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help about some fix code..
Discussion on help about some fix code.. within the Flyff Private Server forum part of the Flyff category.
11/12/2017, 18:24
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#1
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help about some fix code..
i would like to ask does anyone knows what kind of fix is this?
PHP Code:
int CMover::GetHitPoint() { #ifdef __FIX_GET_HP_MP_FP int hitPoint = GetParam(DST_HP, m_nHitPoint); int maxHitPoint = GetMaxHitPoint(); if (hitPoint > maxHitPoint) return maxHitPoint; else return hitPoint; #endif //__FIX_GET_HP_MP_FP return GetParam( DST_HP, m_nHitPoint ); }
my world.exe crashed every 5hrs to 10hrs... when i debug it! this code is the reason why it crashes.. does anyone know about this code? tnx...
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11/12/2017, 20:21
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#2
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Quote:
Originally Posted by RhisisChaos
i would like to ask does anyone knows what kind of fix is this?
PHP Code:
int CMover::GetHitPoint() { #ifdef __FIX_GET_HP_MP_FP int hitPoint = GetParam(DST_HP, m_nHitPoint); int maxHitPoint = GetMaxHitPoint(); if (hitPoint > maxHitPoint) return maxHitPoint; else return hitPoint; #endif //__FIX_GET_HP_MP_FP return GetParam( DST_HP, m_nHitPoint ); }
my world.exe crashed every 5hrs to 10hrs... when i debug it! this code is the reason why it crashes.. does anyone know about this code? tnx...
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-> This Code set the HP , MP and FP to the maximal of your character, when you have more then your maximal hp. Example you had STA Buff and the Buff times out.. Then you had more hp then your maximal hp.. This Fix remove this bug and set it to the new max HP.
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11/13/2017, 09:58
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#3
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Quote:
Originally Posted by DK ACE
-> This Code set the HP , MP and FP to the maximal of your character, when you have more then your maximal hp. Example you had STA Buff and the Buff times out.. Then you had more hp then your maximal hp.. This Fix remove this bug and set it to the new max HP.
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ahh i see.. but why is it that my world.exe crashes because of this code?
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11/13/2017, 10:02
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#4
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Quote:
Originally Posted by RhisisChaos
ahh i see.. but why is it that my world.exe crashes because of this code?
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More details of the crash please.
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11/13/2017, 10:22
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#5
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Quote:
Originally Posted by FlyffServices
More details of the crash please.
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i'm going to view the full error later after it crashes again... but i have a picture here...
i've checked my versioncommon.h and it was not define there so what i did is that i defined it... then my server became stable.. it did not crash anymore but when i added edit some files on my resources just like changing the stats/Damge/HP of the monster from the Tower siege (Propmover) new error came out and when i returned the stats/damage/HP of the monster to the original... that error came back... and until now it wont stop... so my server has only 5hrs to 10hrs or if im lucky it will last for 15hrs before it crashes again...
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11/13/2017, 10:28
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#6
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Quote:
Originally Posted by RhisisChaos
i'm going to view the full error later after it crashes again... but i have a picture here...
i've checked my versioncommon.h and it was not define there so what i did is that i defined it... then my server became stable.. it did not crash anymore but when i added edit some files on my resources just like changing the stats/Damge/HP of the monster from the Tower siege (Propmover) new error came out and when i returned the stats/damage/HP of the monster to the original... that error came back... and until now it wont stop... so my server has only 5hrs to 10hrs or if im lucky it will last for 15hrs before it crashes again...
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Code:
int CMover::GetChgParam( int nDestParameter )
{
if( nDestParameter < MAX_ADJPARAMARY )
return m_chgParamAry[ nDestParameter ];
return 0x7FFFFFFF;
}
Code:
#define MAX_ADJPARAMARY 117
Code:
LONG m_chgParamAry[ MAX_ADJPARAMARY ];
Did u changed something here?
Can you post your defineAttribute.h (its in the resource folder)?
