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Source Code - Dits V16.8

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Experienced Elementalist
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Okay xP , well i thought i fixed skills but i didnt q.q wrecking my head @ wndskillinventory once again q.q .
 
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Offtopic :Clean source by spikens , could you tell me where to look to fix skill bugs? :p i got no ideas :S

Ontopic : Yea I guess you guys didn't even check dits before releasing it lol.
 
Experienced Elementalist
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Bugs atm :
3rd job once : Mentalist doesn´t MTI_STAND right like psykeeper should (flying) -easy to fix.
Slayers doesn't wield 2H weapons easy to fix.
After relog back to hero class from 3rd job class.
Skillwindow : Skills are for wrong class and if your 3rd job and/or 2nd/1st can´t lvl any other skill unless vagrant once.

---------- Post added at 08:08 PM ---------- Previous post was at 08:08 PM ----------

yeah right :thumbup1:

:love:

Thankies i hope ill find something there xD :love:
 
Last edited:
Newbie Spellweaver
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@hellmater

I checked WndField.cpp and WndField.h. At least from what I saw, I didn't see the skills or 3rd jobs in there. You can still check though. I may be mistaken.
 
i <3 C++
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hope you guys we fix it ^^





btw guys i got this error when i open my neuz.exe
2011/ 7/31 01:16:55 string error: IDS_WDARENA_WLD_000000

2011/ 7/31 01:16:55 string error: IDS_WDARENA_WLD_000001

2011/ 7/31 01:16:56 FileName character.inc(7270) : SetImage Not Found. : SetImage

(

IDS_CHARACTER_INC_000737

);

m_szDialog= "MaFl_CardMaste

2011/ 7/31 01:16:56 FileName character.inc(9417) : SetImage Not Found. : SetImage

(

IDS_CHARACTER_INC_000914

);

m_szDialog= "MaEw_Epie.txt"

2011/ 7/31 01:16:56 propQuest.inc(35149) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35216) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35283) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35350) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35417) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35484) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35552) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(35619) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38075) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38143) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38210) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38278) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38345) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38413) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38480) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:56 propQuest.inc(38548) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Flyff.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Flyff.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Darkon12.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Darkon12.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Darkon3.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Darkon3.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Ricis.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Ricis.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Saint.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Saint.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Flaris.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Flaris.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_harmonin.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_harmonin.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Estia.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Estia.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_kaillun.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_kaillun.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_bahara.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_bahara.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Town_Flarine.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Town_Flarine.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Town_Saincity.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Town_Saincity.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Town_Darken.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Town_Darken.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Town_Elliun.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Town_Elliun.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Ominous.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Ominous.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Ominous01.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Ominous01.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Behamah.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Behamah.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Dreadfulcave.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Dreadfulcave.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Rustia_1.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Rustia_1.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Rustia_2.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Rustia_2.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Kalgas.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Kalgas.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Masdungeon.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Masdungeon.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Dekanes.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Dekanes.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Ibless.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Ibless.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Rartesia.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Rartesia.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Sanpres.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Sanpres.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Sanpres.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Sanpres.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Upresia.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Upresia.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Upresia_1.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Upresia_1.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Dungeon_Volcane.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Dungeon_Volcane.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Herneos.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Herneos.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Herneos_1.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Herneos_1.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_WdHeaven01.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_WdHeaven01.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_WdHeaven02.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_WdHeaven02.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_WdHeaven03.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_WdHeaven03.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_WdHeaven04.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_WdHeaven04.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_WdHeaven05.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_WdHeaven05.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\DUNGEON_Cisland.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\DUNGEON_Cisland.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\WORLD_Azria.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\WORLD_Azria.dds read error

2011/ 7/31 01:16:57 Theme\Default\texMapMonster_Bahara.inc not found

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Icon_Ultimate.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Icon_Ultimate.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Icon_Ultimate.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Icon_Ultimate.dds read error

