You last visited: Today at 15:37
Advertisement
About Master/Hero and Legend icons.
Discussion on About Master/Hero and Legend icons. within the Flyff Private Server forum part of the Flyff category.
01/27/2013, 15:57
#1
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
About Master/Hero and Legend icons.
Hai epvpers,
Maybe one of you can help me with this. Cause i an seeing it anymore.
I am working on the Icons for master/hero/legend with rebirth system
Now what i want is that someone that have an rebirth1 is seeing master icon and rebirth1 icon.
Thats not an big of deal cause i have it done.
However when an user logs in and dont have an rebirth he is seeing only the master icon from the person who has rebirth.
Screens
Rebirth
No Rebirth
This is what my moverrender looks like
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120 )
{
if( m_nLevel < 70 )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[0];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master1_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master1_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master1_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master1_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master1_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
else if( m_nLevel >= 70 && m_nLevel <80 )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[1];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master2_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master2_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master2_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master2_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master2_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
else if( m_nLevel >= 80 && m_nLevel < 90)
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[2];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master3_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master3_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master3_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master3_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master3_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
else if( m_nLevel >= 90 && m_nLevel < 100 )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[3];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master4_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master4_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master4_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master4_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master4_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
else if( m_nLevel >= 100 && m_nLevel < 110 )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[4];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master5_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master5_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master5_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master5_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master5_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
else if( m_nLevel >= 110 && m_nLevel < 120 )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pMasterIcon[5];
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "master6_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "master6_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "master6_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "master6_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "master6_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
}
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if( checkhero == LEGEND_CLASS_HERO )
{
if(m_nCampusPoint == 0) {
pTexture = g_Neuz.m_pHeroIcon;
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "hero_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "hero_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "hero_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "hero_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "hero_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
#ifdef __3RD_LEGEND16
else if( checkhero == LEGEND_CLASS_LEGENDHERO )
{
if(m_nCampusPoint == 0) {
strPath = MakePath( DIR_ICON, "Legend_Mark.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 1) {
strPath = MakePath( DIR_ICON, "legend_rebirth1.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 2) {
strPath = MakePath( DIR_ICON, "legend_rebirth2.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 3) {
strPath = MakePath( DIR_ICON, "legend_rebirth3.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 4) {
strPath = MakePath( DIR_ICON, "legend_rebirth4.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
else if(m_nCampusPoint == 5) {
strPath = MakePath( DIR_ICON, "legend_rebirth5.png" );
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
#endif //__3RD_LEGEND16
I also tried it with
g_pPlayer->m_nCampuspoint also no luck.
Any help will be appriciated.
With kind regards.
01/27/2013, 18:46
#2
elite*gold: 0
Join Date: Mar 2008
Posts: 598
Received Thanks: 465
Try this one:
Code:
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120 )
{
if( m_nLevel < 70 )
pTexture = g_Neuz.m_pMasterIcon[0];
else if( m_nLevel >= 70 && m_nLevel <80 )
pTexture = g_Neuz.m_pMasterIcon[1];
else if( m_nLevel >= 80 && m_nLevel < 90)
pTexture = g_Neuz.m_pMasterIcon[2];
else if( m_nLevel >= 90 && m_nLevel < 100 )
pTexture = g_Neuz.m_pMasterIcon[3];
else if( m_nLevel >= 100 && m_nLevel < 110 )
pTexture = g_Neuz.m_pMasterIcon[4];
else if( m_nLevel >= 110 && m_nLevel < 120 )
pTexture = g_Neuz.m_pMasterIcon[5];
}
else if( checkhero == LEGEND_CLASS_HERO )
pTexture = g_Neuz.m_pHeroIcon;
#ifdef __3RD_LEGEND16
else if( checkhero == LEGEND_CLASS_LEGENDHERO )
{
strPath = MakePath( DIR_ICON, "Legend_Mark.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
}
#endif //__3RD_LEGEND16
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
if(m_nCampusPoint>0&&<=5)
{
switch(m_nCampusPoint)
{
case 1: strPath = MakePath( DIR_ICON, "rebirth1.png");break;
case 2: strPath = MakePath( DIR_ICON, "rebirth2.png");break;
case 3: strPath = MakePath( DIR_ICON, "rebirth3.png");break;
case 4: strPath = MakePath( DIR_ICON, "rebirth4.png");break;
case 5: strPath = MakePath( DIR_ICON, "rebirth5.png");break;
}
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
You got to add the rebirth icons in your icon-directory without master/hero/legend-icons next to them for this version.
