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Bunch of Question

Discussion on Bunch of Question within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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Bunch of Question



I got a question and to know how to get this fix.


Aura Changer (Jops Glow):
Everytime i restart the server The chosen aura will go back to normal with-out giving me an error.

Sorry for having too much question but I just hope that I will get a decent response not an arrogant response. Thank you!!
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Old 06/18/2018, 15:00   #2
 
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About the white font in Partyfinder & Controltab, compare your source to a v15/16/17/18 source, most of these sources are made with Black color codes (0xff000000) instead of white (0xffffffff).

Use software like WinMerge to see the differences.

---

For the modelchange part, take a look at this in your source.

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Old 06/18/2018, 15:07   #3
 
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All your white text issues "Party Finder, Hotkey" is due to TextOut in WndControl or the app itself, make sure its set to 0xff000000.

Aura changer / Buff pet aura are database related issues. Either its not saving or loading correctly.
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Old 06/19/2018, 02:09   #4
 
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Quote:
Originally Posted by Minotaurr View Post
About the white font in Partyfinder & Controltab, compare your source to a v15/16/17/18 source, most of these sources are made with Black color codes (0xff000000) instead of white (0xffffffff).

Use software like WinMerge to see the differences.

---

For the modelchange part, take a look at this in your source.

I tried to search one by one and it doesn't give me a chance to change to Color (I didn't see a rgb or hex[correct me if im wrong] ) in each codes. Sadly I don't have a chance to compare it with v15 file with that system because i don't have that kind of file I only got a v19 interfaces (Usually released) Files.

about the Model change Here's my entry, if you don't mind taking a look.





Quote:
Originally Posted by Mushpoie View Post
All your white text issues "Party Finder, Hotkey" is due to TextOut in WndControl or the app itself, make sure its set to 0xff000000.

I tried to take a look at my wndctonroll and Look for party find I saw that it was using a rgb code which is already set to 0 0 0 0, And I think it is already being set to black instead of white 255 255 255. I think yeah its on the app itself but I wonder how can i change its background cover if I was using a v15 Resdata (Not able to change rgb background)

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Old 06/19/2018, 08:58   #5
 
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pItemElem[i]->SetExtra(1);
if(pItemElem[0] && pItemElem[1])
{
pItemElem[2] = pItemElem[1];
pTexture[2] = pTexture[0];
}

model change issue is here
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Old 06/19/2018, 10:24   #6
 
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Quote:
Originally Posted by Avalion View Post
pItemElem[i]->SetExtra(1);
if(pItemElem[0] && pItemElem[1])
{
pItemElem[2] = pItemElem[1];
pTexture[2] = pTexture[0];
}

model change issue is here
Got fixed now thank you Didn't see that. do you have any idea to the rest of the issue/problem listed above?
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Old 06/19/2018, 18:47   #7
 
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Party Finder Font:
Code:
	if( pWnd && pWnd->GetWndId() == APP_PARTY_FIND )
	{
		CWndPartyFind* pWndPartyFind = (CWndPartyFind*)pWnd;
		if ( pWndPartyFind )
		{
			m_nFontHeight = 20;
			CPoint pt( 2, 2 );
			CString str = "";
			CTexture *pIcon = NULL;
			DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 255 );
			vector<PARTYFINDER_LIST> tmp = pWndPartyFind->GetPartyList();
			CRect rectClient = GetClientRect();
			int nPage = rectClient.Height() / m_nFontHeight;
			
			if( tmp.size() < 0 )
				return;
			for( size_t i = 0; i < tmp.size(); i++ )
			{
				if( i < static_cast<size_t>( m_wndScrollBar.GetScrollPos() ) )
					continue;
				if( i > static_cast<size_t>( m_wndScrollBar.GetScrollPos() + nPage ) )
					break;
				if( i == m_nCurSelect )
					dwColor = D3DCOLOR_ARGB( 255, 0, 0, 255 );
				str.Format( "%d", i );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 28;
				str.Format( "%s", tmp[i].m_sParty );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 70;
				str.Format( "%s", tmp[i].m_sLeader );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 85;
				str.Format( "%d/8", tmp[i].m_nSizeofMember );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 82;
				str.Format( "%d", tmp[i].m_nLevel );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 80;
				str.Format( "%d", tmp[i].m_nPoint );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 85;
				if( tmp[i].m_bSkillFull )
				{
ON HOTKEY CHANGER FONT YOU MUST CHANGE IT ON WNDCHANGEHOTKEY.CPP

