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[Release] DNA Remove
Discussion on [Release] DNA Remove within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
11/24/2012, 12:38
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#1
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[Release] DNA Remove
ihr öffnet die DPSrvr.cpp und sucht nach
Code:
void CDPSrvr::OnDoUseItemTarget( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize)
{
DWORD dwMaterial, dwTarget;
ar >> dwMaterial >> dwTarget;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
if( IsValidObj( pUser ) )
{
CItemElem* pMaterial = (CItemElem*)pUser->GetItemId( dwMaterial );
CItemElem* pTarget = (CItemElem*)pUser->GetItemId( dwTarget );
if( !IsUsableItem( pMaterial ) || !IsUsableItem( pTarget ) )
return;
if( pUser->m_Inventory.IsEquip( dwTarget ) )
{
pUser->AddDefinedText( TID_GAME_EQUIPPUT );
return;
}
BOOL b = FALSE;
dann ersetzt ihr den define darunter mit meinem:
Code:
#ifdef __MONSTER_WEAPON
if(pMaterial->GetProp()->dwItemKind3 == IK3_MONSTER_DNA)
{
if(pTarget && pTarget->GetProp() && (pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_HAND || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC))
{
b = TRUE;
if(pTarget->m_bMonster == TRUE)
{
pUser->AddText("Deine Waffe hat bereits eine Monster DNA.");
b = FALSE;
}
if(b)
{
MonsterDNA* pDNA = prj.m_aMonsterDNA.GetAt(pMaterial->GetProp()->dwAFuelReMax);
if(pDNA)
{
pTarget->m_dwMonsterID = pDNA->dwID;
pTarget->m_bMonster = TRUE;
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, pTarget->m_dwMonsterID);
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, pTarget->m_bMonster);
}
}
}
}
if(pMaterial->m_dwItemId == 24191)
{
if(pTarget->m_bMonster == TRUE)
{
pTarget->m_dwMonsterID = NULL;
pTarget->m_bMonster = FALSE;
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, pTarget->m_dwMonsterID);
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, pTarget->m_bMonster);
pUser->AddText("Die DNA wurde Erfolgreich gelöscht!");
b = TRUE;
}
else
{
pUser->AddText("Deine Waffe ist nicht mit einer DNA ausgestattet!");
return;
}
}
#endif
das ist der propitem code:
Code:
11 II_DNA_REMOVE "DNA Remove" 1 999 IK1_SYSTEM IK2_SYSTEM IK3_SCROLL = = 1 = 2500000 = = = = = = = 0 = = 1 1 1 1 1 = = = = _NONE 0 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EXT_ITEM WUI_NOW = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = = = = = """Itm_SysSysScrAwakeSafe01.dds""" 0 """""" "Remove Weapon DNA"
ihr müsst dann nur noch die 24191 in die entsprechende item id ändern die ihr in der defineitem.h festlegt welche die scroll(II_DNA_REMOVE) dann trägt
Credits : 100% Jopsi332
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11/24/2012, 13:02
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#2
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elite*gold: 28
Join Date: Aug 2012
Posts: 2,335
Received Thanks: 471
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du solltest sagen das man hier
Code:
pMaterial->m_dwItemId == 24191
die 24191 in die entsprechende item id ändern soll welche das scroll dann trägt
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11/24/2012, 13:35
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#3
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elite*gold: 0
Join Date: Mar 2008
Posts: 665
Received Thanks: 230
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This is the one I did when I tested the system (I didn't like btw).
