLevelPacket(); return 0; }
int horse_set_level(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (!lua_isnumber(L, 1)) return 0; int newlevel = MINMAX(0, (int)lua_tonumber(L, 1), HORSE_MAX_LEVEL); ch->SetHorseLevel(newlevel); ch->ComputePoints(); ch->SkillLevelPacket(); return 0; }
void CParty::ComputeRolePoint(LPCHARACTER ch, BYTE bRole, bool bAdd) { if (!bAdd) { ch->PointChange(POINT_PARTY_ATTACKER_BONUS, -ch->GetPoint(POINT_PARTY_ATTACKER_BONUS)); ch->PointChange(POINT_PARTY_TANKER_BONUS, -ch->GetPoint(POINT_PARTY_TANKER_BONUS)); ch->PointChange(POINT_PARTY_BUFFER_BONUS, -ch->GetPoint(POINT_PARTY_BUFFER_BONUS)); ch->PointChange(POINT_PARTY_SKILL_MASTER_BONUS, -ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS)); ch->PointChange(POINT_PARTY_DEFENDER_BONUS, -ch->GetPoint(POINT_PARTY_DEFENDER_BONUS)); ch->PointChange(POINT_PARTY_HASTE_BONUS, -ch->GetPoint(POINT_PARTY_HASTE_BONUS)); ch->ComputeBattlePoints(); return; } //SKILL_POWER_BY_LEVEL float k = (float) ch->GetSkillPowerByLevel( MIN(SKILL_MAX_LEVEL, m_iLeadership ) )/ 100.0f; //float k = (float) aiSkillPowerByLevel[MIN(SKILL_MAX_LEVEL, m_iLeadership)] / 100.0f; // //sys_log(0,"ComputeRolePoint %fi %d, %d ", k, SKILL_MAX_LEVEL, m_iLeadership ); //END_SKILL_POWER_BY_LEVEL switch (bRole) { case PARTY_ROLE_ATTACKER: { //int iBonus = (int) (10 + 90 * k); int iBonus = (int) (10 + 60 * k); if (ch->GetPoint(POINT_PARTY_ATTACKER_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_ATTACKER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_ATTACKER_BONUS)); ch->ComputePoints(); } } break; case PARTY_ROLE_TANKER: { int iBonus = (int) (50 + 1450 * k); if (ch->GetPoint(POINT_PARTY_TANKER_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_TANKER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_TANKER_BONUS)); ch->ComputePoints(); } } break; case PARTY_ROLE_BUFFER: { int iBonus = (int) (5 + 45 * k); if (ch->GetPoint(POINT_PARTY_BUFFER_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_BUFFER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_BUFFER_BONUS)); } } break; case PARTY_ROLE_SKILL_MASTER: { int iBonus = (int) (25 + 600 * k); if (ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_SKILL_MASTER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS)); ch->ComputePoints(); } } break; case PARTY_ROLE_HASTE: { int iBonus = (int) (1+5*k); if (ch->GetPoint(POINT_PARTY_HASTE_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_HASTE_BONUS, iBonus - ch->GetPoint(POINT_PARTY_HASTE_BONUS)); ch->ComputePoints(); } } break; case PARTY_ROLE_DEFENDER: { int iBonus = (int) (5+30*k); if (ch->GetPoint(POINT_PARTY_DEFENDER_BONUS) != iBonus) { ch->PointChange(POINT_PARTY_DEFENDER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_DEFENDER_BONUS)); ch->ComputePoints(); } } break; } }