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11/13/2017, 10:44
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#7
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Quote:
Originally Posted by FlyffServices
Code:
int CMover::GetChgParam( int nDestParameter )
{
if( nDestParameter < MAX_ADJPARAMARY )
return m_chgParamAry[ nDestParameter ];
return 0x7FFFFFFF;
}
Code:
#define MAX_ADJPARAMARY 117
Code:
LONG m_chgParamAry[ MAX_ADJPARAMARY ];
Did u changed something here?
Can you post your defineAttribute.h (its in the resource folder)?
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no i did not change any codes from there.. i've checked the defineattribute.h and MAX_ADJPARAMARY was defined...
#ifndef __DEFINEATTRIBUTE
#define __DEFINEATTRIBUTE
// °¡»ó ¾ÆÀÌÅÛ Å¸ÀÔ
#define VT_ITEM 1
#define VT_SKILL 2
/*
#define CT_START 1
#define CT_CIRCLE 2
#define CT_FINISH 3
#define CT_COUNTER 4
#define CT_BOOSTER 5
#define CT_FG 6
*/
//µå¶ø·ü Áõ°¡ °ü·Ã ½ºÅ³ 2Â÷ ±×·ì¸í Á¤ÀÇ
#define SK2_DROPRATE_UP 1
//µå¶ø·ü Áõ°¡ °ü·Ã ½ºÅ³ 3Â÷ ±×·ì¸í Á¤ÀÇ
#define SK3_ITEM_ALL 1
#define SK3_ITEM_RARE 2
#define CT_STEP 1 // ¿ø·¡ CT_START
#define CT_CIRCLE 2
#define CT_FINISH 3
#define CT_GENERAL 4 // ¿ø·¡ CT_FG
// ItemSex
//#define IS_MALE 1 // ³²¼ºÀü¿ë»ç¿ë
//#define IS_FEMALE 2 // ¿©¼ºÀÜ¿ë»ç¿ë
// Handed
#define HD_ONE 1 // ÇѼÕÀ¸·Î
#define HD_TWO 2 // ¾ç¼ÕÀ¸·Î
#define HD_DUAL 3 // Two-Weapon
// AtkType
#define AT_SLASH 1 // º£±â
#define AT_BLOW 2 // Ä¡±â
#define AT_PIERCE 3 // Â±â
// AtkStyle
#define AS_HORIZONTAL 0 // ¼öÆò Èֵθ£±â
#define AS_VERTICAL 1 // ¼öÁ÷ Èֵθ£±â
#define AS_DIAGONAL 2 // »ç¼± Èֵθ£±â
#define AS_THRUST 3 // Â±â
#define AS_HEAD 4 // ¸Ó¸®(ÅëÁ¦ºÎºÐ)
#define AS_CHEST 5 // °¡½¿(¸öÅë)
#define AS_ARM 6 // ÆÈ(°ø°ÝºÎÀ§)
#define AS_LEG 7 // ´Ù¸®(À̵¿ºÎÀ§)
#define AS_BACK 8 // µÚ¿¡¼* °ø°Ý
#define MAX_AS 9 //
// WeaponType
#define WT_MELEE_SWD 1 // Ä®À» »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MELEE_AXE 2 // µµ³¢À» »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MELEE_STICK 3 // Ä¡¾î½ºÆ½À» »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MELEE_KNUCKLE 4 // ³ÊŬÇظӸ¦ »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MELEE_STAFF 5 // ½ºÅÂÇÁ¸¦ »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MAGIC_WAND 6 // ¿Ïµå¸¦ »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
/* 20050329 °¡¶óÃß°¡ */
#define WT_MELEE_YOYO 20 // ¿ä¿ä¸¦ »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_RANGE_BOW 21 // È°¸¦ »ç¿ëÇÑ ±âº» ÆÐÅÏ°ø°Ý¼ö½Ä
#define WT_MELEE 7 // ±âº» °ø°Ý Á÷Á¢°ø°Ý¿ë ¼ö½Ä(Str)
#define WT_RANGE 8 // ±âº» °ø°Ý Àå°Å¸®°ø°Ý¿ë ¼ö½Ä(Dex)
#define WT_MAGIC 9 // ±âº» °ø°Ý ¸¶¹ý°ø°Ý¿ë ¼ö½Ä(Int)
#define WT_CHEER 10 // ±âº» °ø°Ý Ä¡¾î½ºÆ½ °ø°Ý ¼ö½Ä(*Sta, Int)
#define WT_GUN 11 // ±âº» °ø°Ý ÃÑÀ» »ç¿ëÇÑ °ø°Ý¿ë ¼ö½Ä(Sta,*Dex)
#define WT_DOLL 12 // ±âº» °ø°Ý ÀÎÇü°ø°Ý¿ë ¼ö½Ä(*Sta,Dex)
#define WT_EQUIP 13 // ÀåÂøÇÑ Àåºñ¿¡ ÀÇÇؼ* ±â¼úÀÇ ¼ö½ÄÀû¿ë(±â¼ú)
#define WT_PROPERTY 14 // ¼Òµµ±¸ ±â¼ú »ç¿ë½Ã ¼ö½ÄÀû¿ë(±â¼ú, Dex)
#define WT_ACROBAT 15 // °î¿¹±â¼ú »ç¿ë½Ã ¼ö½ÄÀû¿ë(±â¼ú, Dex)
#define WT_THROWITEM 16 // ±«·Â¿¡¼* ¾ÆÀÌÅÛ ´øÁö±â ±â¼ú»ç¿ë½Ã ¼ö½ÄÀû¿ë(¾ÆÀÌÅÛ ¹«°Ô, Sta, Dex)
#define WT_THROWING 17 // ±«·Â¿¡¼* ³ª¹«,µ¹ ´øÁö±â ±â¼ú»ç¿ë½Ã ¼ö½ÄÀû¿ë(±â¼ú, Sta, Dex)
#define WT_SWING 18 // ±«·Â¿¡¼* ³ª¹«Èֵθ£±â ±â¼ú»ç¿ë½Ã ¼ö½ÄÀû¿ë(±â¼ú, Sta, Dex)
#define WT_KNUCKLE 19 // ±«·Â¿¡¼* ³ª¹«Èֵθ£±â ±â¼ú»ç¿ë½Ã ¼ö½ÄÀû¿ë(±â¼ú, Sta, Dex)
//¼Ó¼º ŸÀÔ
#define _NONE 0 //¹«¼Ó¼º
#define _FIRE 1 //ºÒ¼Ó¼º
#define _WATER 2 //¹°¼Ó¼º
#define _ELECTRICITY 3 //Àü±â¼Ó¼º
#define _WIND 4 //¹Ù¶÷¼Ó¼º
#define _EARTH 5 //¶¥¼Ó¼º
// AttackRange
#define AR_SHORT 1 // ÇÑ¼Õ¿ë ±ÙÁ¢Àü ¹«±â
#define AR_LONG 2 // ¾ç¼Õ¿ë ±ÙÀüÀü ¹«±â
#define AR_FAR 3 // äÂï, â°ú °°Àº ¹«±â
#define AR_RANGE 4 // ½î´Â ¹«±â
#define AR_WAND 5 // ¿Ïµå °Å¸®
#define AR_HRANGE 6 // ½î´Â ¹«±â
#define AR_HWAND 7 // ±ä¿Ïµå °Å¸®
// SpellAttribute
#define SA_DIRECTDMG 1 // Á÷Á¢ µ¥¹ÌÁö
#define SA_OBJCHGPARAMET 2 // ´ë»óÀÇ ÆĶó¹ÌÅÍ º¯°æ
#define SA_SELFCHGPARAMET 3 // ÀÚ½ÅÀÇ ÆĶó¹ÌÅÍ º¯°æ
#define SA_OTHERS 4 // ±âŸ
// SpellType
#define ST_MAGIC 1 // ÀÏ¹Ý ¸¶¹ý
#define ST_MIND 2 // Á¤½Å °è¿*
#define ST_POISON 3 // µ¶ °è¿*
#define ST_ELECTRICITY 4 // Àü±â °è¿*
#define ST_FIRE 5 // ºÒ °è¿*
#define ST_WIND 6 // ¹Ù¶÷ °è¿*
#define ST_WATER 7 // ¹° °è¿*
#define ST_EARTH 8 // ¶¥ °è¿*
#define ST_DARK 9 // ¾îµÒ °è¿*
#define ST_LIGHT 10 // ºû °è¿*
#define ST_FIREEARTH 11 // ºÒ/¶¥ °è¿*
#define ST_ELECWIND 12 // Àü±â/¹Ù¶÷ °è¿*
#define ST_EARTHWIND 13 // ¶¥/¹Ù¶÷ °è¿*
#define ST_EARTHWATER 14 // ¶¥/¹° °è¿*
// Skill Ready ±â¼úÁغñ½Ã°£
#define SR_AFTER 1 // ±â¼ú »ç¿ëÈÄ¿¡ ´ë±â½Ã°£ ¹ßµ¿
#define SR_BEFORE 2 // ±â¼ú »ç¿ëÀü¿¡ ´ë±â½Ã°£ ¹ßµ¿
// Spell Region
#define SRO_DIRECT 1 // ´ÜÀÏ ´ë»ó 100%
#define SRO_REGION 2 // ´ë»óÀ» Áß½É(´ë»ó 100%, ÁÖÀ§ 100%)
#define SRO_EXTENT 3 // ´ë»óÀ» Áß½É(´ë»ó 100%, ÁÖÀ§ ÃÖ¼Ò µ¥¹ÌÁö)
#define SRO_SURROUND 4 // ´ë»óÀ» Áß½É(´ë»ó ÃÖ¼Ò, ÁÖÀ§ 100%)
#define SRO_DOUBLE 5 // 100% ÀçÆÇÁ¤
#define SRO_LINE 6 // ´ë»ó°ú Á÷¼± °Å¸®¿¡ ÀÖ´Â Àûµé(´ë»ó 100%, ÁÖÀ§ 100%)
#define SRO_AROUND 7 // ´ë»óÀ» Áß½É(´ë»ó 0%, ÁÖÀ§ 100%)
#define SRO_TROUPE 8 // ÆÄƼ¿øµéÀÌ ´ë»ó.