Code:
#ifdef __MONSTER_WEAPON
BOOL CDPSrvr::DoUseItemTarget_RemoveDNAScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
{
if( pMaterial->m_dwItemId == II_SYS_SYS_SCR_DNA_RESET )
{
pUser->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, NULL);
pUser->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, NULL);
// log
LogItemInfo log;
log.Action = "r";
log.SendName = pUser->GetName();
log.RecvName = "::RemoveDNA";
log.WorldId = pUser->GetWorld()->GetID();
log.Gold = pUser->GetGold();
log.Gold2 = pUser->GetGold();
OnLogItem( log, pTarget, 1 );
return TRUE;
}
else
pUser->AddText( "Item has not Monster DNA!" );
return FALSE;
}
#endif // __MONSTER_WEAPON
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11/24/2012, 13:42
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#4
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elite*gold: 0
Join Date: Oct 2012
Posts: 108
Received Thanks: 29
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Hi :=)
other way :
Code:
#ifdef __MONSTER_WEAPON
if(pMaterial->GetProp()->dwItemKind3 == IK3_MONSTER_DNA)
{
if(pTarget && pTarget->GetProp() && (pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_HAND || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC))
{
b = TRUE;
if(pTarget && pTarget->GetProp() && (pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_HAND || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC))
{
b = TRUE;
if(pTarget->m_bMonster == TRUE)
{
if(pUser->HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_DNA ))
{
pUser->AddText("BALALALA");
b = TRUE;
pUser->RemoveBuff( BUFF_ITEM, II_SYS_SYS_SCR_DNA );
}
else
{
pUser->AddText("BALALLAA");
b = FALSE;
}
}
}
if(b)
{
MonsterDNA* pDNA = prj.m_aMonsterDNA.GetAt(pMaterial->GetProp()->dwAFuelReMax);
if(pDNA)
{
pTarget->m_dwMonsterID = pDNA->dwID;
pTarget->m_bMonster = TRUE;
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, pTarget->m_dwMonsterID);
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, pTarget->m_bMonster);
}
}
}
}
#endif //__MONSTER_WEAPON
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11/24/2012, 13:47
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#5
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elite*gold: 5
Join Date: Oct 2012
Posts: 1,335
Received Thanks: 505
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meins funktioniert auch zu 100% xD
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11/24/2012, 13:57
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#6
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elite*gold: 380
Join Date: Oct 2008
Posts: 2,262
Received Thanks: 382
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nice releas von dir Bro,*danke* ^^ :*
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11/24/2012, 18:44
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#7
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elite*gold: 0
Join Date: Oct 2011
Posts: 1,344
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Nice Release war im Release von mir nicht dabei ;3
Quote:
Originally Posted by BloodyMary90
Oh man ihr scheis leecher
versucht doch mal was selbst zu machen  aber naja dafür braucht man IQ und das fehlt nun mahl vielen
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Wie tief bist du schon drin ?
Damit mein ich mit deinem geschleime in Jopsis popöchen
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11/24/2012, 18:53
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#8
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elite*gold: 5
Join Date: Oct 2012
Posts: 1,335
Received Thanks: 505
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Quote:
Originally Posted by BloodyMary90
Oh man ihr scheis leecher
versucht doch mal was selbst zu machen  aber naja dafür braucht man IQ und das fehlt nun mahl vielen
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hab ich dir nicht gsagt das du mal dein rand halten sollst? deine meinung interessiert niemanden-,-
hab den thread nicht zum flamen erstellt ja? wenn du wen zum flamen suchst biste hier falsch.
mfg. Crowley :3
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11/24/2012, 21:16
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#9
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elite*gold: 380
Join Date: Oct 2008
Posts: 2,262
Received Thanks: 382
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Quote:
Originally Posted by BloodyMary90
Fruchti du kleine verlogenen Opfer Kind an deiner Stelle würde ich mich nicht so weit aus dem Fensterlehnen
Warum sollte ich ihn bitte in den ***** Kriechen?? xd oh man du bist so dumm 
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Alter spamm doch net alles voll mit dein scheiß geflame -.-
Klär das per PM und gut ist...
Kinderkacke wat du hier abziehst...
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11/27/2012, 17:55
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#10
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elite*gold: 5
Join Date: Oct 2012
Posts: 1,335
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naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte
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11/27/2012, 17:58
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#11
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ベトナム警察
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Posts: 16,497
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Quote:
Originally Posted by <Crowley>
naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte 
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Mir hat es jedenfalls geholfen, vielen Dank.
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11/27/2012, 19:22
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#12
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TBM Head Mod
elite*gold: 28
Join Date: Oct 2012
Posts: 27,421
Received Thanks: 2,258
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Mir hat es ebenfalls geholfen, danke dir vielmals.
Greetz. Icetea'
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