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Make Baruna Weapons awakeable

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Experienced Elementalist
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Hello !

I modified randomoption.cpp to get Baruna weapons awakeable.

Before changing I had :

#ifdef __NEW_ITEM_BARUNA
if(pItemElem->GetProp()->dwReferStat1 != BARUNA_D)
{
#endif //__NEW_ITEM_BARUNA
switch( pProp->dwParts )
{
case PARTS_UPPER_BODY:
case PARTS_RWEAPON:
case PARTS_SHIELD:
case PARTS_HAND: // ¼Õ
case PARTS_FOOT: // ¹ß
case PARTS_CAP: // ¸Ó¸®
return static_cast<int>( eAwakening );
case PARTS_CLOTH:
case PARTS_CLOAK:
case PARTS_HAT: // °Ñ¿Ê ¸Ó¸®
case PARTS_GLOVE: // °Ñ¿Ê ¼Õ
case PARTS_BOOTS: // °Ñ¿Ê ¹ß
return static_cast<int>( eBlessing );
default:
{
// C±Þ ÀÌ»óÀÇ ½Ã½ºÅÛ ÆêÀΰ¡?
if( pProp->dwItemKind3 == IK3_EGG && pItemElem->m_pPet && pItemElem->m_pPet->GetLevel() >= PL_C )
return static_cast<int>( eSystemPet );
// ¸ÔÆêÀΰ¡?
else if( pProp->dwItemKind3 == IK3_PET )
return static_cast<int>( eEatPet );

break;
}
}
#ifdef __NEW_ITEM_BARUNA
}
#endif //__NEW_ITEM_BARUNA

return -1;


Now, I have :


switch( pProp->dwParts )
{
case PARTS_UPPER_BODY:
case PARTS_RWEAPON:
case PARTS_SHIELD:
case PARTS_HAND: // ¼Õ
case PARTS_FOOT: // ¹ß
case PARTS_CAP: // ¸Ó¸®
return static_cast<int>( eAwakening );
case PARTS_CLOTH:
case PARTS_CLOAK:
case PARTS_HAT: // °Ñ¿Ê ¸Ó¸®
case PARTS_GLOVE: // °Ñ¿Ê ¼Õ
case PARTS_BOOTS: // °Ñ¿Ê ¹ß
return static_cast<int>( eBlessing );
default:
{
// C±Þ ÀÌ»óÀÇ ½Ã½ºÅÛ ÆêÀΰ¡?
if( pProp->dwItemKind3 == IK3_EGG && pItemElem->m_pPet && pItemElem->m_pPet->GetLevel() >= PL_C )
return static_cast<int>( eSystemPet );
// ¸ÔÆêÀΰ¡?
else if( pProp->dwItemKind3 == IK3_PET )
return static_cast<int>( eEatPet );

break;
}
}
return -1;

After compiling, I tried to awake a K-Fang. This item had the mention "Awakening is aviable"
When I was hovering the item, a message said me "A Baruna weapon can not be awakened" as system message (like when you pick up an item from the floor)(It's not the real text, just a translation from French). When I used an Awakening Scroll, the same message appeared in green.

I removed the security which made Baruna weapons not awakeable but an other security is in Client or Neuz sources.

Someone here know how to remove this security to make Baruna weapons awakeable ?
 
i sell platypus
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Search for the text string and see what causes it to go off?
 
Flyff Developer
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Search for the text string and see what causes it to go off?

that's exactly what I do. Here's a more step-by-step explanation for that.

1. Find the message you receive textclient.txt.txt. Copy the identifier in front of it.
2. Open textclient.inc and search for the identifier you just found. It will be enclosed in {}.
3. Copy the text right before that, and search for that in the source files. That will tell you what is causing the message.
 
One word! Im Fawkin Pro!
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One question, are you using the baruna weapons as normal ultimate weapons, or the same as eflyff baruna system?

why dont you just code the "Baruna" icon for the weapons with the id. IK_BARUNA3 (Or whatever the id is), the neuz / world will automaticly recognize the weapons added with that specific id, that should pretty much remove all other stuff that has to do with baruna, but Im guessing you still got the baruna upgrade coded, so it is probably that code that is blocking the awakens which you have to code a little futher... or remove some of the coding.. havent looked at the baruna codes as of yet.. if i find something before you figure out the awakening fo shizzle, ill give you a helping hand..

seems like that green text is appearing somewhere, and at that somewhere you should check..

otherwise the randomoption is hardcoded into specific weapons such as general and ultimate (and the other ones)...

well, like I said, havent looked into that kind of stuff yet, cant say much more then what ive said now...

P.S only guesses, nothing official that you gotta do.
 
Experienced Elementalist
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Thanks for all guys !

To get Baruna Weapons awakeable these are steps to follow :

- Remove this in randomoption.cpp

#ifdef __NEW_ITEM_BARUNA
if(pItemElem->GetProp()->dwReferStat1 != BARUNA_D)
{
#endif //__NEW_ITEM_BARUNA


and

#ifdef __NEW_ITEM_BARUNA
}
#endif //__NEW_ITEM_BARUNA


- Remove this from WndManager.cpp

#ifdef __NEW_ITEM_BARUNA
if( pItemElem->GetProp()->dwReferStat1 == BARUNA_D )
g_WndMng.PutString( prj.GetText( TID_MMI_ERRORSENCHANT_BARUNA ), NULL, prj.GetTextColor( TID_MMI_ERRORSENCHANT_BARUNA ) );
#endif //__NEW_ITEM_BARUNA

- Remove this from DPSrvr

#ifdef __NEW_ITEM_BARUNA
if(pTarget->GetProp()->dwReferStat1 == BARUNA_D)
{
pUser->AddText( prj.GetText( TID_MMI_ERRORSENCHANT_BARUNA ) );
return FALSE;
}
#endif //__NEW_ITEM_BARUNA

Then, recompile all !
 
Junior Spellweaver
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so the weapons can be awakining in baruna system? if you remove that?
 
Junior Spellweaver
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maybe he can put this in tutorials section right?
 
i sell platypus
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maybe he can put this in tutorials section right?

That is definitely not enough for a thread in the tutorial. I could add it to the source edit compilation, but small source edits are not to be released there.
 
Junior Spellweaver
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That is definitely not enough for a thread in the tutorial. I could add it to the source edit compilation, but small source edits are not to be released there.

i see..ok sir improved..
 
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