2011/ 7/31 01:16:57 ::LoadTextureFromRes : Theme\Icon_Ultimate.dds not found

2011/ 7/31 01:16:57 CTexture::LoadTexture : Theme\Icon_Ultimate.dds read error

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ }

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ WIDC_CONTROL1

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 112

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0

2011/ 7/31 01:16:57 {¿¡¼­ ID Ãæµ¹ 0


:love:
 
Last edited:
Newbie Spellweaver
Joined
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Messages
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1
In WndField.cpp, look for this:
Code:
#if __VER >= 10 // __CSC_VER9_1
	//Master SkillÀº ½ÃÀÛºÎÅÍ 1LvÀ̹ǷΠ¹è°æ À̹ÌÁö Á¦¿Ü.
	switch( m_nJob )

Right below:
Code:
		case JOB_RANGER_HERO:
			m_strHeroSkilBg = "Back_Hero_RagHawkeye.tga";
			break;
I believe there should be 3rd Jobs right after so you would put this:
Code:
		case JOB_LORDTEMPLER_HERO:
			m_strHeroSkilBg = "Back_Hero_KntDrawing.tga";
			break;
		case JOB_STORMBLADE_HERO:
			m_strHeroSkilBg = "Back_Hero_BldDefence.tga";
			break;
		case JOB_FORCEMASTER_HERO:
			m_strHeroSkilBg = "Back_Hero_BilDisEnchant.tga";
			break;
		case JOB_FLORIST_HERO:
			m_strHeroSkilBg = "Back_Hero_RigReturn.tga";
			break;
		case JOB_ELEMENTORLORD_HERO:
			m_strHeroSkilBg = "Back_Hero_EleCursemind.tga";
			break;
		case JOB_MENTALIST_HERO:
			m_strHeroSkilBg = "Back_Hero_PsyStone.tga";
			break;
		case JOB_WINDLURKER_HERO:
			m_strHeroSkilBg = "Back_Hero_JstSilence.tga";
			break;
		case JOB_CRACKSHOOTER_HERO:
			m_strHeroSkilBg = "Back_Hero_RagHawkeye.tga";
			break;

Then look for
Code:
#if __VER >= 10 // __CSC_VER9_1
	case JOB_RANGER_MASTER:
	case JOB_RANGER_HERO:
#endif //__CSC_VER9_1
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Rag.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_RANGER].szName );
		break;

Right after that you need to add the 3rd Jobs again:
Code:
	case JOB_LORDTEMPLER_HERO:
		m_nCount  = 26;
		strTex[0] = "Back_Me.TGA";
		strTex[1] = "Back_Night.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MERCENARY].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_KNIGHT].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_LORDTEMPLER_HERO].szName );

		break;			
	case JOB_STORMBLADE_HERO:
		m_nCount  = 26;
		strTex[0] = "Back_Me.TGA";
		strTex[1] = "Back_Blade.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MERCENARY].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_BLADE].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_STORMBLADE_HERO].szName );
		break;			
	case JOB_FORCEMASTER_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_As.TGA";
		strTex[1] = "Back_Bill.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ASSIST].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_BILLPOSTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_FORCEMASTER_HERO].szName );

		break;			
	case JOB_FLORIST_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_As.TGA";
		strTex[1] = "Back_Ring.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ASSIST].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_RINGMASTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_FLORIST_HERO].szName );
		break;			
	case JOB_ELEMENTORLORD_HERO:
		m_nCount  = 39;
		strTex[0] = "Back_Ma.TGA";
		strTex[1] = "Back_Ele.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MAGICIAN].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_ELEMENTOR].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_ELEMENTORLORD_HERO].szName );
		break;			
	case JOB_MENTALIST_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_Ma.TGA";
		strTex[1] = "Back_Psy.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MAGICIAN].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_PSYCHIKEEPER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_MENTALIST_HERO].szName );
		break;			
	case JOB_WINDLURKER_HERO	:
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Jst.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_JESTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_WINDLURKER_HERO].szName );
		break;	
	case JOB_CRACKSHOOTER_HERO:
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Rag.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_RANGER].szName );
		break;