// Skill Type
#define KT_MAGIC 1 //
#define KT_SKILL 2 //
// Buff Tick Type
#define BT_START 1 // Buff ½ÃÀÛ°ú µ¿½Ã¿¡ Àû¿ë(¸Å ƽ½Ã¿¡µµ Àû¿ë)
#define BT_TICK 2 // Buff ƽ¿¡¸¸ Àû¿ë
// CardType
#define CT_TELEPORT 1 // ƯÁ¤ Áö¿ªÀ¸·Î À̵¿
#define CT_SUMMON 2 // ƯÁ¤ ´ë»óÀ» ¼Òȯ
// Race
#define RACE_HUMAN 1 // Àΰ£
#define RACE_ANIMAL 2 // µ¿¹°
#define RACE_HUMANOID 3 // Àΰ£ µ¿·ù
#define RACE_MONSTER 4 // ÀÏ¹Ý ¸ó½ºÅÍ
#define RACE_UNDEAD 5 // ¾ðµ¥µå
#define RACE_GHOST 6 // À°Ã¼°¡ ¾ø´Â À¯·É
#define RACE_INSECT 7 // °ïÃæ
#define RACE_MECHANIC 8 // ±â°è·Î ÀÛµ¿ÇÏ´Â »ý¸íü
#define RACE_ELEMENTAL 9 // ¿ø¼Ò°è »ý¸íü
// Size
#define SIZE_TINY 1 //
#define SIZE_SMALL 2 //
#define SIZE_MIDDLE 3 //
#define SIZE_NORMAL 4 //
#define SIZE_TALL 5 //
#define SIZE_BIG 6 //
#define SIZE_GAINT 7 //
// dwClass
#define RANK_LOW 1 //
#define RANK_NORMAL 2 //
#define RANK_CAPTAIN 3 //
#define RANK_BOSS 4 //
#define RANK_MIDBOSS 5 // ºò¸Ó½½,Å©¸£¸ª,¸Ó½¬¹«Æ® Áß°£º¸½ºµé
#define RANK_MATERIAL 6 //
#define RANK_SUPER 7 //
#define RANK_GUARD 8 //
#define RANK_CITIZEN 9 //
#define RANK_MAX 10 // ¸ó½ºÅÍ ·©Å©°¡ Ãß°¡ µÉ °æ¿ì Áõ°¡½ÃŲ´Ù. propskill.csv ¿¡ ¸ó½ºÅÍ Àû¿ë µî±Þ °ªÀ» À§ÇÑ ÆĶó¹ÌÅÍ
//dwAreaColor
#define AREA_NORMAL 1 // ÀÏ¹Ý Áö¿ª
#define AREA_CASH 2 // À¯·á ¸Ê Áö¿ª
#define AREA_DUNGEON 3 // ÀÏ¹Ý ´øÀü Áö¿ª
#define AREA_INSTANCE 4 // ÀνºÅϽº ´øÀü Áö¿ª
// Character State(ij¸¯ÅÍ »óź¯°æ)
#define CHS_NORMAL 0 // ÀϹÝ
#define CHS_GUARDARROW 0x00000001 // È*»ìÀ» ¸·´Â »óÅÂ
#define CHS_GUARDBULLET 0x00000002 // ÃѾËÀ» ¸·´Â »óÅÂ
#define CHS_GROGGY 0x00000004 // Ÿ°Ý¹ÞÀº »óÅÂ(¾ï!!)
#define CHS_STUN 0x00000008 // ±âÀýÇÑ »óÅ - nProbability:È®·ü dwSkillTime:Áö¼Ó½Ã°£
#define CHS_ANOMY 0x00000010 // Á¤½ÅÀû È¥¶õ»óÅÂ(¾ï!!)
#define CHS_STARVE 0x00000020 // ±¾ÁÖ¸° »óÅÂ
#define CHS_PLASYARM 0x00000040 // ¼Õ¶³¸²À¸·Î ÀÎÇÑ °ø°ÝºÒ´É»óÅÂ
#define CHS_MISSING 0x00000080 // ƯÁ¤ÇÑ »óȲ¿¡ ÀÇÇØ Çê¼ÕÁúÇÑ »óÅÂ
#define CHS_DARK 0x00000100 // ¸íÁß·ü ÀúÇÏ nProbability:È®·ü dwDestData2:¼öÁ¤µÉ ¸íÁßÄ¡.
#define CHS_LITHOSKIN 0x00000200 // ¹æ¾îÇÏ´Â ·®À» ÇÇÇØ ÀԴ´Ù. ¹æ¾î±¸¿¡ ½É°¢ÇÑ ÇÇÇظ¦ ÁØ´Ù.
#define CHS_INVISIBILITY 0x00000400 // ¹æ¾îÇÏ´Â ·®À» ÇÇÇØ ÀԴ´Ù. ¹æ¾î±¸¿¡ ½É°¢ÇÑ ÇÇÇظ¦ ÁØ´Ù.
#define CHS_POISON 0x00000800 // µ¶°É¸° »óÅÂ. nProbability:È®·ü(CHANCE·Î »ç¿ëÇÑ°ÍÀ̸é =¸¦ÇÔ) dwPainTime:¸îÃʸ¶´Ù? nDestData1 : ƽ´çµ¥¹ÌÁö: dwSkilltime:Áö¼Ó½Ã°£
#define CHS_SLOW 0x00001000 // ´À·ÁÁø »óÅÂ.
#define CHS_DMGREFLECT 0x00002000 // µ¥¹ÌÁö ¹Ý»ç. ¸®Ç÷ºÈ÷Æ®´Â ÀÌ°É·Î ¾ÈÇÑ´Ù. ¹öÇÁÇüÅ°¡ ¾Æ´Ï±â ¶§¹®
#define CHS_DOUBLE 0x00004000 // 2¹è µ¥¹ÌÁö .
