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Old v15 source + Source addons

Experienced Elementalist
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Re: FlyFF v15 Source Code + Source Edits

I've just come across what appears to be how to edit where you can PK in the arena. According to the math that i've done it's 100% accurate and if edited should change where you can attack.

Code:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	{
		int dx	= (int)( pMover->GetPos().x - 490 );
		int dy	= (int)( pMover->GetPos().z - 507 );
		int d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		dx	= (int)( GetPos().x - 490 );
		dy	= (int)( GetPos().z - 507 );
		d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		return TRUE;
	}
	return FALSE;

The equation, judging by where you're standing in the arena actually works. I was standing just outside the arena and after the equation i got the number 1246.627537, which is JUST over 1246 hence it returns as false.
 
Junior Spellweaver
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Re: FlyFF v15 Source Code + Source Edits

I've just come across what appears to be how to edit where you can PK in the arena. According to the math that i've done it's 100% accurate and if edited should change where you can attack.

Code:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	{
		int dx	= (int)( pMover->GetPos().x - 490 );
		int dy	= (int)( pMover->GetPos().z - 507 );
		int d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		dx	= (int)( GetPos().x - 490 );
		dy	= (int)( GetPos().z - 507 );
		d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		return TRUE;
	}
	return FALSE;

The equation, judging by where you're standing in the arena actually works. I was standing just outside the arena and after the equation i got the number 1246.627537, which is JUST over 1246 hence it returns as false.

waw maths T__T
it's ezpz
if the distance from the centerpoint of the circle is higher then the radius, the player is outside of the circle. You can make the area bigger through changing that number...
 
Junior Spellweaver
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Re: FlyFF v15 Source Code + Source Edits

I've just come across what appears to be how to edit where you can PK in the arena. According to the math that i've done it's 100% accurate and if edited should change where you can attack.

Code:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	{
		int dx	= (int)( pMover->GetPos().x - 490 );
		int dy	= (int)( pMover->GetPos().z - 507 );
		int d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		dx	= (int)( GetPos().x - 490 );
		dy	= (int)( GetPos().z - 507 );
		d	= dx * dx + dy * dy;
		if( d > 1246 )
			return FALSE;
		return TRUE;
	}
	return FALSE;

The equation, judging by where you're standing in the arena actually works. I was standing just outside the arena and after the equation i got the number 1246.627537, which is JUST over 1246 hence it returns as false.

yeah i saw this before and tried decrypting the math xD
its confusing....

on paper, it seems to draw a square area, via X and Y co-ordinates. well, thats pretty self explanatory in the code but modifying the code to change the arena PK position is more confusing than it looks xDD, but yeah its definatly arena PK cos ive modified it on my server's arena xD


waw maths T__T
it's ezpz
if the distance from the centerpoint of the circle is higher then the radius, the player is outside of the circle. You can make the area bigger through changing that number...


You also have to keep in mind, that some people may wanna change the x,y position of the square/circle itself....like move it to madrigal, for the SM arena or something, changing the start position of it is a lot harder xD...
 
Last edited:
Experienced Elementalist
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Re: FlyFF v15 Source Code + Source Edits

PHP:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	return TRUE;// if you are inside the arena, all area's are pk-able

       return FALSE; // Return's false if the map is not in the arena

	

}
/* Use the Attribute in the Beast to apply safe area on a certain range, this makes the game interesting :) */


dont make yourself getting harder with these things, simply use the attribute of the beast then apply it to safe area..

it is understood that all the place in the arena is PK-able

so why bother having a hard time in doing such math in that situation..

think less, do lesser, best effects :)

i did understand the algorithm but it makes me sick xD

it's PK-able

btw CREDITS TO ALEXSH

Thanks for giving me the idea mate! Good Job :p
 
Last edited:
Junior Spellweaver
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Re: FlyFF v15 Source Code + Source Edits

PHP:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	return TRUE;// if you are inside the arena, all area's are pk-able

       return FALSE; // Return's false if the map is not in the arena

	

}
/* Use the Attribute in the Beast to apply safe area on a certain range, this makes the game interesting :) */


dont make yourself getting harder with these things, simply use the attribute of the beast then apply it to safe area..

it is understood that all the place in the arena is PK-able

so why bother having a hard time in doing such math in that situation..

think less, do lesser, best effects :)

i did understand the algorithm but it makes me sick xD

it's PK-able

hmm, incredibly interesting theory might have to try this lol,
that means i could maybe also do additional arenas easier too :eek:

neat idea :thumbup:
 
Experienced Elementalist
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Re: FlyFF v15 Source Code + Source Edits

PHP:
#ifdef __JEFF_11_4
BOOL	CMover::IsArenaTarget( CMover* pMover )
{
	CWorld* pWorld	= GetWorld();
	if( pWorld && pWorld->IsArena() )
	return TRUE;// if you are inside the arena, all area's are pk-able

       return FALSE; // Return's false if the map is not in the arena

	

}
/* Use the Attribute in the Beast to apply safe area on a certain range, this makes the game interesting :) */


dont make yourself getting harder with these things, simply use the attribute of the beast then apply it to safe area..

it is understood that all the place in the arena is PK-able

so why bother having a hard time in doing such math in that situation..

think less, do lesser, best effects :)

i did understand the algorithm but it makes me sick xD

it's PK-able

btw CREDITS TO ALEXSH

Thanks for giving me the idea mate! Good Job :p
Last time i attempted to add a PK Attribute it didn't work.
 
