#ifdef __GUILD_HOUSE_MIDDLE
case SNAPSHOTTYPE_GUILDHOUSE_TENDER_MAINWND: OnGuildHouseTenderMainWnd( ar ); break;
case SNAPSHOTTYPE_GUILDHOUSE_TENDER_INFOWND: OnGuildHouseTenderInfoWnd( ar ); break;
case SNAPSHOTTYPE_GUILDHOUSE_TENDER_RESULT: OnGuildHouseTenderResult( ar ); break;
#endif // __GUILD_HOUSE_MIDDLE
add
Code:
#ifdef __JOPS_GLOW
case SNAPSHOTTYPE_UPDATEGLOW: OnUpdateGlow( objid, ar ); break;
#endif //__JOPS_GLOW
At the end of file add before
Code:
CDPClient g_DPlay;
add
Code:
#ifdef __JOPS_GLOW
void CDPClient::OnUpdateGlow( OBJID objid, CAr & ar )
{
int glowbody, glowhandleft, glowhandright, glowarmleft, glowarmright, glowlegleft, glowlegright;
ar >> glowbody;
ar >> glowhandleft;
ar >> glowhandright;
ar >> glowarmleft;
ar >> glowarmright;
ar >> glowlegleft;
ar >> glowlegright;
CCtrl* pCtrl = prj.GetCtrl( objid );
if( IsValidObj( (CObj*)pCtrl ) )
{
CMover* pMover = (CMover*)pCtrl;
if(pMover)
{
pMover->m_iGlowBody = glowbody;
pMover->m_iGlowHandLeft = glowhandleft;
pMover->m_iGlowHandRight = glowhandright,
pMover->m_iGlowArmLeft = glowarmleft;
pMover->m_iGlowArmRight = glowarmright;
pMover->m_iGlowLegLeft = glowlegleft;
pMover->m_iGlowLegRight = glowlegright;
}
}
}
void CDPClient::SendGlowChange( int iGlowBody, int iGlowHandLeft, int iGlowHandRight, int iGlowArmLeft, int iGlowArmRight, int iGlowLegLeft, int iGlowLegRight)
{
if(IsValidObj(g_pPlayer))
{
g_pPlayer->m_iGlowBody = iGlowBody;
g_pPlayer->m_iGlowHandLeft = iGlowHandLeft;
g_pPlayer->m_iGlowHandRight = iGlowHandRight;
g_pPlayer->m_iGlowArmLeft = iGlowArmLeft;
g_pPlayer->m_iGlowArmRight = iGlowArmRight;
g_pPlayer->m_iGlowLegLeft = iGlowLegLeft;
g_pPlayer->m_iGlowLegRight = iGlowLegRight;
}
BEFORESENDSOLE( ar, PACKETTYPE_GLOW_CHANGE, DPID_UNKNOWN );
ar << iGlowBody << iGlowHandLeft << iGlowHandRight << iGlowArmLeft << iGlowArmRight << iGlowLegLeft << iGlowLegRight;
SEND( ar, this, DPID_SERVERPLAYER );
}
#endif
DPClient.h
before
Code:
void OnShout( CAr & ar );
add
Code:
#ifdef __JOPS_GLOW
void OnUpdateGlow( OBJID objid, CAr & ar );
void SendGlowChange( int iGlowBody, int iGlowHandLeft, int iGlowHandRight, int iGlowArmLeft, int iGlowArmRight, int iGlowLegLeft, int iGlowLegRight);
#endif //__JOPS_GLOW
Replace function : void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption ) by
Code:
void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption )
{
DWORD dwSfx = 0;
DWORD dwSfxHandRight = 0;
DWORD dwSfxHandLeft = 0;
DWORD dwSfxArmRight = 0;
DWORD dwSfxArmLeft = 0;
DWORD dwSfxBody = 0;
DWORD dwSfxLegLeft = 0;
DWORD dwSfxLegRight = 0;
switch( m_iGlowBody )
{
case 0: dwSfxBody = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxBody = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxBody = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxBody = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxBody = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxBody = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxBody = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxBody = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxBody = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxBody = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxBody = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxBody = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxBody = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxBody = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxBody = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxBody = XI_GEN_ITEM_SETITEM1015; break;
