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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
sokabenga
Has anyone expanded the inventory? What the devil is this bug?
you used mumaker ?
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
michi28
you can share file servers and clients is not
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re: [Release] zTeam Season 8 Episode 2 (Source)
Pk reset is done!!
I'll share tomorrow
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re: [Release] zTeam Season 8 Episode 2 (Source)
does anyone can share a full guide w/ video on how to build GS from source.,sorry newbie in editing sources i want to learn just like you guys.,hope someone could help me thnx a lot!
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re: [Release] zTeam Season 8 Episode 2 (Source)
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
IFlow
any release last files.
hopefully buddy Callejero and michi28 could share latest files & clients w/ fix on not all elements on monsters.,and still hoping that someone could give a guide on how to properly compile from source.,
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re: [Release] zTeam Season 8 Episode 2 (Source)
[INGLES]
Hello good here I leave Visual Studio 2008 Full
In order to compile only do this search
File / Open / Project or Solution
They seek "GameServer.dsw"
Cargen expects them will appear a box with a message "C ++ etc" They give accept and ready to compile only precionen "CTRL + ALT + F7" expect cargen takes a while and go seek their zGamesServer.exe in the Source folder
Link Visual Studio 2008 Full
https://www.youtube.com/watch?v=Nl9OTlBk_88
------------------------------------------------------------------------
[ESPAÑOL]
Hola bueno aqui les dejo Visual Studio 2008 Full
Para poder compilar solo hagan esto buscar
Archivo/abrir/Proyecto o Solucion
Buscan " GameServer.dsw "
Espera que cargen les saldra un cuadro con un mensaje " C++ etc " Le dan aceptar y listo para compilar solo precionen " CTRL + ALT + F7 " esperan que cargen demora un poco y listo buscan su zGamesServer.exe en la carpeta del Source
Link Visual Studio 2008 Full
https://www.youtube.com/watch?v=Nl9OTlBk_88
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
PSalazar
[INGLES]
Hello good here I leave Visual Studio 2008 Full
In order to compile only do this search
File / Open / Project or Solution
They seek "GameServer.dsw"
Cargen expects them will appear a box with a message "C ++ etc" They give accept and ready to compile only precionen "CTRL + ALT + F7" expect cargen takes a while and go seek their zGamesServer.exe in the Source folder
Link Visual Studio 2008 Full
https://www.youtube.com/watch?v=Nl9OTlBk_88
------------------------------------------------------------------------
[ESPAÑOL]
Hola bueno aqui les dejo Visual Studio 2008 Full
Para poder compilar solo hagan esto buscar
Archivo/abrir/Proyecto o Solucion
Buscan " GameServer.dsw "
Espera que cargen les saldra un cuadro con un mensaje " C++ etc " Le dan aceptar y listo para compilar solo precionen " CTRL + ALT + F7 " esperan que cargen demora un poco y listo buscan su zGamesServer.exe en la carpeta del Source
Link Visual Studio 2008 Full
https://www.youtube.com/watch?v=Nl9OTlBk_88
thank you buddy PSalazar i already installed visual 2008.,it is just i cannot compile the source.,and kindly update the
http://*******/6713212/vb-01
http://*******/6713212/vb-02
http://*******/6713212/vb-03
http://*******/6713212/vb-04
http://*******/6713212/vb-05
there is no image., anyway thank you for the effort.,hope you can give us a copy of your server files & client i like the new pets!
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re: [Release] zTeam Season 8 Episode 2 (Source)
I'm sorry it had clarified that only change the BMD Witch pet unicorn
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
PSalazar
I'm sorry it had clarified that only change the BMD Witch pet unicorn
PSalazar thank you buddy!., but still i can't compile it im using michi28 source.,can you guide me from the very beginning on how to compile the source i really appreciate it.,much better if its a video thank you!
heres the error:
Error 1 fatal error C1083: Cannot open include file: 'SecureEngineSDK.h': No such file or directory c:\users\xxx\desktop\source\zgameserver\gameserver\source\stdafx.h 35 GameServer
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re: [Release] zTeam Season 8 Episode 2 (Source)
that error comes when compiling you can send me picture
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
PSalazar
that error comes when compiling you can send me picture
http://i.imgur.com/F1uu5lq.png?1
this buddy PSalazar
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re: [Release] zTeam Season 8 Episode 2 (Source)
that is visual studio 2008 express is not the one I made
https://forum.ragezone.com/cache.php...%2FmnJMyUP.png
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
rimocchino
you used mumaker ?
item in game
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
PSalazar
im not using express edition PSalazar mate
http://i.imgur.com/TE8xz4g.png?1
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re: [Release] zTeam Season 8 Episode 2 (Source)
install the C++ if it does not install all
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re: [Release] zTeam Season 8 Episode 2 (Source)
People can't barely install vs or compile the project, i don't know what they want to do with the source code.
Just use the compiled files that there's in the topic or wait to someone release a repack.
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
PSalazar
I'm sorry it had clarified that only change the BMD Witch pet unicorn
Can you share exact .bmd files?