Then look for:
Code:
CWndGuildCombatRank_Class* CWndGuildCombatRank_Person::__GetJobKindWnd(int nJob)
{
	switch(nJob)

You need to add the 3rd Jobs again there so the entire thing should look like:
Code:
	case JOB_MERCENARY:
	case JOB_KNIGHT:
	case JOB_BLADE:
 	case JOB_KNIGHT_MASTER:
	case JOB_BLADE_MASTER:
	case JOB_KNIGHT_HERO:
	case JOB_BLADE_HERO:
	case JOB_LORDTEMPLER_HERO:
	case JOB_STORMBLADE_HERO:
		return &m_WndGuildCombatTabClass_Mer;
		break;
		
	case JOB_ACROBAT:
	case JOB_JESTER:
	case JOB_RANGER:
	case JOB_JESTER_MASTER:
	case JOB_RANGER_MASTER:
	case JOB_JESTER_HERO:
	case JOB_RANGER_HERO:
	case JOB_WINDLURKER_HERO:
	case JOB_CRACKSHOOTER_HERO:
		return &m_WndGuildCombatTabClass_Acr;
		break;
		
	case JOB_ASSIST:
	case JOB_RINGMASTER:
	case JOB_BILLPOSTER:
	case JOB_RINGMASTER_MASTER:
	case JOB_BILLPOSTER_MASTER:
	case JOB_RINGMASTER_HERO:
	case JOB_BILLPOSTER_HERO:
	case JOB_FLORIST_HERO:
	case JOB_FORCEMASTER_HERO:
		return &m_WndGuildCombatTabClass_Ass;
		break;
		
	case JOB_MAGICIAN:
	case JOB_PSYCHIKEEPER:
	case JOB_ELEMENTOR:
	case JOB_PSYCHIKEEPER_MASTER:
	case JOB_ELEMENTOR_MASTER:
	case JOB_PSYCHIKEEPER_HERO:
	case JOB_ELEMENTOR_HERO:
	case JOB_MENTALIST_HERO:
	case JOB_ELEMENTORLORD_HERO:
		return &m_WndGuildCombatTabClass_Mag;
		break;

NOTE: I'm not entirely sure if this works so try it at your own risk.
 
Experienced Elementalist
Joined
May 22, 2010
Messages
224
Reaction score
22
In WndField.cpp, look for this:
Code:
#if __VER >= 10 // __CSC_VER9_1
	//Master SkillÀº ½ÃÀÛºÎÅÍ 1LvÀ̹ǷΠ¹è°æ À̹ÌÁö Á¦¿Ü.
	switch( m_nJob )

Right below:
Code:
		case JOB_RANGER_HERO:
			m_strHeroSkilBg = "Back_Hero_RagHawkeye.tga";
			break;
I believe there should be 3rd Jobs right after so you would put this:
Code:
		case JOB_LORDTEMPLER_HERO:
			m_strHeroSkilBg = "Back_Hero_KntDrawing.tga";
			break;
		case JOB_STORMBLADE_HERO:
			m_strHeroSkilBg = "Back_Hero_BldDefence.tga";
			break;
		case JOB_FORCEMASTER_HERO:
			m_strHeroSkilBg = "Back_Hero_BilDisEnchant.tga";
			break;
		case JOB_FLORIST_HERO:
			m_strHeroSkilBg = "Back_Hero_RigReturn.tga";
			break;
		case JOB_ELEMENTORLORD_HERO:
			m_strHeroSkilBg = "Back_Hero_EleCursemind.tga";
			break;
		case JOB_MENTALIST_HERO:
			m_strHeroSkilBg = "Back_Hero_PsyStone.tga";
			break;
		case JOB_WINDLURKER_HERO:
			m_strHeroSkilBg = "Back_Hero_JstSilence.tga";
			break;
		case JOB_CRACKSHOOTER_HERO:
			m_strHeroSkilBg = "Back_Hero_RagHawkeye.tga";
			break;