default : dwSfxBody = XI_GEN_ITEM_SETITEM10; break;
}
switch( m_iGlowArmLeft )
{
case 0: dwSfxArmLeft = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxArmLeft = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxArmLeft = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxArmLeft = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxArmLeft = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxArmLeft = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxArmLeft = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxArmLeft = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxArmLeft = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxArmLeft = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxArmLeft = XI_GEN_ITEM_SETITEM1015; break;
default : dwSfxArmLeft = XI_GEN_ITEM_SETITEM10; break;
}
switch( m_iGlowArmRight )
{
case 0: dwSfxArmRight = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxArmRight = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxArmRight = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxArmRight = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxArmRight = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxArmRight = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxArmRight = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxArmRight = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxArmRight = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxArmRight = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxArmRight = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxArmRight = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxArmRight = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxArmRight = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxArmRight = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxArmRight = XI_GEN_ITEM_SETITEM1015; break;
default : dwSfxArmRight = XI_GEN_ITEM_SETITEM10; break;
}
switch( m_iGlowLegLeft )
{
case 0: dwSfxLegLeft = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxLegLeft = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxLegLeft = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxLegLeft = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxLegLeft = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxLegLeft = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxLegLeft = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxLegLeft = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxLegLeft = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxLegLeft = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxLegLeft = XI_GEN_ITEM_SETITEM1015; break;
default : dwSfxLegLeft = XI_GEN_ITEM_SETITEM10; break;
}
switch( m_iGlowLegRight )
{
case 0: dwSfxLegRight = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxLegRight = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxLegRight = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxLegRight = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxLegRight = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxLegRight = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxLegRight = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxLegRight = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxLegRight = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxLegRight = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxLegRight = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxLegRight = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxLegRight = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxLegRight = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxLegRight = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxLegRight = XI_GEN_ITEM_SETITEM1015; break;
