[Release] Enemy bar System and Trade Center & Auction Code(not full)

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  1. #1
    Valued Member xxradicaldxx is offline
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    big grin [Release] Enemy bar System and Trade Center & Auction Code(not full)

    Well, since everyone is posting a lot of crap, then I'll do the same.In this file you can find Trade Center + AUCTION code, and a slightly old and very simple feature.and I'm pretty sure these files come from a known server. (DreamACE ... I'm not 100% sure but I looked and found some things that I like).Enjoy it and keep this game alive ...
    Attached Files Attached Files


  2. #2
    Member vinleprince is offline
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    Feb 2015 Join Date
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    Re: [Release] Enemy bar System and Trade Center & Auction Code(not full)

    if you mean keep this game alive by just copy and paste thing. rather let it die

  3. #3
    Valued Member xxradicaldxx is offline
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    Re: [Release] Enemy bar System and Trade Center & Auction Code(not full)

    Slowly. Soon something will be delivered that will be very easy to copy and paste.

  4. #4
    Apprentice PhatLA is offline
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    big grin Re: [Release] Enemy bar System and Trade Center & Auction Code(not full)

    Add code for SP show:

    FieldSocket
    Code:
    case T_FC_CHARACTER_CHANGE_CURRENTSP:
    ms_pFieldIOCP->SendInRangeMessageAroundCharacter(m_character.ClientIndex, SendBuf33, MSG_SIZE(MSG_FC_CHARACTER_WATCH_INFO)            , m_pCurrentFieldMapChannel, TRUE, m_pCurrentFieldMapChannel->GetUserVisibleDiameterW());
    AtumApp CharacterWatchInfo
    Code:
    m_pInterface->m_pGameArena->ChangeUserInfo(pMsg);
    AtumProtocal MexOtherCharInfo
    Code:
    CurrentSP = rhs.CurrentSP;
    MAXSP = rhs.SP;
    Change some code in CINFGameMainOtherInfo
    and you will have working Enemy HP Bar


  5. #5
    Apprentice PhatLA is offline
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    big grin Re: [Release] Enemy bar System and Trade Center & Auction Code(not full)

    You can also make SP,HP,DP for party like your current code:

    Code:
    case T_FC_CHARACTER_CHANGE_CURRENTSP:
    CFieldParty* pFParty = this->m_pFieldParty;
    
    if (pFParty) {            
    //send CurrentSP            
    INIT_MSG_WITH_BUFFER(MSG_FC_PARTY_UPDATE_MEMBER_INFO_SP, T_FC_PARTY_UPDATE_MEMBER_INFO_SP, pPartySP, PartySendBuf);            
    pPartySP->CharacterUniqueNumber = m_character.CharacterUniqueNumber;            
    pPartySP->SP = m_character.SP;            
    pPartySP->CurrentSP = m_character.CurrentSP;            
    pFParty->SendMsgToMembersMap(PartySendBuf, MSG_SIZE(MSG_FC_PARTY_UPDATE_MEMBER_INFO_SP), m_pCurrentFieldMapChannel);        
    }
    Same with other case

    and then just add SP,DP for PartyClient




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