@gustavobm as far I remember this was error becouse crypto.
First you need to compile crypto project.
Then you need to compile zGS.
But i'm not 100 % sure since did it long time ago + using VS 2010.
But for sure I know compiling crypto -> zGS -> changing auto int to int or to auto only will work with VS 2010.
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re: [Release] zTeam Season 8 Episode 2 (Source)
@Omaruu I know, what i'm trying to say is if a person don't know how to install visual studio or fix simple erros to compile the source there's no reason to be posting questions related to this here, just wait and when we have stable files this will be released.
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1 Attachment(s)
re: [Release] zTeam Season 8 Episode 2 (Source)
Since my whole source zgs are different so I cant share the whole zgs for PKClear
Here ill leave u source and way to add them.
PKReset.h
Code:
#pragma once// -------------------------------------------------------------------------------
#include "user.h"
#include "..\common\winutil.h"
// -------------------------------------------------------------------------------
#define MAX_PKCLEAR_ITEM 10
// -------------------------------------------------------------------------------
struct PKCLEAR_ITEM_DATA
{
WORD ID;
BYTE MinLevel;
BYTE MaxLevel;
BYTE MinDur;
BYTE MaxDur;
};
// -------------------------------------------------------------------------------
class PKClear
{
public:
PKClear();
~PKClear();
// ----
void Init();
void Load();
void ReadData(char * File);
// ----
bool SearchItem(LPOBJ lpUser, BYTE QuestItemID);
bool DeleteItem(LPOBJ lpUser, BYTE QuestItemID);
bool CheckReq(LPOBJ lpUser);
// ----
bool Dialog(LPOBJ lpUser, LPOBJ lpNpc);
// ----
private:
WORD m_NpcID;
BYTE m_NpcMap;
BYTE m_NpcX;
BYTE m_NpcY;
BYTE m_ReqPK;
WORD m_ReqLevel;
WORD m_ReqReset;
DWORD m_Cost[4];
DWORD m_Cost1[4];
PKCLEAR_ITEM_DATA m_ItemData[MAX_PKCLEAR_ITEM];
BYTE m_ItemLoaded;
// ----
}; extern PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKReset.cpp
Code:
#include "StdAfx.h"#include "PKReset.h"
#include "GameMain.h"
#include "..\include\ReadScript.h"
#include "..\common\winutil.h"
#include "logproc.h"
// -------------------------------------------------------------------------------
PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKClear::PKClear()
{
this->Init();
}
// -------------------------------------------------------------------------------
PKClear::~PKClear()
{
}
// -------------------------------------------------------------------------------
void PKClear::Init()
{
this->m_NpcID = -1;
this->m_NpcMap = -1;
this->m_NpcX = 0;
this->m_NpcY = 0;
this->m_ReqPK = 4;
this->m_ReqLevel = 1;
this->m_ReqReset = 0;
this->m_ItemLoaded = 0;
ZeroMemory(this->m_ItemData, sizeof(this->m_ItemData));
ZeroMemory(this->m_Cost, sizeof(this->m_Cost));
}
// -------------------------------------------------------------------------------
void PKClear::Load()
{
this->Init();
this->ReadData(gDirPath.GetNewPath("Custom\\PKClear.txt"));
}
// -------------------------------------------------------------------------------
void PKClear::ReadData(char * File)
{
SMDToken Token;
SMDFile = fopen(File, "r");
// ----
if( !SMDFile )
{
MsgBox("[PKClear] %s file not found", File);
return;
}
// ----
int Category = -1;
// ----
while(true)
{
Token = GetToken();
// ----
if( Token == END )
{
break;
}
// ----
Category = TokenNumber;
// ----
while(true)
{
if( Category == 0 ) //-> NPC
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_NpcID = TokenNumber;
// ----
Token = GetToken();
this->m_NpcMap = TokenNumber;
// ----
Token = GetToken();
this->m_NpcX = TokenNumber;
// ----
Token = GetToken();
this->m_NpcY = TokenNumber;
}
else if( Category == 1 ) //-> Requirements
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_ReqPK = TokenNumber;
// ----
Token = GetToken();
this->m_ReqLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ReqReset = TokenNumber;
}
else if( Category == 2 ) //-> Cost
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_Cost[0] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[1] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[2] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[3] = TokenNumber;
}
else if( Category == 3 ) //-> Item list
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
WORD ItemType = TokenNumber;
Token = GetToken();
WORD ItemIndex = TokenNumber;
this->m_ItemData[this->m_ItemLoaded].ID = ITEMGET(ItemType, ItemIndex);
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinDur = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxDur = TokenNumber;
// ----
this->m_ItemLoaded++;
}
}
}
// ----
fclose(SMDFile);
LogAddTD("[PKClear] %s file is loaded (Items: %d)", File, this->m_ItemLoaded);
}
// -------------------------------------------------------------------------------
bool PKClear::SearchItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::DeleteItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
gObjInventoryDeleteItem(lpUser->m_Index, i);
