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[Source-Frage] Spec_item.txt im Source adden?

Discussion on [Source-Frage] Spec_item.txt im Source adden? within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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[Source-Frage] Spec_item.txt im Source adden?

Heyho Leute,

kurze Frage,

wie kann ich die Spec_item.txt im Source eintragen?
Ich würd gern meine Files auf V17 Dflyff stand aufbauen und mit v16 kam ja schon die Spec_item.txt anstatt der propitem.txt
Und einige neue sachen wie sZComment oder so.

Wäre echt nett wenn wer helfen könnte.


Mfg

dennisdra
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Old 07/19/2011, 19:33   #2
 
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Zahl's und ich machs dir.
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Old 07/19/2011, 19:57   #3
 
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Fügst einfach mehr parameter zum einlesen hinzu?! o_O

Aber wenn du sowas simples nicht hinkriegst wie willst du dann z.b das Inventory umschreiben? (Dank Tabbed Inventory gibt es ja kein MAX_HUMAN_PARTS usw..)
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Old 07/19/2011, 20:44   #4
 
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probier doch mal die Stellen im Source an welchen er die Propitem.txt ausliest einfach mit Spec_Item.txt zu ersetzen. Ich denke in der Spec_item.txt sind ja die gleichen Items + mehr drin oder täusch ich mich da?
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Old 07/19/2011, 20:53   #5
 
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Sind 27 Zahlen mehr, also denk ich mal 27 GetTokens() mehr.
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Old 07/19/2011, 21:15   #6



 
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Ich hoffe doch sehr, dass du weisst wohin du das hinpacken musst =)
Quote:
if(strcmp((char*)lpszFileName, "Spec_Item.txt") == 0)
{
prop.nMinLimitLevel = scanner.GetNumber();
prop.nMaxLimitLevel = scanner.GetNumber();
prop.nItemGroup = scanner.GetNumber();
prop.nUseLimitGroup = scanner.GetNumber();
prop.nMaxDuplication = scanner.GetNumber();
prop.nEffectValue = scanner.GetNumber();
prop.nTargetMinEnchant = scanner.GetNumber();
prop.nTargetMaxEnchant = scanner.GetNumber();
prop.bResetBind = scanner.GetNumber();
prop.nBindCondition = scanner.GetNumber();
prop.nResetBindCondition = scanner.GetNumber();
prop.dwHitActiveSkillId = scanner.GetNumber();
prop.dwHitActiveSkillLv = scanner.GetNumber();
prop.dwHitActiveSkillProb = scanner.GetNumber();
prop.dwHitActiveSkillTarget = scanner.GetNumber();
prop.dwDamageActiveSkillId = scanner.GetNumber();
prop.dwDamageActiveSkillLv = scanner.GetNumber();
prop.dwDamageActiveSkillProb = scanner.GetNumber();
prop.dwDamageActiveSkillTarget = scanner.GetNumber();
prop.dwEquipActiveSkillId = scanner.GetNumber();
prop.dwEquipActiveSkillLv = scanner.GetNumber();
prop.dwSmelting = scanner.GetNumber();
prop.dwAttsmelting = scanner.GetNumber();
prop.dwGemsmelting = scanner.GetNumber();
prop.dwPierce = scanner.GetNumber();
prop.dwUprouse = scanner.GetNumber();
prop.bAbsoluteTime = scanner.GetNumber();
}
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Old 07/19/2011, 21:26   #7
 
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Quote:
Originally Posted by Sedrika View Post
Ich hoffe doch sehr, dass du weisst wohin du das hinpacken musst =)
sag doch direkt
ProjectCmn.cpp
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Old 07/19/2011, 21:27   #8



 
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Quote:
Originally Posted by ~Product~ View Post
sag doch direkt
ProjectCmn.cpp
Sons noch mehr in den hintern schieben ?

Solche posts wie deine find ich manchmal echt sinnlos, er bekommt einen Teil, den rest wird er wohl selber schaffen...
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Old 07/19/2011, 21:28   #9
 
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Quote:
Originally Posted by Sedrika View Post
Sons noch mehr in den hintern schieben ?

