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ACCESSORY UPGRADE PROBLEM

Discussion on ACCESSORY UPGRADE PROBLEM within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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ACCESSORY UPGRADE PROBLEM

Can anyone help me with my problem? I have tested my server and everything is perfectly working except the Accessory Upgrade, when i try to use the Safe Accessory Upgrade i can't get any success it always give me Failure. Please help me Thanks in advance ppl
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Old 10/23/2016, 03:07   #2
 
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ItemUpgrade.cpp
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Old 10/23/2016, 08:29   #3
 
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What do you mean? -JB
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Old 10/24/2016, 13:32   #4
 
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open "s.txt" and change accessory_probability to 10000 for 100% accessory upgrade

also there are the collecting rates/items / growpet stats and life from the pets pet energy
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Old 10/25/2016, 13:57   #5
 
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Still the same :/
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Old 10/25/2016, 15:45   #6
 
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Does the problem even occur before the accessory is +3?
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Old 10/26/2016, 04:41   #7
 
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Nope, it occurs in +1.
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Old 10/26/2016, 09:43   #8
 
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ItemUpgrade.cpp

void CItemUpgrade::RefineAccessory( CUser* pUser, CItemElem* pItemMain, CItemElem* pItemMaterial )

Check if there is something out of the order.

This is mine script
Code:
void	CItemUpgrade::RefineAccessory( CUser* pUser, CItemElem* pItemMain, CItemElem* pItemMaterial )
{
	// Àç·á°¡ ¹®½ºÅæÀΰ¡?
	if( pItemMaterial->GetProp()->dwID != II_GEN_MAT_MOONSTONE && pItemMaterial->GetProp()->dwID != II_GEN_MAT_MOONSTONE_1 )
	{
		pUser->AddDefinedText( TID_GAME_NOTEQUALITEM );
		return;
	}
	if( pItemMain->GetAbilityOption() >= MAX_AAO )	// 20
	{
		pUser->AddDefinedText( TID_GAME_ACCESSORY_MAX_AAO );
		return;
	}

	// log
	LogItemInfo aLogItem;
	aLogItem.SendName	= pUser->GetName();
	aLogItem.RecvName	= "UPGRADEITEM";
	aLogItem.WorldId	= pUser->GetWorld()->GetID();
	aLogItem.Gold	= pUser->GetGold();
	aLogItem.Gold2	= pUser->GetGold();

	DWORD dwProbability		= CAccessoryProperty::GetInstance()->GetProbability( pItemMain->GetAbilityOption() );
	// ¾×¼¼¼*¸® º¸È£ÀÇ µÎ·ç¸¶¸®
	BOOL bSmelprot	= FALSE;
	if( pUser->HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 ) )
	{
		bSmelprot	= TRUE;
		pUser->RemoveBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 );
		ItemProp* pItemProp = prj.GetItemProp( II_SYS_SYS_SCR_SMELPROT4 );
		if( pItemProp )
			g_dpDBClient.SendLogSMItemUse( "2", pUser, NULL, pItemProp );
	}

	if( xRandom( 10000 ) < dwProbability )	// ¼º°ø
	{
		pUser->AddDefinedText( TID_UPGRADE_SUCCEEFUL );
		pUser->AddPlaySound( SND_INF_UPGRADESUCCESS );
			
		if( pUser->IsMode( TRANSPARENT_MODE ) == 0)
			g_UserMng.AddCreateSfxObj( (CMover *)pUser, XI_INT_SUCCESS, pUser->GetPos().x, pUser->GetPos().y, pUser->GetPos().z);

		pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_AO,  pItemMain->GetAbilityOption()+1 );

		aLogItem.Action		= "H";
		g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
	}
	else	// ½ÇÆÐ
	{
		pUser->AddDefinedText( TID_UPGRADE_FAIL );
		pUser->AddPlaySound( SND_INF_UPGRADEFAIL );
		if( pUser->IsMode( TRANSPARENT_MODE ) == 0 )
			g_UserMng.AddCreateSfxObj( (CMover *)pUser, XI_INT_FAIL, pUser->GetPos().x, pUser->GetPos().y, pUser->GetPos().z );

		if( !bSmelprot )
		{
			if( pItemMain->GetAbilityOption() >= 3 )		// »èÁ¦
			{
				aLogItem.Action	= "L";
				g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
				pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_NUM, 0 );
			}
		}
	}
	aLogItem.Action	= "N";
	g_DPSrvr.OnLogItem( aLogItem, pItemMaterial, pItemMaterial->m_nItemNum );
	pUser->UpdateItem( (BYTE)pItemMaterial->m_dwObjId, UI_NUM, pItemMaterial->m_nItemNum - 1 );
}
Compare it to yours.
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Old 10/27/2016, 13:43   #9
 