GCInventoryItemDeleteSend(lpUser->m_Index, i, 1);
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::CheckReq(LPOBJ lpUser)
{
if( lpUser->m_PK_Level <= this->m_ReqPK )
{
GCServerMsgStringSend("Your PK Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Level < this->m_ReqLevel )
{
GCServerMsgStringSend("Your Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->iResetCount < this->m_ReqReset )
{
GCServerMsgStringSend("Your Reset is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Money < (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3) )
{
GCServerMsgStringSend("You need more Zen to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wcCashPoint < this->m_Cost[1] )
{
GCServerMsgStringSend("You need more WCoinC to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wpCashPoint < this->m_Cost[2] )
{
GCServerMsgStringSend("You need more WCoinP to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wgCashPoint < this->m_Cost[3] )
{
GCServerMsgStringSend("You need more GoblinPoint to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
if( !this->SearchItem(lpUser, i) )
{
GCServerMsgStringSend("You have not required items to PK Clear", lpUser->m_Index, 1);
return false;
}
}
// ----
return true;
}
// -------------------------------------------------------------------------------
bool PKClear::Dialog(LPOBJ lpUser, LPOBJ lpNpc)
{
if( lpNpc->Class != this->m_NpcID
|| lpNpc->MapNumber != this->m_NpcMap
|| lpNpc->X != this->m_NpcX
|| lpNpc->Y != this->m_NpcY )
{
return false;
}
// ----
if( !this->CheckReq(lpUser) )
{
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
this->DeleteItem(lpUser, i);
}
// ----
lpUser->Money -= (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3);
lpUser->m_wcCashPoint -= this->m_Cost[1];
lpUser->m_wpCashPoint -= this->m_Cost[2];
lpUser->m_wgCashPoint -= this->m_Cost[3];
// ----
//gGameShop.GDSavePoint(lpUser->m_Index);
GCMoneySend(lpUser->m_Index, lpUser->Money);
// ----
lpUser->m_PK_Count = 0;
lpUser->m_PK_Level = 3;
lpUser->m_PK_Time = 0;
// ----
if( lpUser->PartyNumber >= 0 )
{
//gParty.UpdatePKUserInfo(lpUser->PartyNumber, lpUser->m_Index, lpUser->DBNumber, lpUser->m_PK_Level);
gParty.UpdatePKPartyPanalty(lpUser->PartyNumber);
}
// ----
GCPkLevelSend(lpUser->m_Index, lpUser->m_PK_Level);
GCServerMsgStringSend("Your PK status has been reseted", lpUser->m_Index, 1);
return true;
}
// -------------------------------------------------------------------------------
1.Find:
g_ResetSystem.Load(); in CustomManager.cpp
Add this below:
g_PKClear.Load();
2. Find:
if (g_ResetSystem.ProcDialog(lpObj, lpNpc)) {
return TRUE;
}
Add this below:
if( g_PKClear.Dialog(lpObj, lpNpc) )
{
return true;
}
Remember to Include PKReset.h on both
----
Put PKClear.txt in Custom folder
Make sure u add the NPC in monstersetbase just like Resetsystem.
----
Require Zen and Items are working. Just the Cash point C, P, Goblin doesnt work yet
Good luck ^^
https://forum.ragezone.com/cache.php...%2FUWTXy8n.jpg
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
jackbot
Since my whole source zgs are different so I cant share the whole zgs for PKClear
Here ill leave u source and way to add them.
PKReset.h
Code:
#pragma once// -------------------------------------------------------------------------------
#include "user.h"
#include "..\common\winutil.h"
// -------------------------------------------------------------------------------
#define MAX_PKCLEAR_ITEM 10
// -------------------------------------------------------------------------------
struct PKCLEAR_ITEM_DATA
{
WORD ID;
BYTE MinLevel;
BYTE MaxLevel;
BYTE MinDur;
BYTE MaxDur;
};
// -------------------------------------------------------------------------------
class PKClear
{
public:
PKClear();
~PKClear();
// ----
void Init();
void Load();
void ReadData(char * File);
// ----
bool SearchItem(LPOBJ lpUser, BYTE QuestItemID);
bool DeleteItem(LPOBJ lpUser, BYTE QuestItemID);
bool CheckReq(LPOBJ lpUser);
// ----
bool Dialog(LPOBJ lpUser, LPOBJ lpNpc);
// ----
private:
WORD m_NpcID;
BYTE m_NpcMap;
BYTE m_NpcX;
BYTE m_NpcY;
BYTE m_ReqPK;
WORD m_ReqLevel;
WORD m_ReqReset;
DWORD m_Cost[4];
DWORD m_Cost1[4];
PKCLEAR_ITEM_DATA m_ItemData[MAX_PKCLEAR_ITEM];
BYTE m_ItemLoaded;
// ----
}; extern PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKReset.cpp
Code:
#include "StdAfx.h"#include "PKReset.h"
#include "GameMain.h"
#include "..\include\ReadScript.h"
#include "..\common\winutil.h"
#include "logproc.h"
// -------------------------------------------------------------------------------
PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKClear::PKClear()
{
this->Init();
}
// -------------------------------------------------------------------------------
PKClear::~PKClear()
{
}
// -------------------------------------------------------------------------------
void PKClear::Init()
{
this->m_NpcID = -1;
this->m_NpcMap = -1;
this->m_NpcX = 0;
this->m_NpcY = 0;
this->m_ReqPK = 4;
this->m_ReqLevel = 1;
this->m_ReqReset = 0;
this->m_ItemLoaded = 0;
ZeroMemory(this->m_ItemData, sizeof(this->m_ItemData));