default : dwSfxLegRight = XI_GEN_ITEM_SETITEM10; break;
}
switch( m_iGlowHandRight )
{
case 0: dwSfxHandRight = XI_SETIEM_EFFECTHAND; break;
case 1: dwSfxHandRight = XI_SETIEM_EFFECTHAND1; break;
case 2: dwSfxHandRight = XI_SETIEM_EFFECTHAND2; break;
case 3: dwSfxHandRight = XI_SETIEM_EFFECTHAND3; break;
case 4: dwSfxHandRight = XI_SETIEM_EFFECTHAND4; break;
case 5: dwSfxHandRight = XI_SETIEM_EFFECTHAND5; break;
case 6: dwSfxHandRight = XI_SETIEM_EFFECTHAND6; break;
case 7: dwSfxHandRight = XI_SETIEM_EFFECTHAND7; break;
case 8: dwSfxHandRight = XI_SETIEM_EFFECTHAND8; break;
case 9: dwSfxHandRight = XI_SETIEM_EFFECTHAND9; break;
case 10: dwSfxHandRight = XI_SETIEM_EFFECTHAND10; break;
case 11: dwSfxHandRight = XI_SETIEM_EFFECTHAND11; break;
case 12: dwSfxHandRight = XI_SETIEM_EFFECTHAND12; break;
case 13: dwSfxHandRight = XI_SETIEM_EFFECTHAND13; break;
case 14: dwSfxHandRight = XI_SETIEM_EFFECTHAND14; break;
case 15: dwSfxHandRight = XI_SETIEM_EFFECTHAND15; break;
case 16: dwSfxHandRight = XI_SETIEM_EFFECTHAND16; break;
case 17: dwSfxHandRight = XI_SETIEM_EFFECTHAND17; break;
case 18: dwSfxHandRight = XI_SETIEM_EFFECTHAND18; break;
case 19: dwSfxHandRight = XI_SETIEM_EFFECTHAND19; break;
case 20: dwSfxHandRight = XI_SETIEM_EFFECTHAND20; break;
case 21: dwSfxHandRight = XI_SETIEM_EFFECTHAND21; break;
case 22: dwSfxHandRight = XI_SETIEM_EFFECTHAND22; break;
case 23: dwSfxHandRight = XI_SETIEM_EFFECTHAND23; break;
default : dwSfxHandRight = XI_SETIEM_EFFECTHAND; break;
}
switch( m_iGlowHandLeft )
{
case 0: dwSfxHandLeft = XI_SETIEM_EFFECTHAND; break;
case 1: dwSfxHandLeft = XI_SETIEM_EFFECTHAND1; break;
case 2: dwSfxHandLeft = XI_SETIEM_EFFECTHAND2; break;
case 3: dwSfxHandLeft = XI_SETIEM_EFFECTHAND3; break;
case 4: dwSfxHandLeft = XI_SETIEM_EFFECTHAND4; break;
case 5: dwSfxHandLeft = XI_SETIEM_EFFECTHAND5; break;
case 6: dwSfxHandLeft = XI_SETIEM_EFFECTHAND6; break;
case 7: dwSfxHandLeft = XI_SETIEM_EFFECTHAND7; break;
case 8: dwSfxHandLeft = XI_SETIEM_EFFECTHAND8; break;
case 9: dwSfxHandLeft = XI_SETIEM_EFFECTHAND9; break;
case 10: dwSfxHandLeft = XI_SETIEM_EFFECTHAND10; break;
case 11: dwSfxHandLeft = XI_SETIEM_EFFECTHAND11; break;
case 12: dwSfxHandLeft = XI_SETIEM_EFFECTHAND12; break;
case 13: dwSfxHandLeft = XI_SETIEM_EFFECTHAND13; break;
case 14: dwSfxHandLeft = XI_SETIEM_EFFECTHAND14; break;
case 15: dwSfxHandLeft = XI_SETIEM_EFFECTHAND15; break;
case 16: dwSfxHandLeft = XI_SETIEM_EFFECTHAND16; break;
case 17: dwSfxHandLeft = XI_SETIEM_EFFECTHAND17; break;
case 18: dwSfxHandLeft = XI_SETIEM_EFFECTHAND18; break;
case 19: dwSfxHandLeft = XI_SETIEM_EFFECTHAND19; break;
case 20: dwSfxHandLeft = XI_SETIEM_EFFECTHAND20; break;
case 21: dwSfxHandLeft = XI_SETIEM_EFFECTHAND21; break;
case 22: dwSfxHandLeft = XI_SETIEM_EFFECTHAND22; break;
case 23: dwSfxHandLeft = XI_SETIEM_EFFECTHAND23; break;
default : dwSfxHandLeft = XI_SETIEM_EFFECTHAND; break;
}
CSfxPartsLinkShoulder* pSfx = NULL;
D3DXVECTOR3 v3Scal = D3DXVECTOR3( 1.0f, 1.0f, 1.0f );
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechte schulter
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linke schulter
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter oberarm
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker oberarm