Not sure if it fixes the bug but it does the same thing as your code and is much easier to check for mistakes.
01/27/2013, 20:01
#3
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
Thank you for the short version of it. Its indead much easier to read and to change stuff.
How ever its not solving the problem. Also if i am at rebirth 1 and i am lvl 175 and i do an rebirth 2 only the Legend icon is changing to master. The rebirth stays at rebrith 1. And if i relog then i see the 2nd Rebirth icon. So i still need to figure out whats the cause of this. But it seems it does not read the m_nCampusPoint at rebirth.
01/27/2013, 20:15
#4
elite*gold: 0
Join Date: Mar 2008
Posts: 598
Received Thanks: 465
After:
Code:
#endif //__3RD_LEGEND16
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
Add
Error("%s",m_nCampusPoint)
For the new error, do you increase the campus points before or after you change the level?
01/27/2013, 21:14
#5
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
I dont know for sure.
I thought it increases when i using the command.
This is the command
#ifdef __REBIRTH
BOOL TextCmd_rebirth( CScanner& scanner )
{
#ifdef __WORLDSERVER
CUser *pUser;
pUser = (CUser*)scanner.dwValue;
CWorld* pWorld = pUser->GetWorld();
if(pUser->m_nCampusPoint >= 5)
{
pUser->AddText("You have already max rebirths!");
}
else if(pUser->m_nLevel >= 175 && pUser->IsLegendHero())
{
pUser->InitLevelRebirth( pUser->m_nJob-16,60);
g_dpDBClient.SavePlayer( pUser, pWorld->GetID(), pUser->GetPos(), pUser->GetLayer() );
}
else
pUser->AddText("You do not have the right level for a Rebirth!");
#endif
return TRUE;
}
#endif
but i think you ment the one in Mover.cpp
#ifdef __REBIRTH
void CMover::InitLevelRebirth( int nJob, LONG nLevel, BOOL bGamma )
//void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
// 운영자 명령으로 레벨업 하는곳임
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 // 10차 전승시스템 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 // 10차 전승시스템 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() );
m_nCampusPoint = m_nCampusPoint + 1;
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 ( m_nRemainGP >0)
m_nRemainGP = 0;
if (m_nCampusPoint == 1)
{
m_nRemainGP = 60;
goto end;
}
else if (m_nCampusPoint == 2)
{
m_nRemainGP = 100;
goto end;
}
else if (m_nCampusPoint == 3)
{
m_nRemainGP = 200;
goto end;
}
else if (m_nCampusPoint == 4)
{
m_nRemainGP = 300;
goto end;
}
else if (m_nCampusPoint >= 5)
{
m_nRemainGP = 400;
goto end;
}
}
end:;
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
{
CItemElem itemelem;
itemelem.m_nItemNum = 1;
itemelem.m_bCharged = TRUE;
BYTE nID;
if( nJob == JOB_MENTALIST_HERO )
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
if( nJob == JOB_FORCEMASTER_HERO )
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
( ( 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 // 달인
((CUser*)this)->CheckHonorStat();
((CUser*)this)->AddHonorListAck();
g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif // __HONORABLE_TITLE // 달인
}
#endif // __WORLDSERVER
}
#endif //__REBIRTH
As i see it look like i need to move the m_nCampusPoint = m_nCampusPoint + 1; to somehwere else. But dont know for sure atm.
01/27/2013, 21:50
#6
elite*gold: 0
Join Date: Mar 2008
Posts: 598
Received Thanks: 465
Move it to the top under #ifdef Worldserver
01/27/2013, 23:55
#7
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
Thanks for the tip. But also that one isn't working.
I think i am gonna redo the entire Rebirth system to see where i can do it correctly.
01/28/2013, 00:06
#8
elite*gold: 0
Join Date: Oct 2010
Posts: 9
Received Thanks: 3
laber
lllllaber
07/12/2013, 15:47
#9
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
Bumping this thread.
The main problem is still not solved.
I have tried everything to let it auto update the same way as the master/hero/legend icon.
This is how it is
When an player is max legend level and use the rebirth command the player is brought back to level 60 master. The Legend icon is changing to the master icon.
For the rebirth icon the player must relog to become visible. Also if an other player looks at that player he doesnt see that the rebirth icon is there.