ZeroMemory(this->m_Cost, sizeof(this->m_Cost));
}
// -------------------------------------------------------------------------------
void PKClear::Load()
{
this->Init();
this->ReadData(gDirPath.GetNewPath("Custom\\PKClear.txt"));
}
// -------------------------------------------------------------------------------
void PKClear::ReadData(char * File)
{
SMDToken Token;
SMDFile = fopen(File, "r");
// ----
if( !SMDFile )
{
MsgBox("[PKClear] %s file not found", File);
return;
}
// ----
int Category = -1;
// ----
while(true)
{
Token = GetToken();
// ----
if( Token == END )
{
break;
}
// ----
Category = TokenNumber;
// ----
while(true)
{
if( Category == 0 ) //-> NPC
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_NpcID = TokenNumber;
// ----
Token = GetToken();
this->m_NpcMap = TokenNumber;
// ----
Token = GetToken();
this->m_NpcX = TokenNumber;
// ----
Token = GetToken();
this->m_NpcY = TokenNumber;
}
else if( Category == 1 ) //-> Requirements
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_ReqPK = TokenNumber;
// ----
Token = GetToken();
this->m_ReqLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ReqReset = TokenNumber;
}
else if( Category == 2 ) //-> Cost
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_Cost[0] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[1] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[2] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[3] = TokenNumber;
}
else if( Category == 3 ) //-> Item list
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
WORD ItemType = TokenNumber;
Token = GetToken();
WORD ItemIndex = TokenNumber;
this->m_ItemData[this->m_ItemLoaded].ID = ITEMGET(ItemType, ItemIndex);
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinDur = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxDur = TokenNumber;
// ----
this->m_ItemLoaded++;
}
}
}
// ----
fclose(SMDFile);
LogAddTD("[PKClear] %s file is loaded (Items: %d)", File, this->m_ItemLoaded);
}
// -------------------------------------------------------------------------------
bool PKClear::SearchItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::DeleteItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
gObjInventoryDeleteItem(lpUser->m_Index, i);
GCInventoryItemDeleteSend(lpUser->m_Index, i, 1);
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::CheckReq(LPOBJ lpUser)
{
if( lpUser->m_PK_Level <= this->m_ReqPK )
{
GCServerMsgStringSend("Your PK Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Level < this->m_ReqLevel )
{
GCServerMsgStringSend("Your Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->iResetCount < this->m_ReqReset )
{
GCServerMsgStringSend("Your Reset is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Money < (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3) )
{
GCServerMsgStringSend("You need more Zen to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wcCashPoint < this->m_Cost[1] )
{
GCServerMsgStringSend("You need more WCoinC to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wpCashPoint < this->m_Cost[2] )
{
GCServerMsgStringSend("You need more WCoinP to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wgCashPoint < this->m_Cost[3] )
{
GCServerMsgStringSend("You need more GoblinPoint to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
if( !this->SearchItem(lpUser, i) )
{
GCServerMsgStringSend("You have not required items to PK Clear", lpUser->m_Index, 1);
return false;
}
}
// ----
return true;
}
// -------------------------------------------------------------------------------
bool PKClear::Dialog(LPOBJ lpUser, LPOBJ lpNpc)
{
if( lpNpc->Class != this->m_NpcID
|| lpNpc->MapNumber != this->m_NpcMap
|| lpNpc->X != this->m_NpcX
|| lpNpc->Y != this->m_NpcY )
{
return false;
}
// ----
if( !this->CheckReq(lpUser) )
{
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
this->DeleteItem(lpUser, i);
}
// ----
lpUser->Money -= (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3);
lpUser->m_wcCashPoint -= this->m_Cost[1];
lpUser->m_wpCashPoint -= this->m_Cost[2];
lpUser->m_wgCashPoint -= this->m_Cost[3];
// ----
//gGameShop.GDSavePoint(lpUser->m_Index);
GCMoneySend(lpUser->m_Index, lpUser->Money);
// ----
lpUser->m_PK_Count = 0;
lpUser->m_PK_Level = 3;
lpUser->m_PK_Time = 0;
// ----
if( lpUser->PartyNumber >= 0 )
{
//gParty.UpdatePKUserInfo(lpUser->PartyNumber, lpUser->m_Index, lpUser->DBNumber, lpUser->m_PK_Level);
gParty.UpdatePKPartyPanalty(lpUser->PartyNumber);
}
// ----
GCPkLevelSend(lpUser->m_Index, lpUser->m_PK_Level);
GCServerMsgStringSend("Your PK status has been reseted", lpUser->m_Index, 1);
return true;
}
// -------------------------------------------------------------------------------
1.Find:
g_ResetSystem.Load(); in CustomManager.cpp
Add this below:
g_PKClear.Load();
2. Find:
if (g_ResetSystem.ProcDialog(lpObj, lpNpc)) {
return TRUE;
}
Add this below:
if( g_PKClear.Dialog(lpObj, lpNpc) )
{
return true;
}
Remember to Include PKReset.h on both
----
Put PKClear.txt in Custom folder
Make sure u add the NPC in monstersetbase just like Resetsystem.