HERE'S MINE

Code:
	if( g_Neuz.m_bKeyListening )
	{
		strBuff = "Waiting for key input...";
		CSize s = p2DRender->m_pFont->GetTextExtent(strBuff);
		pt.x = rectClient.Width() / 2 - s.cx / 2;
		pt.y = rectClient.Height() / 2 - s.cy / 2;
		p2DRender->TextOut(pt.x,pt.y,strBuff, 0xff000000);
	}else{
		for( int i = m_wndScrollBar.GetScrollPos(); i < m_listItemArray.GetSize(); ++i )
		{
			LPLISTITEM pItem = (LPLISTITEM)m_listItemArray.GetAt(i);
			if( rectToolTip.PtInRect(ptMouse) )
			{
				p2DRender->RenderFillRect(rectToolTip,0xff99FFFF);
				p2DRender->RenderRect(rectToolTip,0xFF3333CC);
			}
			rectToolTip.top += m_nFontHeight;
			rectToolTip.bottom += m_nFontHeight;
			if( pItem )
			{
				p2DRender->TextOut(pt.x,pt.y,pItem->m_strWord, 0xff000000);
				map<DWORD,char*>::iterator it = m_mapApplet.find(pItem->m_dwData);
				if( it != m_mapApplet.end() )
				{
					strBuff.Format("%c",*it->second);
					strBuff.MakeUpper();
					p2DRender->TextOut(rectClient.right-40,pt.y,strBuff, 0xff000000);
				}
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Old 06/20/2018, 14:05   #8
 
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Quote:
Originally Posted by Tweeney View Post
Party Finder Font:
Code:
	if( pWnd && pWnd->GetWndId() == APP_PARTY_FIND )
	{
		CWndPartyFind* pWndPartyFind = (CWndPartyFind*)pWnd;
		if ( pWndPartyFind )
		{
			m_nFontHeight = 20;
			CPoint pt( 2, 2 );
			CString str = "";
			CTexture *pIcon = NULL;
			DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 255 );
			vector<PARTYFINDER_LIST> tmp = pWndPartyFind->GetPartyList();
			CRect rectClient = GetClientRect();
			int nPage = rectClient.Height() / m_nFontHeight;
			
			if( tmp.size() < 0 )
				return;
			for( size_t i = 0; i < tmp.size(); i++ )
			{
				if( i < static_cast<size_t>( m_wndScrollBar.GetScrollPos() ) )
					continue;
				if( i > static_cast<size_t>( m_wndScrollBar.GetScrollPos() + nPage ) )
					break;
				if( i == m_nCurSelect )
					dwColor = D3DCOLOR_ARGB( 255, 0, 0, 255 );
				str.Format( "%d", i );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 28;
				str.Format( "%s", tmp[i].m_sParty );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 70;
				str.Format( "%s", tmp[i].m_sLeader );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 85;
				str.Format( "%d/8", tmp[i].m_nSizeofMember );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 82;
				str.Format( "%d", tmp[i].m_nLevel );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 80;
				str.Format( "%d", tmp[i].m_nPoint );
				p2DRender->TextOut( pt.x, pt.y, str, 0xff000000 );
				pt.x += 85;
				if( tmp[i].m_bSkillFull )
				{
ON HOTKEY CHANGER FONT YOU MUST CHANGE IT ON WNDCHANGEHOTKEY.CPP