Experienced Elementalist
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Re: FlyFF v15 Source Code + Source Edits

yeah PK Attribute won't work on other worlds but it will work on arena cause you will not obtain any pk's if you kill a player due to its code when it have that pk attributes i i tried it before :) but when you try safe area or other attribute, it will work :D
 
Newbie Spellweaver
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Re: FlyFF v15 Source Code + Source Edits

i use this v15code buiding Neuz.exe,put it in en v15 clent,why not staring on ! buiding use "NoGameguard"! who hp me!

void CNeuzApp::BeginLoadThread()
{
CResFile::ScanResource( "" );
prj.LoadPreFiles();

if Shielding red line!Neuz.exe Prompt the client is missing a lot of resources, is it that the client is not correct, or where there is supporting client download??

why can't read *.res file!
 
Last edited:
1/11/1995 ~ 23/11/2011
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Re: FlyFF v15 Source Code + Source Edits

It's all question of beast, in your ressource file you just have to edit your worldserver.ini (idk if it's worldserver? It hs been a while since I stopped developing for Flyff) change "pk 0" to "PK 1", add attribute in the arena, and here you go, easy as pie, maths isn't the solution for everything.
 
Experienced Elementalist
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Re: FlyFF v15 Source Code + Source Edits

Simply add only PK, that will make the statement true to the world server, it does not matter if you put 1 or 0
 
1/11/1995 ~ 23/11/2011
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Change piercing's max.

Browse to _Network folder in Neuz project.

Ctrl + F search for MAX_PIERCING_SUIT

Code:
#define MAX_PIERCING_SUIT		4
#define MAX_PIERCING_WEAPON		10
#define	MAX_PIERCING_ULTIMATE    	5
#define	MAX_PIERCING			10

Have fun, I did not test it but it should work.
 
Experienced Elementalist
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Re: Change piercing's max.

Browse to _Network folder in Neuz project.

Ctrl + F search for MAX_PIERCING_SUIT

Code:
#define MAX_PIERCING_SUIT		4
#define MAX_PIERCING_WEAPON		10
#define	MAX_PIERCING_ULTIMATE    	5
#define	MAX_PIERCING			10

Have fun, I did not test it but it should work.
Wouldn't this require more columns in the Inventory table so that it can log the fifth piercing? As well as include a few other edits so that it's compatible with the Safe Pierce system, otherwise it will still only let you go to 0/4, unless you pierce manually. This is all based off theory of course, none of this have I tested. Just saying.
 
Skilled Illusionist
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Re: Change piercing's max.

Wouldn't this require more columns in the Inventory table so that it can log the fifth piercing? As well as include a few other edits so that it's compatible with the Safe Pierce system, otherwise it will still only let you go to 0/4, unless you pierce manually. This is all based off theory of course, none of this have I tested. Just saying.
Not at all. As you can see in the safe upgrade system, it uses a static control, meaning it is printing from a variable. Probably the window uses this define to get how many piercings the weapon can have.

About the db, it probably wont have any conflit when trying to save it as the inventory is written as a string. The problem I think will happen is a conflict when loading the old weapons as they might be read as if they had 5 piercings whilst only having 4.
 
1/11/1995 ~ 23/11/2011
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Re: FlyFF v15 Source Code + Source Edits

Well as I said I have not tested it yet.
Thanks for the info, I might try to edit it later to make it fully tested.
 
0xC0FFEE
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Re: FlyFF v15 Source Code + Source Edits

rebora = pwned;
What he means is, it took the whole development stage to a new level, giving endless possibilities as of what you can do.
 
1/11/1995 ~ 23/11/2011
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Re: FlyFF v15 Source Code + Source Edits

He did mention only "Flyff" not "Flyff personal developing"
 
0xC0FFEE
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Re: FlyFF v15 Source Code + Source Edits

It did bring flyff to a higher level, as it made possibilities for it huge, as well as it just got much more of a feature rich game. kthx
 
Newbie Spellweaver
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Re: FlyFF v15 Source Code + Source Edits

Petfilter

The Filter works to 100%

its a fix of the released pet filter.



and



the password is: xXConsXx

i posted befor in an other forum.
so dont say Copy @ Paste -.-
 
Last edited:
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