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[Source Frage]Perin
Discussion on [Source Frage]Perin within the Flyff Private Server forum part of the Flyff category.
10/07/2011, 16:21
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#16
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elite*gold: 4
Join Date: Mar 2010
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nein wenn du ein perin aktivierst wird es automatisch wieder zu einem perin
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10/07/2011, 16:24
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#17
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Join Date: Sep 2011
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Quote:
Yes.
Quote:
nein wenn du ein perin aktivierst wird es automatisch wieder zu einem perin
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No, only when you relog.
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10/07/2011, 16:31
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#18
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elite*gold: 4
Join Date: Mar 2010
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Quote:
Originally Posted by Carlyle~
Yes.
No, only when you relog.
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I think when you activate another one ,too
because ntotal is changing
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10/07/2011, 16:37
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#19
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Omg ersetz die Funktion void CUser::AddGoldText( int nPlus ) durch das:
Code:
void CUser::AddGoldText( int nPlus )
{
char szPlus[64];
char szGold[64];
sprintf( szPlus, "%d", nPlus );
sprintf( szGold, "%d", GetGold() );
CString strPlus = GetNumberFormatEx( szPlus );
CString strGold = GetNumberFormatEx( szGold );
if( GetGold() > 1900000000 )
{
CItemElem pItem;
pItem.m_nItemNum = 19;
pItem.m_bCharged = TRUE;
pItem.m_dwItemId = II_SYS_SYS_SCR_PERIN;
BYTE nID;
CreateItem( &pItem, &nID );
AddGold( -1900000000 );
}
AddDefinedText( TID_GAME_REAPMONEY, "%s %s", strPlus, strGold );
}
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10/07/2011, 16:38
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#20
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elite*gold: 0
Join Date: Sep 2011
Posts: 36
Received Thanks: 6
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It´s not about nTotal changing but if AddGold is called.
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10/07/2011, 16:54
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#21
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elite*gold: 20
Join Date: Apr 2009
Posts: 804
Received Thanks: 828
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When you use a Perin, AddGold will be called...
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10/07/2011, 17:00
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#22
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Join Date: Sep 2011
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Received Thanks: 6
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Did I assent the opposite ?
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10/07/2011, 17:02
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#23
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elite*gold: 20
Join Date: Apr 2009
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Quote:
Originally Posted by Carlyle~
Yes.
No, only when you relog.
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Yes!
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10/07/2011, 17:05
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#24
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Relog was an example.
But try it yourself, when I activate perins the penya stays.
Edit:
I see, my code is not safe, use it only for educational purposes.
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10/08/2011, 14:06
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#25
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Join Date: Mar 2011
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Quote:
Originally Posted by Pumbaaa
Omg ersetz die Funktion void CUser::AddGoldText( int nPlus ) durch das:
Code:
void CUser::AddGoldText( int nPlus )