----
Require Zen and Items are working. Just the Cash point C, P, Goblin doesnt work yet
Good luck ^^
https://forum.ragezone.com/cache.php...%2FUWTXy8n.jpg
can`t compile have this error:
1>CustomManager.obj : error LNK2001: unresolved external symbol "public: void __thiscall PKClear::Load(void)" (?Load@PKClear@@QAEXXZ)
1>CustomManager.obj : error LNK2001: unresolved external symbol "class PKClear g_PKClear" (?g_PKClear@@3VPKClear@@A)
1>NpcTalk.obj : error LNK2001: unresolved external symbol "class PKClear g_PKClear" (?g_PKClear@@3VPKClear@@A)
1>NpcTalk.obj : error LNK2001: unresolved external symbol "public: bool __thiscall PKClear::Dialog(struct OBJECTSTRUCT *,struct OBJECTSTRUCT *)" (?Dialog@PKClear@@QAE_NPAUOBJECTSTRUCT@@0@Z)
-
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
gorath
can`t compile have this error:
1>CustomManager.obj : error LNK2001: unresolved external symbol "public: void __thiscall PKClear::Load(void)" (?Load@PKClear@@QAEXXZ)
1>CustomManager.obj : error LNK2001: unresolved external symbol "class PKClear g_PKClear" (?g_PKClear@@3VPKClear@@A)
1>NpcTalk.obj : error LNK2001: unresolved external symbol "class PKClear g_PKClear" (?g_PKClear@@3VPKClear@@A)
1>NpcTalk.obj : error LNK2001: unresolved external symbol "public: bool __thiscall PKClear::Dialog(struct OBJECTSTRUCT *,struct OBJECTSTRUCT *)" (?Dialog@PKClear@@QAE_NPAUOBJECTSTRUCT@@0@Z)
Remember to Include PKReset.h on both
CustomManager.cpp
user.cpp
NPCTalk.cpp
Quote:
Originally Posted by
jackbot
Remember to Include PKReset.h on both
-
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
gustavobm
@
Omaruu I know, what i'm trying to say is if a person don't know how to install visual studio or fix simple erros to compile the source there's no reason to be posting questions related to this here, just wait and when we have stable files this will be released.
i know that everyone is doing the fix and there compilation but i want to do it myself because we don't have same taste on doing the gameserver example some wants to have full elemental monsters and some don't.,that's why im asking for help.,if you don't want to share buddy just don't comment!.,and let me tell you this "gustavobm" i install visual C++ properly but i mean it i am a newbie w/ it comes to editing the sources that's why as i have said im asking for help.,
-
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
jackbot
Since my whole source zgs are different so I cant share the whole zgs for PKClear
Here ill leave u source and way to add them.
PKReset.h
Code:
#pragma once// -------------------------------------------------------------------------------
#include "user.h"
#include "..\common\winutil.h"
// -------------------------------------------------------------------------------
#define MAX_PKCLEAR_ITEM 10
// -------------------------------------------------------------------------------
struct PKCLEAR_ITEM_DATA
{
WORD ID;
BYTE MinLevel;
BYTE MaxLevel;
BYTE MinDur;
BYTE MaxDur;
};
// -------------------------------------------------------------------------------
class PKClear
{
public:
PKClear();
~PKClear();
// ----
void Init();
void Load();
void ReadData(char * File);
// ----
bool SearchItem(LPOBJ lpUser, BYTE QuestItemID);
bool DeleteItem(LPOBJ lpUser, BYTE QuestItemID);
bool CheckReq(LPOBJ lpUser);
// ----
bool Dialog(LPOBJ lpUser, LPOBJ lpNpc);
// ----
private:
WORD m_NpcID;
BYTE m_NpcMap;
BYTE m_NpcX;
BYTE m_NpcY;
BYTE m_ReqPK;
WORD m_ReqLevel;
WORD m_ReqReset;
DWORD m_Cost[4];
DWORD m_Cost1[4];
PKCLEAR_ITEM_DATA m_ItemData[MAX_PKCLEAR_ITEM];
BYTE m_ItemLoaded;
// ----
}; extern PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKReset.cpp
Code:
#include "StdAfx.h"#include "PKReset.h"
#include "GameMain.h"
#include "..\include\ReadScript.h"
#include "..\common\winutil.h"
#include "logproc.h"
// -------------------------------------------------------------------------------
PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKClear::PKClear()
{
this->Init();
}
// -------------------------------------------------------------------------------
PKClear::~PKClear()
{
}
// -------------------------------------------------------------------------------
void PKClear::Init()
{
this->m_NpcID = -1;
this->m_NpcMap = -1;
this->m_NpcX = 0;
this->m_NpcY = 0;
this->m_ReqPK = 4;
this->m_ReqLevel = 1;
this->m_ReqReset = 0;
this->m_ItemLoaded = 0;
ZeroMemory(this->m_ItemData, sizeof(this->m_ItemData));
ZeroMemory(this->m_Cost, sizeof(this->m_Cost));
}
// -------------------------------------------------------------------------------
void PKClear::Load()
{
this->Init();
this->ReadData(gDirPath.GetNewPath("Custom\\PKClear.txt"));
}
// -------------------------------------------------------------------------------
