I don't think there is any D2 impact, I would rather they be able to charm named mobs, and they won't be able to charm the bosses. That would be amusing though.

But I'm not sure this is really what I'm looking for, and this isn't used around "Update" code (npc.BroadCastUpdate() use SendObjectUpdate(), SendObjectUpdate has no code to send level or similar)byte level = npc.GetDisplayLevel(m_gameClient.Player);
if((npc.Flags&GameNPC.eFlags.STATUE)!=0)
{
level |= 0x80;
}
pak.WriteByte(level);
public override eRealm Realm
{
get
{
IControlledBrain brain = Brain as IControlledBrain;
if (brain != null)
return brain.Owner.Realm; // always realm of the owner
return base.Realm;
}
set
{
base.Realm = value;
if (ObjectState == eObjectState.Active)
{
foreach (GamePlayer player in GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
{
player.Out.SendNPCCreate(this);
if (m_inventory != null)
player.Out.SendLivingEquipmentUpdate(this);
}
BroadcastUpdate();
}
}
}SendNPCCreate on target mob being controlled...if (controlledBrain.Body != null)
{
Player.Out.SendNPCCreate(controlledBrain.Body); // after open pet window again send creation NPC packet
if (controlledBrain.Body.Inventory != null)
Player.Out.SendLivingEquipmentUpdate(controlledBrain.Body);
}

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