Solche posts wie deine find ich manchmal echt sinnlos, er bekommt einen Teil, den rest wird er wohl selber schaffen...
ich wusste es selbst nicht hab nur nach "propItem.txt" gesucht
so schlimm isses wohl nicht ^^
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Old 07/19/2011, 22:02   #10
 
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Bla das hab ich auch Released schon.
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Old 07/19/2011, 22:24   #11
 
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Das Einzige was du released hast ist soweit ich weiß der Dünnschiss:
Code:
// ProjectCmn.cpp

#ifdef __V16_PARAMETER
	int nMinLimitLevel	= itemElem.GetProp()->nMinLimitLevel;
	int nMaxLimitLeve	= itemElem.GetProp()->nMaxLimitLevel;
	int nItemGroup		= itemElem.GetProp()->nItemGroup;
	int nUseLimitGroup	= itemElem.GetProp()->nUseLimitGroup;
	int nMaxDuplication = itemElem.GetProp()->nMaxDuplication;
	int nEffectValue	= itemElem.GetProp()->nEffectValue;
	int nTargetMinEnchant	= itemElem.GetProp()->nTargetMinEnchant;
	int bResetBind			= itemElem.GetProp()->bResetBind;
	int nBindCondition		= itemElem.GetProp()->nBindCondition;
	int nResetBindCondition	= itemElem.GetProp()->nResetBindCondition;
#endif

// ProjectCmn.h

#ifdef __V16_PARAMETER
	int	nMinLimitLevel;
	int	nMaxLimitLevel;
	int	nItemGroup;
	int	nUseLimitGroup;
	int	nMaxDuplication;
	int	nEffectValue;
	int	nTargetMinEnchant;
	int	nTargetMaxEnchant;
	int	bResetBind;
	int	nBindCondition;
	int	nResetBindCondition;
#endif
	
// DPSrvr.cpp

#ifdef __V16_PARAMETER
		int nMinLimitLevel				= itemElem.GetProp()->nMinLimitLevel;
		int nMaxLimitLevel				= itemElem.GetProp()->nMaxLimitLevel;
		int nItemGroup					= itemElem.GetProp()->nItemGroup;
		int nUseLimitGroup				= itemElem.GetProp()->nUseLimitGroup;
		int nMaxDuplication				= itemElem.GetProp()->nMaxDuplication;
		int nEffectValue				= itemElem.GetProp()->nEffectValue;
		int nTargetMinEnchant			= itemElem.GetProp()->nTargetMinEnchant;
		int bResetBind					= itemElem.GetProp()->bResetBind;
		int nBindCondition				= itemElem.GetProp()->nBindCondition;
		int nResetBindCondition			= itemElem.GetProp()->nResetBindCondition;
#endif
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Old 07/19/2011, 23:00   #12
 
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Kriegst das erste mal Thanx von mir, Pumaaa. ;D

Davon abgesehen das zu v15 zeiten (auf die der Source ja basiert) die PropSkill und PropItem noch die gleichen Strukturen haben und ab v16 die propItem eine neue Struktur hat. ;D
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Old 07/20/2011, 03:01   #13
 
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Nice Pumbaaa ;D

Was kam denn eig. alles neu dazu? Ich weiß nur das
Spalten geaddet worden sind um die Ultra Amps zu konfigurieren.
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Old 07/20/2011, 13:07   #14
 
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propskill.txt doch auch noch bufftick oder so
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Old 07/20/2011, 14:16   #15
 
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Code:
// v16
nMinLimitLevel
nMaxLimitLevel
nItemGroup
nUseLimitGroup
nMaxDuplication
nEffectValue
nTargetMinEnchant
nTargetMaxEnchant
bResetBind
nBindCondition
nResetBindCondition

// v17
dwHitActiveSkillId
dwHitActiveSkillLv
dwHitActiveSkillProb
dwHitActiveSkillTarget
dwDamageActiveSkillId
dwDamageActiveSkillLv
dwDamageActiveSkillProb
dwDamageActiveSkillTarget
dwEquipActiveSkillId
dwEquipActiveSkillLv
dwSmelting
dwAttsmelting
dwGemsmelting
dwPierce
dwUprouse
Credits: TwiLight.

Wer das so wie Sedrika adden will, muss man propSkill errors rechnen..
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