void PKClear::ReadData(char * File)
{
SMDToken Token;
SMDFile = fopen(File, "r");
// ----
if( !SMDFile )
{
MsgBox("[PKClear] %s file not found", File);
return;
}
// ----
int Category = -1;
// ----
while(true)
{
Token = GetToken();
// ----
if( Token == END )
{
break;
}
// ----
Category = TokenNumber;
// ----
while(true)
{
if( Category == 0 ) //-> NPC
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_NpcID = TokenNumber;
// ----
Token = GetToken();
this->m_NpcMap = TokenNumber;
// ----
Token = GetToken();
this->m_NpcX = TokenNumber;
// ----
Token = GetToken();
this->m_NpcY = TokenNumber;
}
else if( Category == 1 ) //-> Requirements
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_ReqPK = TokenNumber;
// ----
Token = GetToken();
this->m_ReqLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ReqReset = TokenNumber;
}
else if( Category == 2 ) //-> Cost
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_Cost[0] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[1] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[2] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[3] = TokenNumber;
}
else if( Category == 3 ) //-> Item list
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
WORD ItemType = TokenNumber;
Token = GetToken();
WORD ItemIndex = TokenNumber;
this->m_ItemData[this->m_ItemLoaded].ID = ITEMGET(ItemType, ItemIndex);
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinDur = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxDur = TokenNumber;
// ----
this->m_ItemLoaded++;
}
}
}
// ----
fclose(SMDFile);
LogAddTD("[PKClear] %s file is loaded (Items: %d)", File, this->m_ItemLoaded);
}
// -------------------------------------------------------------------------------
bool PKClear::SearchItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::DeleteItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
gObjInventoryDeleteItem(lpUser->m_Index, i);
GCInventoryItemDeleteSend(lpUser->m_Index, i, 1);
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::CheckReq(LPOBJ lpUser)
{
if( lpUser->m_PK_Level <= this->m_ReqPK )
{
GCServerMsgStringSend("Your PK Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Level < this->m_ReqLevel )
{
GCServerMsgStringSend("Your Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->iResetCount < this->m_ReqReset )
{
GCServerMsgStringSend("Your Reset is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Money < (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3) )
{
GCServerMsgStringSend("You need more Zen to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wcCashPoint < this->m_Cost[1] )
{
GCServerMsgStringSend("You need more WCoinC to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wpCashPoint < this->m_Cost[2] )
{
GCServerMsgStringSend("You need more WCoinP to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wgCashPoint < this->m_Cost[3] )
{
GCServerMsgStringSend("You need more GoblinPoint to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
if( !this->SearchItem(lpUser, i) )
{
GCServerMsgStringSend("You have not required items to PK Clear", lpUser->m_Index, 1);
return false;
}
}
// ----
return true;
}
// -------------------------------------------------------------------------------
bool PKClear::Dialog(LPOBJ lpUser, LPOBJ lpNpc)
{
if( lpNpc->Class != this->m_NpcID
|| lpNpc->MapNumber != this->m_NpcMap
|| lpNpc->X != this->m_NpcX
|| lpNpc->Y != this->m_NpcY )
{
return false;
}
// ----
if( !this->CheckReq(lpUser) )
{
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
this->DeleteItem(lpUser, i);
}
// ----
lpUser->Money -= (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3);
lpUser->m_wcCashPoint -= this->m_Cost[1];
lpUser->m_wpCashPoint -= this->m_Cost[2];
lpUser->m_wgCashPoint -= this->m_Cost[3];
// ----
//gGameShop.GDSavePoint(lpUser->m_Index);
GCMoneySend(lpUser->m_Index, lpUser->Money);
// ----
lpUser->m_PK_Count = 0;
lpUser->m_PK_Level = 3;
lpUser->m_PK_Time = 0;
// ----
if( lpUser->PartyNumber >= 0 )
{
//gParty.UpdatePKUserInfo(lpUser->PartyNumber, lpUser->m_Index, lpUser->DBNumber, lpUser->m_PK_Level);
gParty.UpdatePKPartyPanalty(lpUser->PartyNumber);
}
// ----
GCPkLevelSend(lpUser->m_Index, lpUser->m_PK_Level);
GCServerMsgStringSend("Your PK status has been reseted", lpUser->m_Index, 1);
return true;
}
// -------------------------------------------------------------------------------
1.Find:
g_ResetSystem.Load(); in CustomManager.cpp
Add this below:
g_PKClear.Load();
2. Find:
if (g_ResetSystem.ProcDialog(lpObj, lpNpc)) {
return TRUE;
}
Add this below:
if( g_PKClear.Dialog(lpObj, lpNpc) )
{
return true;
}
Remember to Include PKReset.h on both
----
Put PKClear.txt in Custom folder
Make sure u add the NPC in monstersetbase just like Resetsystem.
