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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
#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
11/24/2012, 13:02
#2
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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
11/24/2012, 13:35
#3
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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
11/24/2012, 13:42
#4
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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
11/24/2012, 13:47
#5
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meins funktioniert auch zu 100% xD
11/24/2012, 13:57
#6
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nice releas von dir Bro,*danke* ^^ :*
11/24/2012, 18:44
#7
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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
Wie tief bist du schon drin ?
Damit mein ich mit deinem geschleime in Jopsis popöchen
11/24/2012, 18:53
#8
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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
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
11/24/2012, 21:16
#9
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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
Alter spamm doch net alles voll mit dein scheiß geflame -.-
Klär das per PM und gut ist...
Kinderkacke wat du hier abziehst...
11/27/2012, 17:55
#10
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naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte
11/27/2012, 17:58
#11
ベトナム警察
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Quote:
Originally Posted by
<Crowley>
naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte
Mir hat es jedenfalls geholfen, vielen Dank.
11/27/2012, 19:22
#12
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Mir hat es ebenfalls geholfen, danke dir vielmals.
Greetz. Icetea'
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