Then look for
Code:
#if __VER >= 10 // __CSC_VER9_1
	case JOB_RANGER_MASTER:
	case JOB_RANGER_HERO:
#endif //__CSC_VER9_1
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Rag.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_RANGER].szName );
		break;

Right after that you need to add the 3rd Jobs again:
Code:
	case JOB_LORDTEMPLER_HERO:
		m_nCount  = 26;
		strTex[0] = "Back_Me.TGA";
		strTex[1] = "Back_Night.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MERCENARY].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_KNIGHT].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_LORDTEMPLER_HERO].szName );

		break;			
	case JOB_STORMBLADE_HERO:
		m_nCount  = 26;
		strTex[0] = "Back_Me.TGA";
		strTex[1] = "Back_Blade.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MERCENARY].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_BLADE].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_STORMBLADE_HERO].szName );
		break;			
	case JOB_FORCEMASTER_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_As.TGA";
		strTex[1] = "Back_Bill.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ASSIST].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_BILLPOSTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_FORCEMASTER_HERO].szName );

		break;			
	case JOB_FLORIST_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_As.TGA";
		strTex[1] = "Back_Ring.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ASSIST].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_RINGMASTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_FLORIST_HERO].szName );
		break;			
	case JOB_ELEMENTORLORD_HERO:
		m_nCount  = 39;
		strTex[0] = "Back_Ma.TGA";
		strTex[1] = "Back_Ele.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MAGICIAN].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_ELEMENTOR].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_ELEMENTORLORD_HERO].szName );
		break;			
	case JOB_MENTALIST_HERO:
		m_nCount  = 28;
		strTex[0] = "Back_Ma.TGA";
		strTex[1] = "Back_Psy.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_MAGICIAN].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_PSYCHIKEEPER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_MENTALIST_HERO].szName );
		break;			
	case JOB_WINDLURKER_HERO	:
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Jst.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic3->SetTitle( prj.m_aJob[JOB_JESTER].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_WINDLURKER_HERO].szName );
		break;	
	case JOB_CRACKSHOOTER_HERO:
		m_nCount  = 20;
		strTex[0] = "Back_Acr.tga";
		strTex[1] = "Back_Rag.TGA";//"Back_Lower.TGA";
		lpWndStatic1->SetTitle( prj.m_aJob[JOB_VAGRANT].szName );
		lpWndStatic2->SetTitle( prj.m_aJob[JOB_ACROBAT].szName );
		lpWndStatic4->SetTitle( prj.m_aJob[JOB_RANGER].szName );
		break;

Then look for:
Code:
CWndGuildCombatRank_Class* CWndGuildCombatRank_Person::__GetJobKindWnd(int nJob)
{
	switch(nJob)

You need to add the 3rd Jobs again there so the entire thing should look like:
Code:
	case JOB_MERCENARY:
	case JOB_KNIGHT:
	case JOB_BLADE:
 	case JOB_KNIGHT_MASTER:
	case JOB_BLADE_MASTER:
	case JOB_KNIGHT_HERO:
	case JOB_BLADE_HERO:
	case JOB_LORDTEMPLER_HERO:
	case JOB_STORMBLADE_HERO:
		return &m_WndGuildCombatTabClass_Mer;
		break;
		
	case JOB_ACROBAT:
	case JOB_JESTER:
	case JOB_RANGER:
	case JOB_JESTER_MASTER:
	case JOB_RANGER_MASTER:
	case JOB_JESTER_HERO:
	case JOB_RANGER_HERO:
	case JOB_WINDLURKER_HERO:
	case JOB_CRACKSHOOTER_HERO:
		return &m_WndGuildCombatTabClass_Acr;
		break;
		