----
Require Zen and Items are working. Just the Cash point C, P, Goblin doesnt work yet
Good luck ^^
https://forum.ragezone.com/cache.php...%2FUWTXy8n.jpg
Thank the code worked perfectly :):
something that would be interesting was to edit the message that the NPC provides in some ini in case someone wants to change English to another language without the need to be changing at source
-
re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
jackbot
Since my whole source zgs are different so I cant share the whole zgs for PKClear
Here ill leave u source and way to add them.
PKReset.h
Code:
#pragma once// -------------------------------------------------------------------------------
#include "user.h"
#include "..\common\winutil.h"
// -------------------------------------------------------------------------------
#define MAX_PKCLEAR_ITEM 10
// -------------------------------------------------------------------------------
struct PKCLEAR_ITEM_DATA
{
WORD ID;
BYTE MinLevel;
BYTE MaxLevel;
BYTE MinDur;
BYTE MaxDur;
};
// -------------------------------------------------------------------------------
class PKClear
{
public:
PKClear();
~PKClear();
// ----
void Init();
void Load();
void ReadData(char * File);
// ----
bool SearchItem(LPOBJ lpUser, BYTE QuestItemID);
bool DeleteItem(LPOBJ lpUser, BYTE QuestItemID);
bool CheckReq(LPOBJ lpUser);
// ----
bool Dialog(LPOBJ lpUser, LPOBJ lpNpc);
// ----
private:
WORD m_NpcID;
BYTE m_NpcMap;
BYTE m_NpcX;
BYTE m_NpcY;
BYTE m_ReqPK;
WORD m_ReqLevel;
WORD m_ReqReset;
DWORD m_Cost[4];
DWORD m_Cost1[4];
PKCLEAR_ITEM_DATA m_ItemData[MAX_PKCLEAR_ITEM];
BYTE m_ItemLoaded;
// ----
}; extern PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKReset.cpp
Code:
#include "StdAfx.h"#include "PKReset.h"
#include "GameMain.h"
#include "..\include\ReadScript.h"
#include "..\common\winutil.h"
#include "logproc.h"
// -------------------------------------------------------------------------------
PKClear g_PKClear;
// -------------------------------------------------------------------------------
PKClear::PKClear()
{
this->Init();
}
// -------------------------------------------------------------------------------
PKClear::~PKClear()
{
}
// -------------------------------------------------------------------------------
void PKClear::Init()
{
this->m_NpcID = -1;
this->m_NpcMap = -1;
this->m_NpcX = 0;
this->m_NpcY = 0;
this->m_ReqPK = 4;
this->m_ReqLevel = 1;
this->m_ReqReset = 0;
this->m_ItemLoaded = 0;
ZeroMemory(this->m_ItemData, sizeof(this->m_ItemData));
ZeroMemory(this->m_Cost, sizeof(this->m_Cost));
}
// -------------------------------------------------------------------------------
void PKClear::Load()
{
this->Init();
this->ReadData(gDirPath.GetNewPath("Custom\\PKClear.txt"));
}
// -------------------------------------------------------------------------------
void PKClear::ReadData(char * File)
{
SMDToken Token;
SMDFile = fopen(File, "r");
// ----
if( !SMDFile )
{
MsgBox("[PKClear] %s file not found", File);
return;
}
// ----
int Category = -1;
// ----
while(true)
{
Token = GetToken();
// ----
if( Token == END )
{
break;
}
// ----
Category = TokenNumber;
// ----
while(true)
{
if( Category == 0 ) //-> NPC
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_NpcID = TokenNumber;
// ----
Token = GetToken();
this->m_NpcMap = TokenNumber;
// ----
Token = GetToken();
this->m_NpcX = TokenNumber;
// ----
Token = GetToken();
this->m_NpcY = TokenNumber;
}
else if( Category == 1 ) //-> Requirements
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_ReqPK = TokenNumber;
// ----
Token = GetToken();
this->m_ReqLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ReqReset = TokenNumber;
}
else if( Category == 2 ) //-> Cost
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
this->m_Cost[0] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[1] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[2] = TokenNumber;
// ----
Token = GetToken();
this->m_Cost[3] = TokenNumber;
}
else if( Category == 3 ) //-> Item list
{
Token = GetToken();
// ----
if( !strcmp("end", TokenString) )
{
break;
}
// ----
WORD ItemType = TokenNumber;
Token = GetToken();
WORD ItemIndex = TokenNumber;
this->m_ItemData[this->m_ItemLoaded].ID = ITEMGET(ItemType, ItemIndex);
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxLevel = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MinDur = TokenNumber;
