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[Release] Special NPC Spawn Command
Discussion on [Release] Special NPC Spawn Command within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
11/30/2017, 14:00
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#1
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Join Date: Jan 2015
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[Release] Special NPC Spawn Command
[Mover.cpp]
In:
Code:
void CMover::Process()
Search for:
Code:
if( (m_nCount & 127) == 0 )
Add this above it:
Code:
#ifdef __EVENT_CMD
if ((m_nCount & 63) == 0)
if (m_dwTickCreated > 0 && GetTickCount() > m_dwTickCreated)
Delete();
#endif // __EVENT_CMD
[FuncTextCmd.cpp]
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Code:
BOOL TextCmd_ChangeShopCost( CScanner & scanner )
Add this above it:
Code:
#ifdef __EVENT_CMD
BOOL TextCmd_EventCmd(CScanner & scanner)
{
#ifdef __WORLDSERVER
CUser* pUser = (CUser*)scanner.dwValue;
if (!IsValidObj(pUser))
return FALSE;
CString szKey = "";
DWORD dwId = scanner.GetNumber();
scanner.GetToken();
szKey = scanner.Token;
DWORD dwSec = 0;
dwSec = scanner.GetNumber();
CMover* pMover = (CMover*)CreateObj(D3DDEVICE, OT_MOVER, dwId);
if (pMover == nullptr)
return FALSE;
lstrcpy(pMover->m_szCharacterKey, szKey);
LPCHARACTER lpChar = pMover->GetCharacter();
pMover->InitNPCProperty();
pMover->InitCharacter(lpChar);
pMover->SetPos(pUser->GetPos());
pMover->InitMotion(MTI_STAND);
pMover->UpdateLocalMatrix();
SAFE_DELETE(pMover->m_pAIInterface);
pMover->SetAIInterface(AII_NONE);
pMover->m_dwBelligerence = BELLI_PEACEFUL;
if(dwSec > 0)
pMover->m_dwTickCreated = GetTickCount() + SEC(dwSec);
if(pUser->GetWorld())
pUser->GetWorld()->ADDOBJ(pMover, true, pUser->GetLayer());
#endif // __WORLDSERVER
return TRUE;
}
#endif // __EVENT_CMD
Search for:
Code:
ON_TEXTCMDFUNC( TextCmd_whisper, "whisper", "w", "±Ó¼Ó¸»", "±Ó", TCM_SERVER, AUTH_GENERAL , "±Ó¼Ó¸» [/¸í·É ¾ÆÀ̵𠳻¿ë]" )
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Code:
#ifdef __EVENT_CMD
ON_TEXTCMDFUNC(TextCmd_EventCmd, "EventCmd", "EventCmd", "EventCmd", "EventCmd", TCM_SERVER, AUTH_ADMINISTRATOR, "EventCmd")
#endif // __EVENT_CMD
Ingame use:
Code:
/EventCmd MOVERID NPCSCRIPT TIME
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11/30/2017, 14:58
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#2
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elite*gold: 7
Join Date: Sep 2012
Posts: 4,462
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Gesehen, Geschrieben und DONE !! Boooom ! Hammer dieser Kerl Ein Thanks reicht dafür nicht
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11/30/2017, 15:53
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#3
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Join Date: Jul 2011
Posts: 53
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Very useful, thank you!
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12/03/2017, 21:26
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#4
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Join Date: Nov 2017
Posts: 24
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Very useful, thank you!
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12/04/2017, 01:41
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#5
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Join Date: Dec 2014
Posts: 190
Received Thanks: 87
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already added and its working.,
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12/07/2017, 17:28
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#6
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Join Date: Mar 2009
Posts: 477
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Cool. You already have spawned it. Now how do you remove them? :O
That function would be cool for Short NPC Custom Events. A timer for them would be cool to see.
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12/07/2017, 17:39
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#7
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Join Date: Mar 2008
Posts: 333
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That's exactly what this command has, lol?
