diff --git a/Horse Isle Server/HorseIsleServer/Game/Horse/HorseInfo.cs b/Horse Isle Server/HorseIsleServer/Game/Horse/HorseInfo.cs index f8d79b4..7f38fe1 100755 --- a/Horse Isle Server/HorseIsleServer/Game/Horse/HorseInfo.cs +++ b/Horse Isle Server/HorseIsleServer/Game/Horse/HorseInfo.cs @@ -454,12 +454,13 @@ namespace HISP.Game.Horse set { // Lol turns out pinto forgot to do this and u can have negative mood :D - /* + if (value > 1000) value = 1000; - if (value < 0) + /*if (value < 0) value = 0; */ + mood = value; Database.SetHorseMood(baseHorse.RandomId, value); } diff --git a/Horse Isle Server/HorseIsleServer/Server/GameServer.cs b/Horse Isle Server/HorseIsleServer/Server/GameServer.cs index aac1c07..ba2fdc8 100755 --- a/Horse Isle Server/HorseIsleServer/Server/GameServer.cs +++ b/Horse Isle Server/HorseIsleServer/Server/GameServer.cs @@ -878,21 +878,14 @@ namespace HISP.Server { msgs += Messages.HorsePetTooHappy; } - else - { - horsePetInst.BasicStats.Mood += randMoodAddition; - } if (horsePetInst.BasicStats.Tiredness - randTiredMinus <= 0) { msgs += Messages.HorsePetTooTired; } - else - { - horsePetInst.BasicStats.Tiredness -= randTiredMinus; - } - - + + horsePetInst.BasicStats.Tiredness -= randTiredMinus; + horsePetInst.BasicStats.Mood += randMoodAddition; byte[] petMessagePacket = PacketBuilder.CreateChat(Messages.FormatHorsePetMessage(msgs,randMoodAddition, randTiredMinus), PacketBuilder.CHAT_BOTTOM_RIGHT); sender.SendPacket(petMessagePacket); @@ -1468,58 +1461,46 @@ namespace HISP.Server case "HEALTH": if (horseInstance.BasicStats.Health + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Health += effect.EffectAmount; + horseInstance.BasicStats.Health += effect.EffectAmount; break; case "HUNGER": if (horseInstance.BasicStats.Hunger + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Hunger += effect.EffectAmount; + horseInstance.BasicStats.Hunger += effect.EffectAmount; break; case "MOOD": if (horseInstance.BasicStats.Mood + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Mood += effect.EffectAmount; + horseInstance.BasicStats.Mood += effect.EffectAmount; break; case "GROOM": if (horseInstance.BasicStats.Groom + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Groom += effect.EffectAmount; + horseInstance.BasicStats.Groom += effect.EffectAmount; break; case "SHOES": if (horseInstance.BasicStats.Shoes + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Shoes += effect.EffectAmount; + horseInstance.BasicStats.Shoes += effect.EffectAmount; break; case "THIRST": if (horseInstance.BasicStats.Thirst + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Thirst += effect.EffectAmount; + horseInstance.BasicStats.Thirst += effect.EffectAmount; break; case "TIREDNESS": if (horseInstance.BasicStats.Tiredness + effect.EffectAmount > 1000) tooMuch = true; - else - horseInstance.BasicStats.Tiredness += effect.EffectAmount; + horseInstance.BasicStats.Tiredness += effect.EffectAmount; break; case "INTELLIGENCEOFFSET": - if (horseInstance.AdvancedStats.Inteligence + effect.EffectAmount < horseInstance.Breed.BaseStats.Inteligence * 2) - { - horseInstance.AdvancedStats.Inteligence += effect.EffectAmount; - changeInteligence = true; - } + horseInstance.AdvancedStats.Inteligence += effect.EffectAmount; + changeInteligence = true; break; case "PERSONALITYOFFSET": - if (horseInstance.AdvancedStats.Personality + effect.EffectAmount < horseInstance.Breed.BaseStats.Personality * 2) - { - horseInstance.AdvancedStats.Personality += effect.EffectAmount; - changePersonality = true; - } + horseInstance.AdvancedStats.Personality += effect.EffectAmount; + changePersonality = true; + break; case "SPOILED": horseInstance.Spoiled += effect.EffectAmount;