#define CHS_BLEEDING 0x00008000 // ÃâÇ÷ : »ç¿ë¹ýÀº µ¶°ú °°À½
#define CHS_SILENT 0x00010000 // ħ¹¬
#define CHS_DMG_COUNTERATTACK 0x00020000 // ¹Ý°Ý ´ë±âÁß : °¡°Ý´çÇßÀ»¶§ ÁöÁ¤µÈÈ®·ü(destData1)·Î ÁöÁ¤µÈ½ºÅ³(destData2)ÀÌ ¹ßµ¿µÊ.
#define CHS_ATK_COUNTERATTACK 0x00040000 // ¹Ý°Ý ´ë±âÁß : °ø°Ý´çÇßÀ»¶§ ÁöÁ¤µÈÈ®·ü(destData1)·Î ÁöÁ¤µÈ½ºÅ³(destData2)ÀÌ ¹ßµ¿µÊ.
#define CHS_LOOT 0x00080000 // À̵¿ºÒ°¡ »óÅÂ.
#define CHS_SETSTONE 0x00100000 // ¼®È* »óÅÂ.
#define CHS_SLEEPING 0x00200000 // ÀáÀÚ´Â »óÅÂ.
#define CHS_DEBUFFALL 0x00600000 // ¸ðµç »óÅ¿µÇâ ÇØÁ¦.
#define CHS_ATTACKSPEED_DOWN 0x00400000 // °ø°Ý¼Óµµ °¨¼Ò
#define CHS_CRITICALRATE_DOWN 0x00800000 // Ä¡¸íŸ È®·ü °¨¼Ò
#define CHS_CRITICALDMG_DOWN 0x01000000 // Ä¡¸íŸ Ãß°¡ µ¥¹ÌÁö °¨¼Ò
// À§¿¡²¨ Á¶ÇÕÇÑ ÇüÅÂ...
#define CHS_DARK_POISON 0x00000900 // µ¶°ú ¾ÏÈæ
#define CHS_DARK_POISON_STUN 0x00000908 // µ¶°ú ¾ÏÈæ°ú ½ºÅÏ
#define CHS_LOOT_SLOW 0x00081000 // À̵¿Àå¾Ö»óÅ ÃÑÁýÇÕ(·í,½º³×¾î,½½·Î¿ìµî)
#define CHS_DARK_POISON_STUN_BLEEDING 0x00008908 // µ¶, ¾ÏÈæ, ½ºÅÏ, ÃâÇ÷
#define CHS_DARK_POISON_STUN_BLEEDING_DEBUFFALL 0x0031d908 // ¸ðµç »óÅ¿µÇâ ÇØÁ¦.µ¶, ¾ÏÈæ, ½ºÅÏ, ÃâÇ÷,CHS_SILENT,CHS_SETSTONE,CHS_DOUBLE,CHS_SLOW
// Belligerence
#define BELLI_PEACEFUL 1 // ÆòÈ* - °ø°Ý ¹Þ¾Æµµ ¹Ý°Ý ¾ÈÇÔ
#define BELLI_CAUTIOUSATTACK 2 // °ø°Ý ¹ÞÀ¸¸é ¹Ý°Ý
#define BELLI_ACTIVEATTACK 3 // ¹«Á¶°Ç °ø°Ý
#define BELLI_ALLIANCE 4
#define BELLI_ACTIVEATTACK_MELEE2X 5 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Á÷Á¢°ø°Ý¸¸ °¡Áø ij¸¯(Á÷Á¢¸¸ °¡Áü)
#define BELLI_ACTIVEATTACK_MELEE 6 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Á÷Á¢/ Àå°Å¸®À» °¡Áø ij¸¯(Á÷Á¢ Áß½É)
#define BELLI_ACTIVEATTACK_RANGE 7 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Àå°Å¸®/ Á÷Á¢À» °¡Áø ij¸¯(Àå°Å¸® Áß½É)
#define BELLI_CAUTIOUSATTACK_MELEE2X 8 // °ø°Ý¹ÞÀ¸¸é ¹Ý°ÝÇÏ´Â Á÷Á¢°ø°Ý¸¸ °¡Áø ij¸¯(Á÷Á¢¸¸ °¡Áü)
#define BELLI_CAUTIOUSATTACK_MELEE 9 // °ø°Ý¹ÞÀ¸¸é ¹Ý°ÝÇÏ´Â Á÷Á¢/ Àå°Å¸®À» °¡Áø ij¸¯(Á÷Á¢ Áß½É)
#define BELLI_CAUTIOUSATTACK_RANGE 10 // °ø°Ý¹ÞÀ¸¸é ¹Ý°ÝÇÏ´Â Àå°Å¸®/ Á÷Á¢À» °¡Áø ij¸¯(Àå°Å¸® Áß½É)
#define BELLI_MELEE2X 11 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Á÷Á¢°ø°Ý¸¸ °¡Áø ij¸¯(Á÷Á¢¸¸ °¡Áü)
#define BELLI_MELEE 12 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Á÷Á¢/ Àå°Å¸®À» °¡Áø ij¸¯(Á÷Á¢ Áß½É)
#define BELLI_RANGE 13 // ¹«Á¶°Ç °ø°ÝÇÏ´Â Àå°Å¸®/ Á÷Á¢À» °¡Áø ij¸¯(Àå°Å¸® Áß½É)
// BloodColor
#define BLOOD_RED 1
#define BLOOD_GREEN 2
#define BLOOD_BLUE 3
#define BLOOD_WHITE 4
#define BLOOD_BLACK 5
// Shelter
#define SHELTER_BASICZONE 1
#define SHELTER_TESTZONE 2
#define SHELTER_GRASS 3
// dwSfxElemental
#define ELEMENTAL_FIRE 1
#define ELEMENTAL_WATER 2
#define ELEMENTAL_WIND 3
#define ELEMENTAL_EARTH 4
#define ELEMENTAL_LASER 5
#define ELEMENTAL_DARK 6
#define ELEMENTAL_ELEC 7
#define ELEMENTAL_ANGEL_BLUE 8
#define ELEMENTAL_ANGEL_RED 9
#define ELEMENTAL_ANGEL_WHITE 10
#define ELEMENTAL_ANGEL_GREEN 11
// dwReferTarget
#define RT_ATTACK 1
#define RT_TIME 2
#define RT_HEAL 3
// DestParam1 Ãß°¡
// ij¸¯ÅÍ °ü·Ã
#define DST_NONE 0
#define DST_STR 1 // Str <-»ç¿ëÁß
#define DST_DEX 2 // Dex <-»ç¿ëÁß
#define DST_INT 3 // Int <-»ç¿ëÁß
#define DST_STA 4 // Sta <-»ç¿ëÁß
#define DST_YOY_DMG 5 // ¿ä¿ä µ¥¹ÌÁö
#define DST_BOW_DMG 6 // º¸¿ì µ¥¹ÌÁö
#define DST_CHR_RANGE 7 // °ø°Ý ¹üÀ§
#define DST_BLOCK_RANGE 8 // ºí·°À²»ó½Â(¿ø°Å¸®°ø°Ý¿¡ ´ëÇÑ)
