Quick Joba Change by Pummaaa

05/29/2012 21:33 Pumaaa#16
Code:
ifdef __QUICKJOBCHANGE
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
	// ¿î¿µÀÚ ¸í·ÉÀ¸·Î ·¹º§¾÷ Çϴ°÷ÀÓ
	MoverProp* pProp = GetProp();
	if( pProp )
	{
		if( nJob > 0 && nJob < MAX_LEGEND_HERO )
		{
			AddChangeJob( nJob );
		}else{
			return;
		}
		int nPoint = 0;
		if( m_nJob == JOB_MERCENARY )
			nPoint += 40;
		else if( m_nJob == JOB_ACROBAT )
			nPoint += 50;
		else if( m_nJob == JOB_ASSIST )
			nPoint += 60;
		else if( m_nJob == JOB_MAGICIAN )
			nPoint += 90;
		else if( m_nJob ==  JOB_KNIGHT || m_nJob ==  JOB_BLADE )
			nPoint += 120;
		else if( m_nJob ==  JOB_JESTER || m_nJob ==  JOB_RANGER )
			nPoint += 150;
		else if( m_nJob ==  JOB_RINGMASTER )
			nPoint += 160;
		else if( m_nJob ==  JOB_BILLPOSTER || m_nJob ==  JOB_PSYCHIKEEPER )
			nPoint += 180;
		else if( m_nJob ==  JOB_ELEMENTOR )
			nPoint += 390;
		else if( nJob ==  JOB_LORDTEMPLER_HERO || nJob ==  JOB_STORMBLADE_HERO )
			nPoint += 120;
		else if( nJob ==  JOB_WINDLURKER_HERO || nJob ==  JOB_CRACKSHOOTER_HERO )
			nPoint += 150;
		else if( nJob ==  JOB_FLORIST_HERO )
			nPoint += 160;
		else if( nJob ==  JOB_FORCEMASTER_HERO || nJob ==  JOB_MENTALIST_HERO )
			nPoint += 180;
		else if( nJob ==  JOB_ELEMENTORLORD_HERO )
			nPoint += 390;

		AddSkillPoint( nPoint );
		m_nLevel = nLevel;

		SetJobLevel( nLevel, nJob );
		m_nDeathLevel = nLevel;
#if __VER >= 10 // __LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if(IsMaster())
		{
			int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
			if( nLevel > 59 && nLevel < 72 )
				dwTmpSkLevel = 1;
			else if( nLevel > 71 && nLevel < 84 )
				dwTmpSkLevel = 2;
			else if( nLevel > 83 && nLevel < 96 )
				dwTmpSkLevel = 3;
			else if( nLevel > 95 && nLevel < 108 )
				dwTmpSkLevel = 4;
			else if( nLevel > 107 && nLevel < 120 )
				dwTmpSkLevel = 5;
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = dwTmpSkLevel;
				}
			}
		}
		else if(IsHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}
		else if(IsLegendHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}
#endif	// 	__LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if( bGamma )
		{
			m_nExp1 = 0;
		}
		
		( (CUser*)this )->AddSetChangeJob( nJob );
		g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
		

#if __VER >= 11 // __SYS_PLAYER_DATA
		g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
#else	// __SYS_PLAYER_DATA
		g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
		g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
		if( m_idGuild != 0 )
			g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
#endif	// __SYS_PLAYER_DATA
		SetHitPoint( GetMaxHitPoint() );
		SetManaPoint( GetMaxManaPoint() );
		SetFatiguePoint( GetMaxFatiguePoint() );
		if( nJob >= 1 && nJob <= 4 )
		{
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
			m_nRemainGP = 28;
		}
		if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
		{
			m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
		}
		if( nJob == JOB_MERCENARY || nJob == JOB_ACROBAT || nJob == JOB_ASSIST || nJob == JOB_MAGICIAN || nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
		{
			CItemElem itemelem;
			itemelem.m_nItemNum = 1;
			itemelem.m_bCharged = TRUE;
			BYTE nID;
			vector<DWORD> vectmp;
			
			

			if( nJob == JOB_MERCENARY || nJob == JOB_ACROBAT )
			{
				vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
				vectmp.push_back( II_CHR_FOO_COO_BULLHAMS;
				vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK;
				vectmp.push_back( II_CHR_POT_DRI_VITALX;
			}
			else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
				vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
				vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
				vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
				vectmp.push_back( II_CHR_REF_REF_HOLD );
			else if( nJob == JOB_FORCEMASTER_HERO )
				vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
			else if( nJob == JOB_MENTALIST_HERO )
				vectmp.push_back( II_WEA_BOOK_BOKROMAIN );

			for( DWORD i=0; i<vectmp.size(); i++ )
			{
				itemelem.m_dwItemId = vectmp[i];
				( ( CUser*)this)->CreateItem( &itemelem, &nID );
			}
		}
		g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
		( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
		( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
		/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
		( (CUser*)this )->AddTaskBar();*/
		( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
#if __VER >= 13 // __HONORABLE_TITLE			// ´ÞÀÎ
		((CUser*)this)->CheckHonorStat();
		((CUser*)this)->AddHonorListAck();
		g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif	// __HONORABLE_TITLE			// ´ÞÀÎ
	}
#endif // __WORLDSERVER
}
#endif //__QUICKJOBCHANGE
05/30/2012 03:08 TIVenom2010#17
oh tnx sir Pumaaa.. going to test now..

sir in the source there are some simple errors but im sure i can fix it.. but should i add { and } in this line.?

Code:
			else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
				vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
				vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
				vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
				vectmp.push_back( II_CHR_REF_REF_HOLD );
			else if( nJob == JOB_FORCEMASTER_HERO )
				vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
			else if( nJob == JOB_MENTALIST_HERO )
				vectmp.push_back( II_WEA_BOOK_BOKROMAIN );
i mean it should look like this.. right.?

Code:
			else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
                        {
				vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
				vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
				vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
				vectmp.push_back( II_CHR_REF_REF_HOLD );
			}
			else if( nJob == JOB_FORCEMASTER_HERO )
				vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
			else if( nJob == JOB_MENTALIST_HERO )
				vectmp.push_back( II_WEA_BOOK_BOKROMAIN );
Oh nevermind sir finally fix.. tnx for everything! finally working!

finally working.. tnx sir.!
05/30/2012 08:52 Pumaaa#18
Yeah i was a bit tired yesterday.

if you have an if statement with just one line you don't need the brackets.

ex:

if( nCookieNum > nEaten )
sprintf( "Nom Nom" );

It'll execute the next statement.

If you need 2 or more lines you need those brackets.

if( nCookieNum > nEaten )
{
sprintf( "Nom Nom" );
nCookieNum--;
nEaten++;
}



But please, next time write Pumbaaa's name correct :P

Because i have nothing in common with him and we don't rly code the same style.
05/30/2012 11:01 TIVenom2010#19
oh.. sure sir.. ^^ sory bout that.. yep finally fixed all.. tnx again..