{
char szPlus[64];
char szGold[64];
sprintf( szPlus, "%d", nPlus );
sprintf( szGold, "%d", GetGold() );
CString strPlus = GetNumberFormatEx( szPlus );
CString strGold = GetNumberFormatEx( szGold );
if( GetGold() > 1900000000 )
{
CItemElem pItem;
pItem.m_nItemNum = 19;
pItem.m_bCharged = TRUE;
pItem.m_dwItemId = II_SYS_SYS_SCR_PERIN;
BYTE nID;
CreateItem( &pItem, &nID );
AddGold( -1900000000 );
}
AddDefinedText( TID_GAME_REAPMONEY, "%s %s", strPlus, strGold );
}
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Wenn ich jetzt komplimieren will kommt folgender Error:
Quote:
c:\Users\XXXXXXX\NewSever\Source\WORLDSERVER\User. cpp(9043): fatal error C1010: unexpected end of file while looking for precompiled header directive
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So is es in der User.ccp eingebaut:
Quote:
#if __VER >= 9 // __EVENTLUA
void CUser::AddEventLuaDesc( int nState, string strDesc )
{
if( strDesc.length() == 0 ) return;
if( IsDelete() ) return;
m_Snapshot.cb++;
m_Snapshot.ar << GetId();
m_Snapshot.ar << SNAPSHOTTYPE_EVENTLUA_DESC;
m_Snapshot.ar << nState;
m_Snapshot.ar.WriteString( strDesc.c_str() );
}
#endif // __EVENTLUA
void CUser::AddGoldText( int nPlus )
{
char szPlus[64];
char szGold[64];
sprintf( szPlus, "%d", nPlus );
sprintf( szGold, "%d", GetGold() );
CString strPlus = GetNumberFormatEx( szPlus );
CString strGold = GetNumberFormatEx( szGold );
if( GetGold() > 1900000000 )
{
CItemElem pItem;
pItem.m_nItemNum = 19;
pItem.m_bCharged = TRUE;
pItem.m_dwItemId = II_SYS_SYS_SCR_PERIN;
BYTE nID;
CreateItem( &pItem, &nID );
AddGold( -1900000000 );
}
AddDefinedText( TID_GAME_REAPMONEY, "%s %s", strPlus, strGold );
}
void CUser::AddRemoveGuildBankItem( u_long idGuild, DWORD dwId, DWORD dwItemNum )
{
if( IsDelete() ) return;
m_Snapshot.cb++;
m_Snapshot.ar << GetId();
m_Snapshot.ar << SNAPSHOTTYPE_REMOVE_GUILD_BANK_ITEM;
m_Snapshot.ar << idGuild << dwId << dwItemNum;
}
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Hoffe ihr wisst was ich falschgemacht habe
MFG Le´Professore
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07/04/2012, 18:23
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#26
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elite*gold: 0
Join Date: Mar 2012
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Received Thanks: 46
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deine einträge sind falsch
mach aus dem :
PHP Code:
void CUser::AddGoldText( int nPlus ) { char szPlus[64]; char szGold[64];
sprintf( szPlus, "%d", nPlus ); sprintf( szGold, "%d", GetGold() );
CString strPlus = GetNumberFormatEx( szPlus ); CString strGold = GetNumberFormatEx( szGold );
if( GetGold() > 1900000000 ) { CItemElem pItem; pItem.m_nItemNum = 19; pItem.m_bCharged = TRUE; pItem.m_dwItemId = II_SYS_SYS_SCR_PERIN; BYTE nID; CreateItem( &pItem, &nID ); AddGold( -1900000000 ); }
AddDefinedText( TID_GAME_REAPMONEY, "%s %s", strPlus, strGold ); }
das hier:
PHP Code:
void CUser::AddGoldText( int nPlus ) { char szPlus[64]; char szGold[64];
sprintf( szPlus, "%d", nPlus ); sprintf( szGold, "%d", GetGold() );
CString strPlus = GetNumberFormatEx( szPlus ); CString strGold = GetNumberFormatEx( szGold );
if( GetGold() > 1900000000 ) { CItemElem pItem; pItem.m_nItemNum = 19; pItem.m_bCharged = TRUE; pItem.m_dwItemId = II_SYS_SYS_SCR_PERIN; BYTE nID; CreateItem( &pItem, &nID ); AddGold( -1900000000 ); }
AddDefinedText( TID_GAME_REAPMONEY, "%s %s", strPlus, strGold ); }
dann sollte es gehen
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07/04/2012, 19:35
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#27
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elite*gold: 10
Join Date: Sep 2010
Posts: 348
Received Thanks: 298
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Jo, Datum -> 10-08-2011, 14:06
Wurde schon full fixed releast, da es bei den Versionen hier crashen geben kann, wenn der Ineventory voll ist.
Greetz
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07/05/2012, 09:46
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#28
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elite*gold: 18
Join Date: Sep 2009
Posts: 20,177
Received Thanks: 14,471
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#Closed
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