#define DST_CHR_CHANCECRITICAL 9 //
#define DST_CHR_BLEEDING 10 //
#define DST_SPEED 11 // <-»ç¿ëÁß
#define DST_ABILITY_MIN 12 // AbilityMin
#define DST_ABILITY_MAX 13 // AbilityMax
#define DST_BLOCK_MELEE 14 // ºí·°À²»ó½Â(±ÙÁ¢°ø°Ý¿¡ ´ëÇÑ)
#define DST_MASTRY_EARTH 15 //
#define DST_STOP_MOVEMENT 16 // ´ë»ó À̵¿ ºÒ°¡(°ø°ÝÀº °¡´É)
#define DST_MASTRY_FIRE 17 //
#define DST_MASTRY_WATER 18 //
#define DST_MASTRY_ELECTRICITY 19 //
#define DST_MASTRY_WIND 20 //
#define DST_KNUCKLE_DMG 21 // ³ÊŬ °ø°Ý·Â Áõ°¡
#define DST_PVP_DMG_RATE 22 // PVP½Ã ¹ÞÀº ÃÖÁ¾ µ¥¹ÌÁö °¨¼Ò Rate //#define DST_ARM_RATE 22 // Diagonal Rate
//#define DST_LEG_RATE 23 // Thrust Rate
#define DST_ATTACKSPEED 24 // Attack Speed <-»ç¿ëÁß
#define DST_SWD_DMG 25 // Ãß°¡ µ¥¹ÌÁö <-»ç¿ëÁß
#define DST_ADJDEF 26 // Adjestment Defense <-»ç¿ëÁß
#define DST_RESIST_MAGIC 27 // Resist Magic ¸¶¹ýÀÇ ÀüüÀúÇ×¼öÄ¡
#define DST_RESIST_ELECTRICITY 28 // Resist Electticity
#define DST_REFLECT_DAMAGE 29 // °ø°ÝÀÚ¿¡°Ô µ¥¹ÌÁö ¹Ý»ç(%), nAdj µ¹·ÁÁÖ´Â µ¥¹ÌÁöÀÇ ºñÀ²(100%=100) dwDestData1 È®·ü(=´Â100%)
#define DST_RESIST_FIRE 30 // Resist Fire
#define DST_RESIST_WIND 31 // Resist Wind
#define DST_RESIST_WATER 32 // Resist Water
#define DST_RESIST_EARTH 33 // Resist Earth
#define DST_AXE_DMG 34 // Ãß°¡ µ¥¹ÌÁö <-»ç¿ëÁß
#define DST_HP_MAX 35 // HP <-»ç¿ëÁß
#define DST_MP_MAX 36 // MP
#define DST_FP_MAX 37 // FP
#define DST_HP 38 // HP <-»ç¿ëÁß
#define DST_MP 39 // MP <-»ç¿ëÁß
#define DST_FP 40 // FP <-»ç¿ëÁß
#define DST_HP_RECOVERY 41 // HPRecovery
#define DST_MP_RECOVERY 42 // MPRecovery
#define DST_FP_RECOVERY 43 // FPRecovery
#define DST_KILL_HP 44 // ÀûÀ» Á׿´À»½Ã HP ȸº¹·®
#define DST_KILL_MP 45 // ÀûÀ» Á׿´À»½Ã MP ȸº¹·®
#define DST_KILL_FP 46 // ÀûÀ» Á׿´À»½Ã FP ȸº¹·®
#define DST_ADJ_HITRATE 47 // AdjHitRate <-»ç¿ëÁß
//#define DST_ADJ_SPELLRATE 48 // AdjSpellRate
#define DST_CLEARBUFF 49 // ¹öÇÁ Æı«.
#define DST_CHR_STEALHP_IMM 50 // ´ë»óÀ¸·ÎºÎÅÍ ÁöÁ¤µÈ ¾çÀÇ hp¸¦ Èí¼ö
#define DST_ATTACKSPEED_RATE 51 // °ø°Ý¼Óµµ Áõ°¡À² //#define DST_ABRASION 51 // Abrasion
#define DST_HP_MAX_RATE 52 // DST_HP_MAX ÆÛ¼¾Æ® ¹öÀü //#define DST_ADJROLL 52 // AdjRoll
#define DST_MP_MAX_RATE 53 // µ¿ÀÏ //#define DST_AP 53 // ÃÖ´ëÄ¡±îÁö »ó½ÂÇÏ°Ô µÇ¸é °ø°ÝÀÌ ÀúÁöµÈ´Ù.(¿¬¼Ó°ø°ÝÀÌ ÀúÁöµÇ¸ç ReAttackDelay Àû¿ë) <-»ç¿ëÁß
#define DST_FP_MAX_RATE 54 // µ¿ÀÏ //#define DST_GROGGY 54 // ÇÇÇص¿ÀÛ ¹ß»ý¿¡ ÇÊ¿äÇÑ ¼öÄ¡(°ø°ÝÀÌ Á¤ÁöµÇ¸é¼* ÇÇÇص¿ÀÛÀ» ÃëÇÏ°Ô µÈ´Ù. ReAttackDelay µ¿½Ã Àû¿ë)
#define DST_CHR_WEAEATKCHANGE 55 // Äɸ¯ÅÍÀÇ ¼Ó¼º °ø°Ý·ÂÀ» ¿Ã·ÁÁÜ(¹«±â¿¡ ¼Ó¼º °ø°Ý·ÂÀÌ ¾ø°Å³ª ¹«±â¸¦ ¹Ù²Ü½Ã ÇØÁ¦µÊ)
#define DST_CHR_STEALHP 56 // °¡°ÝÇÑ µ¥¹ÌÁöÀÇ ÀÏÁ¤ºñÀ²ÀÇHP¸¦ Èí¼ö(ÈíÇ÷)
#define DST_CHR_CHANCESTUN 57 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
#define DST_AUTOHP 58 // Äɸ¯ÅÍ°¡ ÀÏÁ¤¾ç ÀÌ»ó HP°¡ ÁÙ¾îµé¸é HP°¡ ÀÚµ¿À¸·Î ȸº¹µÊ Adj:³²Àº HPÀÇ ÆÛ¼¾Å×ÀÌÁö Chg:ȸº¹ HPÀÇ ÆÛ¼¾Å×ÀÌÁö
#define DST_CHR_CHANCEDARK 59 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
//#define DST_CHR_CHANCESKILL 60 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
#define DST_CHR_CHANCEPOISON 60 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
#define DST_IMMUNITY 61 // ¸é¿ª
#define DST_ADDMAGIC 62 // ¸¶¹ý Ãß°¡
#define DST_CHR_DMG 63 // Ãß°¡ µ¥¹ÌÁö <-»ç¿ëÁß
#define DST_CHRSTATE 64 // ij¸¯ÅÍÀÇ »óŸ¦ º¯°æ <-»ç¿ëÁß Adj:CHR_½Ã¸®Áî Chg:»ç¿ë±ÝÁö. nProbability:È®·ü dwSkillTime:½Ã°£.