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12/19/2017, 19:12
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#8
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Join Date: Mar 2017
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where do i define " TextCmd_EventCmd " i got error
FuncTextCmd.cpp(5797): error C2065: 'TextCmd_EventCmd' : undeclared identifier
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12/20/2017, 14:42
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#9
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Quote:
Originally Posted by babyminion
where do i define " TextCmd_EventCmd " i got error
FuncTextCmd.cpp(5797): error C2065: 'TextCmd_EventCmd' : undeclared identifier
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You are able to read, aren't you? The post literally tells you where to copy it
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12/21/2017, 06:15
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#10
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Join Date: Mar 2017
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Quote:
Originally Posted by Nortix
You are able to read, aren't you? The post literally tells you where to copy it
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i already did but i got that error?
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12/21/2017, 10:09
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#11
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elite*gold: 273
Join Date: Apr 2011
Posts: 127
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Quote:
Originally Posted by babyminion
i already did but i got that error?
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Quote:
Originally Posted by Blouflash
[FuncTextCmd.cpp]
Search for:
Code:
BOOL TextCmd_ChangeShopCost( CScanner & scanner )
Add this above it:
Code:
#ifdef __EVENT_CMD
BOOL TextCmd_EventCmd(CScanner & scanner)
{
#ifdef __WORLDSERVER
CUser* pUser = (CUser*)scanner.dwValue;
if (!IsValidObj(pUser))
return FALSE;
CString szKey = "";
DWORD dwId = scanner.GetNumber();
scanner.GetToken();
szKey = scanner.Token;
DWORD dwSec = 0;
dwSec = scanner.GetNumber();
CMover* pMover = (CMover*)CreateObj(D3DDEVICE, OT_MOVER, dwId);
if (pMover == nullptr)
return FALSE;
lstrcpy(pMover->m_szCharacterKey, szKey);
LPCHARACTER lpChar = pMover->GetCharacter();
pMover->InitNPCProperty();
pMover->InitCharacter(lpChar);
pMover->SetPos(pUser->GetPos());
pMover->InitMotion(MTI_STAND);
pMover->UpdateLocalMatrix();
SAFE_DELETE(pMover->m_pAIInterface);
pMover->SetAIInterface(AII_NONE);
pMover->m_dwBelligerence = BELLI_PEACEFUL;
if(dwSec > 0)
pMover->m_dwTickCreated = GetTickCount() + SEC(dwSec);
if(pUser->GetWorld())
pUser->GetWorld()->ADDOBJ(pMover, true, pUser->GetLayer());
#endif // __WORLDSERVER
return TRUE;
}
#endif // __EVENT_CMD
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?
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01/04/2018, 17:17
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#12
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Join Date: Aug 2009
Posts: 35
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how do you remove the summoned npc's?
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01/05/2018, 17:52
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#13
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Join Date: Jul 2011
Posts: 53
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Quote:
Originally Posted by klangun
how do you remove the summoned npc's?
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/id
- to check the npc's id
/rmvnpc id#
- repleace id# with the number seen in /id
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01/06/2018, 15:13
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#14
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Join Date: Aug 2009
Posts: 35
Received Thanks: 3
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Quote:
Originally Posted by xhien
/id
- to check the npc's id
/rmvnpc id#
- repleace id# with the number seen in /id
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tnx mate
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01/08/2018, 21:59
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#15
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Join Date: Oct 2008
Posts: 269
Received Thanks: 62
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Am besten bewegen sich die spieler gar nicht mehr selber..
Ganze ticket und was weiß ich was fürn quatsch^^
Könnts verstehen wenn man erst 2 stunden rennen müsste um in die stadt zu kommen, aber da jeder einen teleport hat mitlerweile, unnötig^^
Ist nur meine Meinung, thx kriegste trotzdem für deine Mühe vielleicht kann ja jemand noch was anderes damit anfangen :>
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