	case JOB_ASSIST:
	case JOB_RINGMASTER:
	case JOB_BILLPOSTER:
	case JOB_RINGMASTER_MASTER:
	case JOB_BILLPOSTER_MASTER:
	case JOB_RINGMASTER_HERO:
	case JOB_BILLPOSTER_HERO:
	case JOB_FLORIST_HERO:
	case JOB_FORCEMASTER_HERO:
		return &m_WndGuildCombatTabClass_Ass;
		break;
		
	case JOB_MAGICIAN:
	case JOB_PSYCHIKEEPER:
	case JOB_ELEMENTOR:
	case JOB_PSYCHIKEEPER_MASTER:
	case JOB_ELEMENTOR_MASTER:
	case JOB_PSYCHIKEEPER_HERO:
	case JOB_ELEMENTOR_HERO:
	case JOB_MENTALIST_HERO:
	case JOB_ELEMENTORLORD_HERO:
		return &m_WndGuildCombatTabClass_Mag;
		break;

NOTE: I'm not entirely sure if this works so try it at your own risk.
Okay thanks , ill try it in sec . If it works ima like you so you know it works :3 and the last one is about guild ranking so it could be done later :p

Edit: If im right 2 first once should be linked with old skill tree , i mean thouse edits wont do anything.
Edit2: nope didn't work i guess it is still in wndskillinventory.cpp
 
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Newbie Spellweaver
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the 3d jod is complete except quest

 
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Experienced Elementalist
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Well skills are working untill changing to 3rd job. And well /skilllevelAll doesn' t work right , it only lvls vagrant skills and blocks rest of the skills.

---------- Post added at 09:21 PM ---------- Previous post was at 09:17 PM ----------

the 3d jod is complete except quest

Nope slayers can't use 2 weps. Mentalist doesn' t fly , theres alot more.
 
Experienced Elementalist
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Virtuos = this one. Everything is exactly same as there. I might try hes skill window and anyway /skilllevelAll doesn't work q.q xD
 
Experienced Elementalist
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I did though this one got "copy" & "paste" from virtuous source + the skill window wich seems to not work. That's why better ask for rev4(Of the skill window) wich one noone got q.q . SkilllevelAll doesn't work with new skillwindow or im mistaken.
 
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i <3 C++
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downloading kflyff's v17 client :laugh:

---------- Post added at 07:26 AM ---------- Previous post was at 06:13 AM ----------

i download kflyff's v17 full client and fully patch...


i extract the .res files then paste the contents to resource folder,..


but when i open the world server i got his error
2011/ 7/31 07:23:11 propQuest.inc(35149) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35216) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35283) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35350) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35417) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35484) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35552) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(35619) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38075) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38143) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38210) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38278) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38345) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38413) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38480) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 propQuest.inc(38548) SetEndCondKillNPC¿¡¼­ Idx °ª ¹üÀ§ ÃÊ°ú(0~1)

2011/ 7/31 07:23:11 Out of Skill Level Range -> CMonsterSkill::LoadScript() - 1354, SI_GEN_STONEHAND, 20

2011/ 7/31 07:23:11 Out of Skill Level Range -> CMonsterSkill::LoadScript() - 1354, SI_ELE_MULTY_METEOSHOWER, 20

2011/ 7/31 07:23:11 OP: 35937264, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0


2011/ 7/31 07:23:13 LoadObject : obj_BossEntrance01.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossEntrance01.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossEntrance02.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossEntrance02.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn01.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn01.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn02.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn02.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn03.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn03.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn03.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn03.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn04.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn04.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn03.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn03.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 LoadObject : obj_BossColumn03.o3d Àб⠽ÇÆÐ

2011/ 7/31 07:23:13 Model\obj_BossColumn03.o3d : ãÀ» ¼ö ¾øÀ½

2011/ 7/31 07:23:13 OP: 1829, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0


2011/ 7/31 07:23:13 GetMoverProp range_error min:0, max:1510, index:1643

2011/ 7/31 07:23:13 GetMoverProp range_error min:0, max:1510, index:1643
 
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