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody, GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody, GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 7;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter arm
pSfx->m_nPartsLink = 8;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker arm
pSfx->m_nPartsLink = 9;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter oberarm
pSfx->m_nPartsLink = 2;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker unterarm
pSfx->m_nPartsLink = 3;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linkes knie
pSfx->m_nPartsLink = 26;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechtes knie
pSfx->m_nPartsLink = 29;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxHandRight, GetPos(), GetId(), GetPos(), GetId(), -1 ); //rechte Hand
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxHandLeft, GetPos(), GetId(), GetPos(), GetId(), -1 ); // linke Hand
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
Mover.h
Under
Code:
DWORD m_dwAuthorization;
add
Code:
#ifdef __JOPS_GLOW
public:
int m_iGlowBody;
int m_iGlowLegLeft;
int m_iGlowLegRight;
int m_iGlowArmLeft;
int m_iGlowArmRight;
int m_iGlowHandLeft;
int m_iGlowHandRight;
#endif //__JOPS_GLOW
#ifdef __JOPS_GLOW
void CUserMng::UpdateGlow( CUser* pUser, int glowbody, int glowhandleft, int glowhandright, int glowarmleft, int glowarmright, int glowlegleft, int glowlegright )
{
CAr arBlock;
arBlock << pUser->GetId() << SNAPSHOTTYPE_UPDATEGLOW;
arBlock << glowbody;
arBlock << glowhandleft;
arBlock << glowhandright;
arBlock << glowarmleft;
arBlock << glowarmright;
arBlock << glowlegleft;
arBlock << glowlegright;
GETBLOCK( arBlock, lpBlock, uBlockSize );
FOR_VISIBILITYRANGE( pUser )
{
USERPTR->AddBlock( lpBlock, uBlockSize );
}
NEXT_VISIBILITYRANGE( pUser )
}
#endif //__JOPS_GLOW
User.h
after
Code:
void RemoveUser( DWORD dwSerial );
*
add
Code:
#ifdef __JOPS_GLOW
void UpdateGlow( CUser* pUser, int glowbody, int glowhandleft, int glowhandright, int glowarmleft, int glowarmright, int glowlegleft, int glowlegright );
#endif //__JOPS_GLOW
#ifdef __JOPS_GLOW
public:
int m_iGlowBody;
int m_iGlowLegLeft;
int m_iGlowLegRight;
int m_iGlowArmLeft;
int m_iGlowArmRight;
int m_iGlowHandLeft;
int m_iGlowHandRight;
#endif //__JOPS_GLOW
for( int j = 0 ; j < SM_MAX ; ++j )
ar << m_dwSMTime[j];
add
Code:
#ifdef __JOPS_GLOW
ar << m_iGlowBody;
ar << m_iGlowHandLeft;
ar << m_iGlowHandRight;
ar << m_iGlowArmLeft;
ar << m_iGlowArmRight;
ar << m_iGlowLegLeft;
ar << m_iGlowLegRight;
#endif //__JOPS_GLOW
and after
Code:
for( int j = 0 ; j < SM_MAX ; ++j )
ar >> m_dwSMTime[j];
add
Code:
#ifdef __JOPS_GLOW
ar >> m_iGlowBody;
ar >> m_iGlowHandLeft;
ar >> m_iGlowHandRight;
ar >> m_iGlowArmLeft;
ar >> m_iGlowArmRight;
ar >> m_iGlowLegLeft;
ar >> m_iGlowLegRight;
#endif //__JOPS_GLOW
#ifdef __JOPS_GLOW
case XI_SETIEM_EFFECTHAND1:
case XI_SETIEM_EFFECTHAND2:
case XI_SETIEM_EFFECTHAND3:
case XI_SETIEM_EFFECTHAND4:
case XI_SETIEM_EFFECTHAND5:
case XI_SETIEM_EFFECTHAND6:
case XI_SETIEM_EFFECTHAND7:
case XI_SETIEM_EFFECTHAND8:
case XI_SETIEM_EFFECTHAND9:
case XI_SETIEM_EFFECTHAND10:
case XI_SETIEM_EFFECTHAND11:
case XI_SETIEM_EFFECTHAND12:
case XI_SETIEM_EFFECTHAND13:
case XI_SETIEM_EFFECTHAND14:
case XI_SETIEM_EFFECTHAND15:
case XI_SETIEM_EFFECTHAND16:
case XI_SETIEM_EFFECTHAND17:
case XI_SETIEM_EFFECTHAND18:
case XI_SETIEM_EFFECTHAND19:
case XI_SETIEM_EFFECTHAND20:
case XI_SETIEM_EFFECTHAND21:
case XI_SETIEM_EFFECTHAND22:
case XI_SETIEM_EFFECTHAND23:
case XI_GEN_ITEM_SETITEM101:
case XI_GEN_ITEM_SETITEM102:
case XI_GEN_ITEM_SETITEM103:
case XI_GEN_ITEM_SETITEM104:
case XI_GEN_ITEM_SETITEM105:
case XI_GEN_ITEM_SETITEM106:
case XI_GEN_ITEM_SETITEM107:
case XI_GEN_ITEM_SETITEM108:
case XI_GEN_ITEM_SETITEM109:
case XI_GEN_ITEM_SETITEM1010:
case XI_GEN_ITEM_SETITEM1011:
case XI_GEN_ITEM_SETITEM1012:
case XI_GEN_ITEM_SETITEM1013:
case XI_GEN_ITEM_SETITEM1014:
case XI_GEN_ITEM_SETITEM1015:
#endif //__JOPS_GLOW
USE [CHARACTER_01_DBF]
GO
/****** Object: Table [dbo].[GLOW_TBL] Script Date: 09/19/2015 16:20:04 ******/
SET ANSI_NULLS ON
GO
SET QUOTED_IDENTIFIER ON
GO
SET ANSI_PADDING ON
GO
CREATE TABLE [dbo].[GLOW_TBL](
[idPlayer] [char](7) NULL,
[iGlowArmLeft] [int] NULL,
[iGlowArmRight] [int] NULL,
[iGlowLegLeft] [int] NULL,
[iGlowLegRight] [int] NULL,
[iGlowBody] [int] NULL,
[iGlowHandLeft] [int] NULL,
[iGlowHandRight] [int] NULL
) ON [PRIMARY]
GO
SET ANSI_PADDING OFF
GO
and create new stored procedure
Code:
USE [CHARACTER_01_DBF]
GO
/****** Object: StoredProcedure [dbo].[uspGlow] Script Date: 09/19/2015 16:20:41 ******/
SET ANSI_NULLS ON
GO
SET QUOTED_IDENTIFIER ON
GO
CREATE PROCEDURE [dbo].[uspGlow]
@query char(2) = 'S1',
@idPlayer char(7) = '0000001',
@iGlowArmLeft int = '0',
@iGlowArmRight int = '0',
@iGlowLegLeft int = '0',
@iGlowLegRight int = '0',
@iGlowBody int = '0',
@iGlowHandLeft int = '0',
@iGlowHandRight int = '0'
AS
SET NOCOUNT ON
SET XACT_ABORT ON
IF @query = 'S1'
BEGIN
IF EXISTS( SELECT * FROM dbo.GLOW_TBL WHERE idPlayer = @idPlayer )
BEGIN
UPDATE dbo.GLOW_TBL
SET iGlowArmLeft = @iGlowArmLeft, iGlowArmRight = @iGlowArmRight, iGlowLegLeft = @iGlowLegLeft, iGlowLegRight = @iGlowLegRight, iGlowBody = @iGlowBody, iGlowHandLeft = @iGlowHandLeft, iGlowHandRight = @iGlowHandRight
WHERE idPlayer = @idPlayer
END
ELSE
BEGIN
INSERT INTO dbo.GLOW_TBL( idPlayer, iGlowArmLeft, iGlowArmRight, iGlowLegLeft, iGlowLegRight, iGlowBody, iGlowHandLeft, iGlowHandRight )
VALUES( @idPlayer, @iGlowArmLeft, @iGlowArmRight, @iGlowLegLeft, @iGlowLegRight, @iGlowBody, @iGlowHandLeft, @iGlowHandRight )
END
END
ELSE IF @query = 'L1'
BEGIN
IF EXISTS( SELECT * FROM dbo.GLOW_TBL WHERE idPlayer = @idPlayer )
BEGIN
SELECT * FROM dbo.GLOW_TBL WHERE idPlayer = @idPlayer
END
ELSE
BEGIN
INSERT INTO dbo.GLOW_TBL( idPlayer, iGlowArmLeft, iGlowArmRight, iGlowLegLeft, iGlowLegRight, iGlowBody, iGlowHandLeft, iGlowHandRight )
VALUES( @idPlayer, '0', '0', '0', '0', '0', '0', '0' )
END
END
-- Table
SET ANSI_NULLS ON
SET QUOTED_IDENTIFIER ON
GO
[Release]Glow System 11/21/2013 - Flyff PServer Guides & Releases - 81 Replies Da das ganze in der Exordium Source releast worden ist release ich es mal hier offiziel.
Ich werde dafür kein Support leisten und das mit der Datenbank könnt ihr selbst machen wers net gebacken kriegt hat pech.
Ist eh eine alte Version die lange nicht alle features meines aktuellen glow systems hat an einigen stellen echt dreckigen code hat.
File-Upload.net - glow-alt.rar
pw ist onlyepvp
[Release]Job Glow System 02/04/2013 - Flyff PServer Guides & Releases - 62 Replies Hallo Elitepvpers,
release hier ein Job Glow System.
Eigentlich ja nicht's besonderes aber ich liebe die 0815 Welt so sehr^^
Also zb. Assist BP und RM haben gleichen Glow
usw.
Selber könnte man es erweitern
Job Glowsystem.rar
Bitte kein Flamen oder sonst was sonst reporte ich.
Ich hab keine ahnung von c++ bzw. minimal also falls es unsinnvoll geschrieben ist dann wär es nett wenn jmd. eine Kürzere Version posten würde.