Is there someone who has adresses this problem and have solved it.
With kind regards.
Update
Well i have figured something out.
It looks that m_nCampusPoint is not fetch like m_nLevel.
The way i checked it was with this simple code
PHP Code:
if( m_nLevel < 70 && m_nCampusPoint >= 1 && m_nCampusPoint < 2 ) pTexture = g_Neuz . m_pRebirth [ 0 ];
When i do an rebirth it will not show the icon. So that means that the m_nCampuspoint is not fetcht instantly like the m_nLevel.
Any one knows how to fix it? or can give an tip?
07/15/2013, 11:21
#10
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
Bringing my post up
07/15/2013, 11:27
#11
elite*gold: 10
Join Date: Feb 2011
Posts: 1,760
Received Thanks: 501
Quote:
Originally Posted by
raventh1984
PHP Code:
if( m_nLevel < 70 && m_nCampusPoint >= 1 && m_nCampusPoint < 2 )
pTexture = g_Neuz . m_pRebirth [ 0 ];
the icon will only show if you are under level 70 and if m_nCampusPoint = 1.
Set your level zu 40 and you m_nCampusPoint to 1. Then the icon will show.
07/15/2013, 12:37
#12
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
i know when i am Master i am level 60 so that is under level 70 and i have the m_nCampusPoint on 1. This is working when i relogg.
Bit it doesnt show instantly like the Master/Hero/Legend icons.
08/19/2013, 04:58
#13
elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
Update.
Almost all problems are gone except for this one.
If an player has an rebirth then the other players cant see the rebirth icon.
Image:
Char with rebirth:
Char that is looking at the char with rebirth:
Any help would be appriciated.
This is the part in moverrender.cpp
PHP Code:
#ifdef __REBIRTH if( checkhero == LEGEND_CLASS_MASTER || checkhero == LEGEND_CLASS_HERO || checkhero == LEGEND_CLASS_LEGENDHERO ) { if( m_nCampusPoint > 0 && m_nCampusPoint < 6 ) { switch( m_nCampusPoint ) { case 1 : pTexture = g_Neuz . m_pRebirth01 ; break; case 2 : pTexture = g_Neuz . m_pRebirth02 ; break; case 3 : pTexture = g_Neuz . m_pRebirth03 ; break; case 4 : pTexture = g_Neuz . m_pRebirth04 ; break; case 5 : pTexture = g_Neuz . m_pRebirth05 ; break; } if( pTexture != NULL ){ point . x += 26 ; pTexture -> Render ( & g_Neuz . m_2DRender , point ); } } } #endif
Similar Threads
[Release]Legend Icons
01/16/2013 - Flyff PServer Guides & Releases - 49 Replies
So mir war heute morgen langeweilig deswegen hab ich nen paar legend icons gemacht da fast jeder server das hero icon benutzt
Ich hab das League of legends icon genommen
Screens :
http://img694.imageshack.us/img694/4541/iconlege1 .pnghttp://img522.imageshack.us/img522/241/iconleg e2.pnghttp://img856.imageshack.us/img856/3853/icon lege3.pnghttp://img14.imageshack.us/img14/7512/ico nlege4.png
Wenn ihr es so wie biem master nach level anzeigen lassen wollt tut dies
geht in moverrender.cpp...
legend icons
07/21/2012 - Flyff Private Server - 3 Replies
hi guys...i just want to know..where shoul i fixed this icons??
http://imageshack.us/photo/my-images/256/74627891 .jpg/
Hero/Master Icons
04/18/2012 - Flyff Private Server - 7 Replies
Sehr geehrte Elitepvpers
Ich habe ein Problem auf meinem privaten Server, wenn ich Levelaufstieg und Do the Hero Quest
Ich werde nicht den Hero-Symbol or die Master-Symbol sehen
Skype: C.Heidema
Verkaufe Hero Slayer/Hero Force Master [Steamwalker]
08/29/2011 - Flyff Trading - 3 Replies
Nicht mehr aktuell.
[ K ] Master/Hero +
07/12/2011 - Flyff Trading - 4 Replies
Hallo,
ich suche nach einem Blade Hero oder nach einem Slayer. Au�erdem suche ich einen Master Ringmaster / Hero Ringmaster oder einem Seraph.
Blade: Hero oder Slayer
Ringmaster: Master, Hero oder Seraph
All times are GMT +2. The time now is 15:38 .