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[Fix] Skill Range
Discussion on [Fix] Skill Range within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
03/07/2016, 15:55
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#1
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elite*gold: 28
Join Date: Feb 2010
Posts: 463
Received Thanks: 277
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[Fix] Skill Range
Open Ctrl.cpp and go to
Code:
int CCtrl::DoApplySkillEx( CCtrl *pTarget, ItemProp *pSkillProp, AddSkillProp *pAddSkillProp, bool bIgnoreProb, int nParam, BOOL bOnlyDmg, BOOL bControl )
After
Code:
if( pSrc->GetType() == OT_MOVER )
{
Include
Code:
if( this != pSrc && pSrc->GetType() == OT_MOVER && ((CMover*)pSrc)->IsPlayer() )
{
float fX = GetPos().x-pSrc->GetPos().x;
float fZ = GetPos().z-pSrc->GetPos().z;
if( fX > 1.0f && fZ > 1.0f )
{
D3DXVECTOR3 v3Len = D3DXVECTOR3( fX, 0.0f, fZ );
float fTotalLen = D3DXVec3LengthSq( &v3Len );
fTotalLen -= GetRadiusXZ();
fTotalLen -= pSrc->GetRadiusXZ();
float fAttRange = ((CMover*)pSrc)->GetAttackRange( pSkillProp->dwAttackRange );
if( fAttRange && fTotalLen < fAttRange )
return;
}
}
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08/02/2019, 18:09
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#2
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elite*gold: 0
Join Date: May 2019
Posts: 74
Received Thanks: 5
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This is really cool, but  can still be done with this fix.
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08/03/2019, 00:11
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#3
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elite*gold: 0
Join Date: May 2018
Posts: 48
Received Thanks: 37
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return -> return 0;
Code:
if(this != pSrc && pSrc->GetType() == OT_MOVER && ((CMover*)pSrc)->IsPlayer())
{
float fX = GetPos().x-pSrc->GetPos().x;
float fZ = GetPos().z-pSrc->GetPos().z;
if(fX > 1.0f && fZ > 1.0f)
{
D3DXVECTOR3 v3Len = D3DXVECTOR3(fX, 0.0f, fZ);
float fTotalLen = D3DXVec3LengthSq(&v3Len);
fTotalLen -= GetRadiusXZ();
fTotalLen -= pSrc->GetRadiusXZ();
float fAttRange = ((CMover*)pSrc)->GetAttackRange(pSkillProp->dwAttackRange);
if(fAttRange && fTotalLen < fAttRange)
return 0;
}
}
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08/05/2019, 05:20
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#4
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elite*gold: 0
Join Date: May 2019
Posts: 74
Received Thanks: 5
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Quote:
Originally Posted by QuietSmoke
return -> return 0;
Code:
if(this != pSrc && pSrc->GetType() == OT_MOVER && ((CMover*)pSrc)->IsPlayer())
{
float fX = GetPos().x-pSrc->GetPos().x;
float fZ = GetPos().z-pSrc->GetPos().z;
if(fX > 1.0f && fZ > 1.0f)
{
D3DXVECTOR3 v3Len = D3DXVECTOR3(fX, 0.0f, fZ);
float fTotalLen = D3DXVec3LengthSq(&v3Len);
fTotalLen -= GetRadiusXZ();
fTotalLen -= pSrc->GetRadiusXZ();
float fAttRange = ((CMover*)pSrc)->GetAttackRange(pSkillProp->dwAttackRange);
if(fAttRange && fTotalLen < fAttRange)
return 0;
}
}
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Hi, why not 1? Why not a garbage value? I see some source that has this returns 1 or just a garbage(return). Thoughts?
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08/05/2019, 15:30
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#5
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elite*gold: 18
Join Date: Sep 2009
Posts: 20,174
Received Thanks: 14,475
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Quote:
Originally Posted by Fatcode
Hi, why not 1? Why not a garbage value? I see some source that has this returns 1 or just a garbage(return). Thoughts?
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Have a look at the parent function to see what behaviour will happen on what return value.
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08/06/2019, 04:51
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#6
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elite*gold: 0
Join Date: May 2019
Posts: 74
Received Thanks: 5
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Quote:
Originally Posted by Sedrika
Have a look at the parent function to see what behaviour will happen on what return value.
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Thank you! I still have some confusions about this and constantly learning.. I just know that 0 is true and above or below 0 is false and I saw this fix in some source and they return 1 instead of 0 :O Anyways thank you!
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