#define DST_PARRY 65 // ÇÇÇÒ È®·üÀ» Ãß°¡ÇÑ´Ù. <-»ç¿ëÁß
#define DST_ATKPOWER_RATE 66 // °ø°Ý·Â(%·Î »ç¿ë)
#define DST_EXPERIENCE 67 // °æÇèÄ¡ //#define DST_REATTACKDELAY 67 // Àç°ø°Ý ¼Óµµ¸¦ º¯°æ
#define DST_JUMPING 68 // ij¸¯ÅÍÀÇ Á¡ÇÁ ³ôÀÌ º¯°æ
#define DST_CHR_CHANCESTEALHP 69 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
#define DST_CHR_CHANCEBLEEDING 70 // È¿°ú°¡ Áö¼ÓµÇ´Âµ¿¾È °ø°Ý½Ã (ÀÏÁ¤È®·ü·ÎAdj) ÁöÁ¤µÈ ½ºÅ³(Chg) ¹ßµ¿.
#define DST_RECOVERY_EXP 71 // ij¸¯ÅÍ »ç¸Á½Ã¿¡ ºÎÈ°À» ÅëÇؼ* »ì¾Æ³¯ °æ¿ì Exp ¼Õ½Ç ºÎºÐÀÇ È¸º¹ ÆÛ¼¾Æ® <-»ç¿ëÁß
#define DST_ADJDEF_RATE 72 // ADJDEF ÆÛ¼¾Æ®·Î ¾²´Â ¹öÀü.
#define DST_MP_DEC_RATE 73 // MP ¼Ò¸ð °¨¼ÒÀ²
#define DST_FP_DEC_RATE 74 // FP ¼Ò¸ð °¨¼ÒÀ²
#define DST_SPELL_RATE 75 // ½ºÆç ¼Óµµ Áõ°¡À²
#define DST_CAST_CRITICAL_RATE 76 // ÁÖ¹® ±Ø´ëÈ* È®·ü Áõ°¡
#define DST_CRITICAL_BONUS 77 // Ä¡¸íŸ ÀûÁ߽à Ãß°¡ Ÿ°Ý
#define DST_SKILL_LEVEL 78 // ½ºÅ³·¹º§ ¾÷
#define DST_MONSTER_DMG 79 // ¸ó½ºÅÍ »ç³É½Ã µ¥¹ÌÁö Áõ°¡
#define DST_PVP_DMG 80 // PVP½Ã µ¥¹ÌÁö Áõ°¡
#define DST_MELEE_STEALHP 81 // ÆòŸ½Ã ÈíÇ÷
#define DST_HEAL 82 // ÀÚµ¿ Ä¡À¯
#define DST_ATKPOWER 83 // °ø°Ý·Â
// 10Â÷ Àü½Â ¸¶½ºÅÍ ½ºÅ³
#define DST_ONEHANDMASTER_DMG 85
#define DST_TWOHANDMASTER_DMG 86
#define DST_YOYOMASTER_DMG 87
#define DST_BOWMASTER_DMG 88
#define DST_KNUCKLEMASTER_DMG 89
#define DST_HAWKEYE_RATE 90
#define DST_RESIST_MAGIC_RATE 91
#define DST_GIFTBOX 92
#define DST_RESTPOINT_RATE 93 // 15Â÷ ÈÞ½ÄÀÇ ±â¿î Áõ°¡À²(%)
#define DST_IGNORE_DMG_PVP 94 // PVP µ¥¹ÌÁö ¹«½Ã(Àý´ëÄ¡)
// 19Â÷ ½Å±Ô¿É¼Ç
#define DST_TAKE_PVP_DMG_PHYSICAL_RATE 95 // PVP ½Ã ¹Þ´Â ¹°¸® µ¥¹ÌÁö º¯È* (ÀԷ°ª -10 À̸é 10% °¨¼Ò Àû¿ë)
#define DST_TAKE_PVP_DMG_MAGIC_RATE 96 // PVP ½Ã ¹Þ´Â ¸¶¹ý µ¥¹ÌÁö º¯È* (ÀԷ°ª -10 À̸é 10% °¨¼Ò Àû¿ë)
#define DST_TAKE_PVE_DMG_PHYSICAL_RATE 97 // PVE ½Ã ¹Þ´Â ¹°¸® µ¥¹ÌÁö º¯È* (ÀԷ°ª -10 À̸é 10% °¨¼Ò Àû¿ë)
#define DST_TAKE_PVE_DMG_MAGIC_RATE 98 // PVE ½Ã ¹Þ´Â ¸¶¹ý µ¥¹ÌÁö º¯È* (ÀԷ°ª -10 À̸é 10% °¨¼Ò Àû¿ë)
#define DST_DROP_ITEM_ALLGRADE_RATE 99 // ¾ÆÀÌÅÛ µå·Ó·ü º¯È* (ÀԷ°ª -10 À̸é 10% °¨¼Ò Àû¿ë)
#define DST_DROP_ITEM_ONEMORE_CHANCE 100 // µå·Ó ÆÇÁ¤ Àç°Ë»ç (ÀԷ°ª 10 À̸é 10% È®·ü·Î Çѹø ´õ ±¼¸²)
#define DST_GIVE_PVE_DMG_ELEMENT_FIRE_RATE 101 // ºÒ¼Ó¼º ¸ó½ºÅÍ¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_PVE_DMG_ELEMENT_WATER_RATE 102 // ¹°¼Ó¼º ¸ó½ºÅÍ¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_PVE_DMG_ELEMENT_ELECT_RATE 103 // Àü±â¼Ó¼º ¸ó½ºÅÍ¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_PVE_DMG_ELEMENT_WIND_RATE 104 // ¹Ù¶÷¼Ó¼º ¸ó½ºÅÍ¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_PVE_DMG_ELEMENT_EARTH_RATE 105 // ¶¥¼Ó¼º ¸ó½ºÅÍ¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_ADJ_ITEM_EQUIP_LEVEL 106 // ¾ÆÀÌÅÛ Âø¿ë ·¹º§ º¯È*(ÀԷ°ª -1ÀÌ¸é ·¹º§ 1 Ç϶ô)
#define DST_SKILL_LEVELUP_ALL 107 // ¸ðµç ½ºÅ³ ·¹º§ Áõ°¡
#define DST_GIVE_DMG_RATE_ENEMY_STUN 108 // ±âÀýÇÑ »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_DARK 109 // ¾ÏÈæ »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_POISON 110 // µ¶ °É¸° »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_SLOW 111 // ´À·ÁÁø »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_BLEEDING 112 // ÃâÇ÷ »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_SILENT 113 // ħ¹¬ »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_LOOT 114 // À̵¿ ºÒ°¡ »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_SETSTONE 115 // ¼®È* »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define DST_GIVE_DMG_RATE_ENEMY_SLEEPING 116 // ÀáÀÚ´Â »óÅÂÀÇ ¸÷¿¡°Ô Ãß°¡ ÇÇÇØ º¯È*(ÀԷ°ª 10À̸é 10% Áõ°¡ Àû¿ë)
#define MAX_ADJPARAMARY 117
// ADJPARAMARRAY¿¡´Â Ãß°¡µÇÁö ¾Ê°í, ÇöÀç°ªÀÇ ¼³Á¤°ú ¹Ýȯ( GetPointParam, SetPointParam )¿¡ »ç¿ëÇϱâ À§ÇÑ ½Äº°ÀÚ
#define DST_GOLD 10000
#define DST_PXP 10001
#define DST_RESIST_ALL 10002 // Resist ALL - (MAX_ADJPARAMARY + 3)°ú °°Àº ¹æ½ÄÀº ÇÁ·ÎÆÛƼ¿¡¼* ÀνÄÇÏÁö ¸øÇÔ.