// ----
Token = GetToken();
this->m_ItemData[this->m_ItemLoaded].MaxDur = TokenNumber;
// ----
this->m_ItemLoaded++;
}
}
}
// ----
fclose(SMDFile);
LogAddTD("[PKClear] %s file is loaded (Items: %d)", File, this->m_ItemLoaded);
}
// -------------------------------------------------------------------------------
bool PKClear::SearchItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::DeleteItem(LPOBJ lpUser, BYTE QuestItemID)
{
WORD ItemID = this->m_ItemData[QuestItemID].ID;
// ----
for( int i = INVETORY_WEAR_SIZE; i < MAIN_INVENTORY_SIZE; i++ )
{
if( !lpUser->pInventory[i].IsItem() || lpUser->pInventory[i].m_Type != ItemID )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Level < this->m_ItemData[QuestItemID].MinLevel
|| lpUser->pInventory[i].m_Level > this->m_ItemData[QuestItemID].MaxLevel )
{
continue;
}
// ----
if( lpUser->pInventory[i].m_Durability < (float)this->m_ItemData[QuestItemID].MinDur
|| lpUser->pInventory[i].m_Durability > (float)this->m_ItemData[QuestItemID].MaxDur )
{
continue;
}
// ----
gObjInventoryDeleteItem(lpUser->m_Index, i);
GCInventoryItemDeleteSend(lpUser->m_Index, i, 1);
// ----
return true;
}
// ----
return false;
}
// -------------------------------------------------------------------------------
bool PKClear::CheckReq(LPOBJ lpUser)
{
if( lpUser->m_PK_Level <= this->m_ReqPK )
{
GCServerMsgStringSend("Your PK Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Level < this->m_ReqLevel )
{
GCServerMsgStringSend("Your Level is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->iResetCount < this->m_ReqReset )
{
GCServerMsgStringSend("Your Reset is small to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->Money < (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3) )
{
GCServerMsgStringSend("You need more Zen to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wcCashPoint < this->m_Cost[1] )
{
GCServerMsgStringSend("You need more WCoinC to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wpCashPoint < this->m_Cost[2] )
{
GCServerMsgStringSend("You need more WCoinP to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
if( lpUser->m_wgCashPoint < this->m_Cost[3] )
{
GCServerMsgStringSend("You need more GoblinPoint to PK Clear", lpUser->m_Index, 1);
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
if( !this->SearchItem(lpUser, i) )
{
GCServerMsgStringSend("You have not required items to PK Clear", lpUser->m_Index, 1);
return false;
}
}
// ----
return true;
}
// -------------------------------------------------------------------------------
bool PKClear::Dialog(LPOBJ lpUser, LPOBJ lpNpc)
{
if( lpNpc->Class != this->m_NpcID
|| lpNpc->MapNumber != this->m_NpcMap
|| lpNpc->X != this->m_NpcX
|| lpNpc->Y != this->m_NpcY )
{
return false;
}
// ----
if( !this->CheckReq(lpUser) )
{
return false;
}
// ----
for( int i = 0; i < this->m_ItemLoaded; i++ )
{
this->DeleteItem(lpUser, i);
}
// ----
lpUser->Money -= (this->m_Cost[0]*lpUser->m_PK_Level)-(this->m_Cost[0]*3);
lpUser->m_wcCashPoint -= this->m_Cost[1];
lpUser->m_wpCashPoint -= this->m_Cost[2];
lpUser->m_wgCashPoint -= this->m_Cost[3];
// ----
//gGameShop.GDSavePoint(lpUser->m_Index);
GCMoneySend(lpUser->m_Index, lpUser->Money);
// ----
lpUser->m_PK_Count = 0;
lpUser->m_PK_Level = 3;
lpUser->m_PK_Time = 0;
// ----
if( lpUser->PartyNumber >= 0 )
{
//gParty.UpdatePKUserInfo(lpUser->PartyNumber, lpUser->m_Index, lpUser->DBNumber, lpUser->m_PK_Level);
gParty.UpdatePKPartyPanalty(lpUser->PartyNumber);
}
// ----
GCPkLevelSend(lpUser->m_Index, lpUser->m_PK_Level);
GCServerMsgStringSend("Your PK status has been reseted", lpUser->m_Index, 1);
return true;
}
// -------------------------------------------------------------------------------
1.Find:
g_ResetSystem.Load(); in CustomManager.cpp
Add this below:
g_PKClear.Load();
2. Find:
if (g_ResetSystem.ProcDialog(lpObj, lpNpc)) {
return TRUE;
}
Add this below:
if( g_PKClear.Dialog(lpObj, lpNpc) )
{
return true;
}
Remember to Include PKReset.h on both
----
Put PKClear.txt in Custom folder
Make sure u add the NPC in monstersetbase just like Resetsystem.
----
Require Zen and Items are working. Just the Cash point C, P, Goblin doesnt work yet
Good luck ^^
https://forum.ragezone.com/cache.php...%2FUWTXy8n.jpg
Thank the code worked perfectly