HERE'S MINE

Code:
	if( g_Neuz.m_bKeyListening )
	{
		strBuff = "Waiting for key input...";
		CSize s = p2DRender->m_pFont->GetTextExtent(strBuff);
		pt.x = rectClient.Width() / 2 - s.cx / 2;
		pt.y = rectClient.Height() / 2 - s.cy / 2;
		p2DRender->TextOut(pt.x,pt.y,strBuff, 0xff000000);
	}else{
		for( int i = m_wndScrollBar.GetScrollPos(); i < m_listItemArray.GetSize(); ++i )
		{
			LPLISTITEM pItem = (LPLISTITEM)m_listItemArray.GetAt(i);
			if( rectToolTip.PtInRect(ptMouse) )
			{
				p2DRender->RenderFillRect(rectToolTip,0xff99FFFF);
				p2DRender->RenderRect(rectToolTip,0xFF3333CC);
			}
			rectToolTip.top += m_nFontHeight;
			rectToolTip.bottom += m_nFontHeight;
			if( pItem )
			{
				p2DRender->TextOut(pt.x,pt.y,pItem->m_strWord, 0xff000000);
				map<DWORD,char*>::iterator it = m_mapApplet.find(pItem->m_dwData);
				if( it != m_mapApplet.end() )
				{
					strBuff.Format("%c",*it->second);
					strBuff.MakeUpper();
					p2DRender->TextOut(rectClient.right-40,pt.y,strBuff, 0xff000000);
				}
Do you have an idea for the jops glow? Or the guild buff. Or maybe recommended guild buff
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Old 06/20/2018, 17:00   #9
 
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make sure you have added all DB PArts and Source side on jops glow
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Old 06/21/2018, 01:48   #10
 
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Quote:
Originally Posted by Tweeney View Post
make sure you have added all DB PArts and Source side on jops glow
I I've added the same code in source and database correctly, there's only two file that need to be edited in _Database the DbManagerJoin.cpp and DbManagerSave.cpp and already edit the Character_str and the character_tbl.
I'am just wondering I leech this code from a 2003 VS server file and I'am using a 2017 VS it has something to do with it? I didn't get any error while testing it. cant also perform debugging because it needs to restart the exe's file inorder for me to know if my glow is still there or back to zero.
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Old 06/22/2018, 13:39   #11
 
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Can I bump my thread I really need help in Jops glow I don't know why its not saving im lost
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Old 06/22/2018, 17:01   #12
 
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Quote:
Originally Posted by khemomo View Post
Can I bump my thread I really need help in Jops glow I don't know why its not saving im lost
Make sure all entries in the source and sql file are INT based for jopsi glow. Also make sure all db entries are saving and loading in the correct order of each other.

As seen here:


and:


I found these by searching: Jopsi glow fix
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Old 06/23/2018, 06:50   #13
 
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Quote:
Originally Posted by Mushpoie View Post
Make sure all entries in the source and sql file are INT based for jopsi glow. Also make sure all db entries are saving and loading in the correct order of each other.

As seen here:


and:


I found these by searching: Jopsi glow fix
Yea i also search that and that is what i did on mine.
Here's my __JOPS_GLOW define in _Database part

DbManagerSave.cpp

DbManagerfun.cpp

DbManagerJoin.cpp

Here's also the things I add on my Database(SQL)

Character_STR

Character_TBL

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Old 06/23/2018, 14:14   #14
 
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1.) its best to keep things in order in my opinion for everything. Makes it cleaner and easier to read.

2.) You're setting the results twice when you're loading in the game. GetBaseCharacter and in the Join function. It shouldn't matter, but =\

3.) You forgot the code in "CMover::Copy". Probably the case, but I haven't bothered to actually pay attention to the mess in the Join function.
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Old 06/23/2018, 14:26   #15
 
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Quote:
Originally Posted by Avalion View Post
1.) its best to keep things in order in my opinion for everything. Makes it cleaner and easier to read.

2.) You're setting the results twice when you're loading in the game. GetBaseCharacter and in the Join function. It shouldn't matter, but =\

3.) You forgot the code in "CMover::Copy". Probably the case, but I haven't bothered to actually pay attention to the mess in the Join function.
2.) actually I just tried to put the
Code:
#ifdef __JOPS_GLOW
	mover.m_iGlowArmLeft = qry->GetInt( "GlowArmLeft" );
	mover.m_iGlowArmRight = qry->GetInt( "GlowArmRight" );
	mover.m_iGlowLegLeft = qry->GetInt( "GlowLegLeft" );
	mover.m_iGlowLegRight = qry->GetInt( "GlowLegRight" );
	mover.m_iGlowBody = qry->GetInt( "GlowBody" );
	mover.m_iGlowHandLeft = qry->GetInt( "GlowHandLeft" );
	mover.m_iGlowHandRight = qry->GetInt( "GlowHandRight" );
#endif
in DbManagerjoin.cpp even if its already being define.

3. Here's my CMover::Copy Part



Or did I make something wrong?
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