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Quick Joba Change by Pummaaa
Discussion on Quick Joba Change by Pummaaa within the Flyff Private Server forum part of the Flyff category.
05/29/2012, 21:33
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#16
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elite*gold: 0
Join Date: Sep 2008
Posts: 569
Received Thanks: 695
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Code:
ifdef __QUICKJOBCHANGE
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
// ¿î¿µÀÚ ¸í·ÉÀ¸·Î ·¹º§¾÷ Çϴ°÷ÀÓ
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 // 10Â÷ Àü½Â½Ã½ºÅÛ 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 // 10Â÷ Àü½Â½Ã½ºÅÛ 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() );
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( nJob == JOB_MERCENARY || nJob == JOB_ACROBAT || nJob == JOB_ASSIST || nJob == JOB_MAGICIAN || nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
{
CItemElem itemelem;
itemelem.m_nItemNum = 1;
itemelem.m_bCharged = TRUE;
BYTE nID;
vector<DWORD> vectmp;
if( nJob == JOB_MERCENARY || nJob == JOB_ACROBAT )
{
vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
vectmp.push_back( II_CHR_FOO_COO_BULLHAMS;
vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK;
vectmp.push_back( II_CHR_POT_DRI_VITALX;
}
else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
vectmp.push_back( II_CHR_REF_REF_HOLD );
else if( nJob == JOB_FORCEMASTER_HERO )
vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
else if( nJob == JOB_MENTALIST_HERO )
vectmp.push_back( II_WEA_BOOK_BOKROMAIN );
for( DWORD i=0; i<vectmp.size(); i++ )
{
itemelem.m_dwItemId = vectmp[i];
( ( 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 // ´ÞÀÎ
((CUser*)this)->CheckHonorStat();
((CUser*)this)->AddHonorListAck();
g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif // __HONORABLE_TITLE // ´ÞÀÎ
}
#endif // __WORLDSERVER
}
#endif //__QUICKJOBCHANGE
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05/30/2012, 03:08
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#17
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elite*gold: 0
Join Date: Feb 2010
Posts: 32
Received Thanks: 5
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oh tnx sir Pumaaa.. going to test now..
sir in the source there are some simple errors but im sure i can fix it.. but should i add { and } in this line.?
Code:
else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
vectmp.push_back( II_CHR_REF_REF_HOLD );
else if( nJob == JOB_FORCEMASTER_HERO )
vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
else if( nJob == JOB_MENTALIST_HERO )
vectmp.push_back( II_WEA_BOOK_BOKROMAIN );
i mean it should look like this.. right.?
Code:
else if( nJob == JOB_ASSIST || nJob == JOB_MAGICIAN )
{
vectmp.push_back( II_CHR_SYS_SCR_ACTIVITION );
vectmp.push_back( II_CHR_FOO_COO_BULLHAMS );
vectmp.push_back( II_SYS_SYS_SCR_RECCURENCE_LINK );
vectmp.push_back( II_CHR_REF_REF_HOLD );
}
else if( nJob == JOB_FORCEMASTER_HERO )
vectmp.push_back( II_ARM_ARM_SHI_ZEMBATO );
else if( nJob == JOB_MENTALIST_HERO )
vectmp.push_back( II_WEA_BOOK_BOKROMAIN );
Oh nevermind sir finally fix.. tnx for everything! finally working!
finally working.. tnx sir.!
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05/30/2012, 08:52
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#18
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elite*gold: 0
Join Date: Sep 2008
Posts: 569
Received Thanks: 695
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Yeah i was a bit tired yesterday.
if you have an if statement with just one line you don't need the brackets.
ex:
if( nCookieNum > nEaten )
sprintf( "Nom Nom" );
It'll execute the next statement.
If you need 2 or more lines you need those brackets.
if( nCookieNum > nEaten )
{
sprintf( "Nom Nom" );
nCookieNum--;
nEaten++;
}
But please, next time write Pumbaaa's name correct :P
Because i have nothing in common with him and we don't rly code the same style.
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05/30/2012, 11:01
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#19
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elite*gold: 0
Join Date: Feb 2010
Posts: 32
Received Thanks: 5
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oh.. sure sir.. ^^ sory bout that.. yep finally fixed all.. tnx again..
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