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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.

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Old   #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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Old 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
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Old 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
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Old 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
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Old 11/24/2012, 13:47   #5

 
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meins funktioniert auch zu 100% xD
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Old 11/24/2012, 13:57   #6

 
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nice releas von dir Bro,*danke* ^^ :*
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Old 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 View Post
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
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Old 11/24/2012, 18:53   #8

 
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Quote:
Originally Posted by BloodyMary90 View Post
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
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Old 11/24/2012, 21:16   #9

 
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Quote:
Originally Posted by BloodyMary90 View Post
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...
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Old 11/27/2012, 17:55   #10

 
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naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte
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Old 11/27/2012, 17:58   #11
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Quote:
Originally Posted by <Crowley> View Post
naja hoffe das trotz des ganzen geflamen ein paar leuten geholfen wurden konnte
Mir hat es jedenfalls geholfen, vielen Dank.
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Old 11/27/2012, 19:22   #12
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Mir hat es ebenfalls geholfen, danke dir vielmals.

Greetz. Icetea'
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