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Quote:
Originally Posted by raventh1984 View Post
ItemUpgrade.cpp

void CItemUpgrade::RefineAccessory( CUser* pUser, CItemElem* pItemMain, CItemElem* pItemMaterial )

Check if there is something out of the order.

This is mine script
Code:
void	CItemUpgrade::RefineAccessory( CUser* pUser, CItemElem* pItemMain, CItemElem* pItemMaterial )
{
	// Àç·á°¡ ¹®½ºÅæÀΰ¡?
	if( pItemMaterial->GetProp()->dwID != II_GEN_MAT_MOONSTONE && pItemMaterial->GetProp()->dwID != II_GEN_MAT_MOONSTONE_1 )
	{
		pUser->AddDefinedText( TID_GAME_NOTEQUALITEM );
		return;
	}
	if( pItemMain->GetAbilityOption() >= MAX_AAO )	// 20
	{
		pUser->AddDefinedText( TID_GAME_ACCESSORY_MAX_AAO );
		return;
	}

	// log
	LogItemInfo aLogItem;
	aLogItem.SendName	= pUser->GetName();
	aLogItem.RecvName	= "UPGRADEITEM";
	aLogItem.WorldId	= pUser->GetWorld()->GetID();
	aLogItem.Gold	= pUser->GetGold();
	aLogItem.Gold2	= pUser->GetGold();

	DWORD dwProbability		= CAccessoryProperty::GetInstance()->GetProbability( pItemMain->GetAbilityOption() );
	// ¾×¼¼¼*¸® º¸È£ÀÇ µÎ·ç¸¶¸®
	BOOL bSmelprot	= FALSE;
	if( pUser->HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 ) )
	{
		bSmelprot	= TRUE;
		pUser->RemoveBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 );
		ItemProp* pItemProp = prj.GetItemProp( II_SYS_SYS_SCR_SMELPROT4 );
		if( pItemProp )
			g_dpDBClient.SendLogSMItemUse( "2", pUser, NULL, pItemProp );
	}

	if( xRandom( 10000 ) < dwProbability )	// ¼º°ø
	{
		pUser->AddDefinedText( TID_UPGRADE_SUCCEEFUL );
		pUser->AddPlaySound( SND_INF_UPGRADESUCCESS );
			
		if( pUser->IsMode( TRANSPARENT_MODE ) == 0)
			g_UserMng.AddCreateSfxObj( (CMover *)pUser, XI_INT_SUCCESS, pUser->GetPos().x, pUser->GetPos().y, pUser->GetPos().z);

		pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_AO,  pItemMain->GetAbilityOption()+1 );

		aLogItem.Action		= "H";
		g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
	}
	else	// ½ÇÆÐ
	{
		pUser->AddDefinedText( TID_UPGRADE_FAIL );
		pUser->AddPlaySound( SND_INF_UPGRADEFAIL );
		if( pUser->IsMode( TRANSPARENT_MODE ) == 0 )
			g_UserMng.AddCreateSfxObj( (CMover *)pUser, XI_INT_FAIL, pUser->GetPos().x, pUser->GetPos().y, pUser->GetPos().z );

		if( !bSmelprot )
		{
			if( pItemMain->GetAbilityOption() >= 3 )		// »èÁ¦
			{
				aLogItem.Action	= "L";
				g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
				pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_NUM, 0 );
			}
		}
	}
	aLogItem.Action	= "N";
	g_DPSrvr.OnLogItem( aLogItem, pItemMaterial, pItemMaterial->m_nItemNum );
	pUser->UpdateItem( (BYTE)pItemMaterial->m_dwObjId, UI_NUM, pItemMaterial->m_nItemNum - 1 );
}
Compare it to yours.
We have the same script. Can you send me your moonstone script? Thanks in advance.
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Old 10/27/2016, 15:16   #10
 
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Well just to mention its always good to have a clean v15 source somewhere to compare things, and no I dont mean the *Clean V15* in the offi files index its definitely not clean lol
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