#define DST_STAT_ALLUP 10003 //¸ðµç Status¸¦ +1¸¸Å* ¿Ã·ÁÁØ´Ù.
#define DST_HPDMG_UP 10004
#define DST_DEFHITRATE_DOWN 10005
#define DST_CURECHR 10006 // DST_CHRSTATE »óÅ Á¦°Å
#define DST_HP_RECOVERY_RATE 10007 // HPRecovery Rate
#define DST_MP_RECOVERY_RATE 10008 // MPRecovery Rate
#define DST_FP_RECOVERY_RATE 10009 // FPRecovery Rate
#define DST_LOCOMOTION 10010 // JUMP & SPEED
#define DST_MASTRY_ALL 10011
#define DST_ALL_RECOVERY 10012
#define DST_ALL_RECOVERY_RATE 10013
#define DST_KILL_ALL 10014
#define DST_KILL_HP_RATE 10015
#define DST_KILL_MP_RATE 10016
#define DST_KILL_FP_RATE 10017
#define DST_KILL_ALL_RATE 10018
#define DST_ALL_DEC_RATE 10019
#define DST_FORCE_DAMAGE_MAX_HP_RATE 10020 // ÃÖ´ë HPÀÇ x%¸¸Å* µ¥¹ÌÁö¸¦ ÀÔÈù´Ù. AdjParam ºñÀ²(ÃÖ´ë10000%)
#define DST_FORCE_DAMAGE_SAFE_HP_RATE 10021 // ÃÖ´ë HPÀÇ x%ÀÇ HP°¡ ³²°Ô µ¥¹ÌÁö¸¦ ÀÔÈù´Ù. AdjParam ºñÀ²(ÃÖ´ë10000%)
#define DST_FORCE_DAMAGE_VALUE 10022 // Àý´ëÄ¡ µ¥¹ÌÁö ÁÖ±â AdjParam(µ¥¹ÌÁö)
#define DST_HEAL_HP_RATE 10030 // HP ºñÀ² ȸº¹ AdjParam(ÃÖ´ë 10000%)
#define DST_HEAL_MP_RATE 10031 // MP ºñÀ² ȸº¹ AdjParam(ÃÖ´ë 10000%)
#define DST_HEAL_FP_RATE 10032 // FP ºñÀ² ȸº¹ AdjParam(ÃÖ´ë 10000%)
#define DST_HEAL_HP_VALUE 10033 // HP Àý´ëÄ¡ ȸº¹ AdjParam
#define DST_HEAL_MP_VALUE 10034 // MP Àý´ëÄ¡ ȸº¹ AdjParam
#define DST_HEAL_FP_VALUE 10035 // FP Àý´ëÄ¡ ȸº¹ AdjParam
#define DST_DEBUFF_ALL_CLEAR 10036
//11.10.04 »ç¿ëµÈ ¹öÇÁ ½ºÅ³ À¯Áö Á¶°Ç Ä÷³¿ë ÆĶó¹ÌÅÍ Ãß°¡(ÇØ´ç »çÇ× ¾ø´Â ½ºÅ³Àº = ·Î Ç¥±â)
#define KEEP_EQUIP_YOYO 1 // Âø¿ëµÈ ¿ä¿ä¸¦ Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_BOW 2 // Âø¿ëµÈ º¸¿ì¸¦ Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_SWD 3 // Âø¿ëµÈ °ËÀ» Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_AXE 4 // Âø¿ëµÈ µµ³¢¸¦ Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_KNUCKLE 5 // Âø¿ëµÈ ³ÊŬÀ» Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_SHILED 6 // Âø¿ëµÈ ¹æÆи¦ Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_DUALWEAPON 7 // Âø¿ëµÈ 2°³ÀÇ ¹«±â Áß 1°³¸¦ Âø¿ë ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_TWOHANDEDWEAPON 8 // Âø¿ëµÈ ¾ç¼Õ ¹«±â¸¦ ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#define KEEP_EQUIP_ELEMENTALWEAPON 9 // Âø¿ëµÈ ¼Ó¼º ¹«±â¸¦ ÇØÁ¦Çϸé Ç®¸®´Â ¹öÇÁ
#endif
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11/13/2017, 11:17
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#8
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elite*gold: 0
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This is nullptr.
Well, to fix the crash immediately, you can move the access to the CUser class till after checking if it is valid. Guessing you are using the released Swap bug fix which likes to check before the pUser is checked to be a nullptr.
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11/13/2017, 15:24
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#9
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Quote:
Originally Posted by Hekmatyar
This is nullptr.
Well, to fix the crash immediately, you can move the access to the CUser class till after checking if it is valid. Guessing you are using the released Swap bug fix which likes to check before the pUser is checked to be a nullptr.
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what is nullptr? sorry about that i don't get it.. pls educate me i'm just a newbie when in terms of codes....
my former developer put that fix on my source... and he abandoned me for a personal reason...
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11/13/2017, 16:45
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#10
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elite*gold: 50
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Show us your CDPSrvr::OnDoEquip (pMover or pUser or however that variable is called obviously is null)
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11/13/2017, 17:43
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#11
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Quote:
Originally Posted by ディオニュソス
Show us your CDPSrvr::OnDoEquip (pMover or pUser or however that variable is called obviously is null)
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you mean this sir?
PHP Code:
void CDPSrvr::OnDoEquip( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize ) { DWORD nId; int nPart; ar >> nId; ar >> nPart; if( nPart >= MAX_HUMAN_PARTS ) return; CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser ); #ifdef __SWITCH_FIX if( pUser->GetHitPoint() > pUser->GetMaxHitPoint() ) pUser->SetHitPoint( pUser->GetMaxHitPoint()); if( pUser->GetManaPoint() > pUser->GetMaxManaPoint() ) pUser->SetManaPoint( pUser->GetMaxManaPoint() ); if( pUser->GetFatiguePoint() > pUser->GetMaxFatiguePoint() ) pUser->SetFatiguePoint( pUser->GetMaxFatiguePoint() ); #endif //__SWITCH_FIX if( IsValidObj( pUser ) == FALSE ) return; CItemElem* pItemElem = pUser->m_Inventory.GetAtId( nId ); if( IsUsableItem( pItemElem ) == FALSE ) return; if( nPart > 0 ) { if( pUser->m_Inventory.IsEquip( nId ) ) { if( pItemElem != pUser->m_Inventory.GetEquip( nPart ) ) return; } } else { if( pUser->m_Inventory.IsEquip( nId ) ) return; } #ifdef __HACK_1023 ItemProp* pItemProp = pItemElem->GetProp(); if( pItemProp && pItemProp->dwParts == PARTS_RIDE ) { if( !pUser->m_Inventory.IsEquip( nId ) ) { FLOAT fVal; ar >> fVal; if( fVal != pItemProp->fFlightSpeed ) { pUser->AddDefinedText( TID_GAME_MODIFY_FLIGHT_SPEED ); return; } } } #endif // __HACK_1023 if( pUser->IsDie() == FALSE ) pUser->DoUseEquipmentItem( pItemElem, nId, nPart ); }
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11/13/2017, 17:52
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#12
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elite*gold: 50
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Replace that with:
Code:
void CDPSrvr::OnDoEquip( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize )
{
DWORD nId;
int nPart;
ar >> nId;
ar >> nPart;
if( nPart >= MAX_HUMAN_PARTS )
return;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
if( IsValidObj( pUser ) == FALSE )
return;
#ifdef __SWITCH_FIX
if( pUser->GetHitPoint() > pUser->GetMaxHitPoint() )
pUser->SetHitPoint( pUser->GetMaxHitPoint());
if( pUser->GetManaPoint() > pUser->GetMaxManaPoint() )
pUser->SetManaPoint( pUser->GetMaxManaPoint() );
if( pUser->GetFatiguePoint() > pUser->GetMaxFatiguePoint() )
pUser->SetFatiguePoint( pUser->GetMaxFatiguePoint() );
#endif //__SWITCH_FIX
CItemElem* pItemElem = pUser->m_Inventory.GetAtId( nId );
if( IsUsableItem( pItemElem ) == FALSE )
return;
if( nPart > 0 )
{
if( pUser->m_Inventory.IsEquip( nId ) )
{
if( pItemElem != pUser->m_Inventory.GetEquip( nPart ) )
return;
}
}
else
{
if( pUser->m_Inventory.IsEquip( nId ) )
return;
}
#ifdef __HACK_1023
ItemProp* pItemProp = pItemElem->GetProp();
if( pItemProp && pItemProp->dwParts == PARTS_RIDE )
{
if( !pUser->m_Inventory.IsEquip( nId ) )
{
FLOAT fVal;
ar >> fVal;
if( fVal != pItemProp->fFlightSpeed )
{
pUser->AddDefinedText( TID_GAME_MODIFY_FLIGHT_SPEED );
return;
}
}
}
#endif // __HACK_1023
if( pUser->IsDie() == FALSE )
pUser->DoUseEquipmentItem( pItemElem, nId, nPart );
}
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11/13/2017, 18:05
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#13
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elite*gold: 0
Join Date: Aug 2017
Posts: 33
Received Thanks: 2
|
Quote:
Originally Posted by ディオニュソス
Replace that with:
Code:
void CDPSrvr::OnDoEquip( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize )
{
DWORD nId;
int nPart;
ar >> nId;
ar >> nPart;
if( nPart >= MAX_HUMAN_PARTS )
return;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
if( IsValidObj( pUser ) == FALSE )
return;
#ifdef __SWITCH_FIX
if( pUser->GetHitPoint() > pUser->GetMaxHitPoint() )
pUser->SetHitPoint( pUser->GetMaxHitPoint());
if( pUser->GetManaPoint() > pUser->GetMaxManaPoint() )
pUser->SetManaPoint( pUser->GetMaxManaPoint() );
if( pUser->GetFatiguePoint() > pUser->GetMaxFatiguePoint() )
pUser->SetFatiguePoint( pUser->GetMaxFatiguePoint() );
#endif //__SWITCH_FIX
CItemElem* pItemElem = pUser->m_Inventory.GetAtId( nId );
if( IsUsableItem( pItemElem ) == FALSE )
return;
if( nPart > 0 )
{
if( pUser->m_Inventory.IsEquip( nId ) )
{
if( pItemElem != pUser->m_Inventory.GetEquip( nPart ) )
return;
}
}
else
{
if( pUser->m_Inventory.IsEquip( nId ) )
return;
}
#ifdef __HACK_1023
ItemProp* pItemProp = pItemElem->GetProp();
if( pItemProp && pItemProp->dwParts == PARTS_RIDE )
{
if( !pUser->m_Inventory.IsEquip( nId ) )
{
FLOAT fVal;
ar >> fVal;
if( fVal != pItemProp->fFlightSpeed )
{
pUser->AddDefinedText( TID_GAME_MODIFY_FLIGHT_SPEED );
return;
}
}
}
#endif // __HACK_1023
if( pUser->IsDie() == FALSE )
pUser->DoUseEquipmentItem( pItemElem, nId, nPart );
}
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ok sir.. i will try this and i will update you after... tnx...
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11/20/2017, 17:31
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#14
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elite*gold: 0
Join Date: Aug 2017
Posts: 33
Received Thanks: 2
|
here are the errors....
[IMG=expandable: 1]
[/IMG]
[IMG=expandable: 1]
[/IMG]
[IMG=expandable: 1]
[/IMG]
[IMG=expandable: 1]
[/IMG]
[IMG=expandable: 1]
[/IMG]
[IMG=expandable: 1]
[/IMG]
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11/26/2017, 17:03
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#15
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elite*gold: 0
Join Date: Aug 2017
Posts: 33
Received Thanks: 2
|
Quote:
Originally Posted by ディオニュソス
I literally told you how to fix this, you ain't the sharpest tool in the shed, huh?
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im putting the fix you gave me sir.. im just showing the full error...
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