nice tutorial but waiting for quest and timq rift quest,tmq,dungeon it was the best part of game
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nice tutorial but waiting for quest and timq rift quest,tmq,dungeon it was the best part of game
Quests are in but not saving progress or giving rewards yet. we are trying to work fighting right now
yes quest items, fighting ,mudosa ,and more bugged good luck with project hope we can play together soon as we can xD
what error message?
yesterday i again download server files now when i compiled solutions i see eror with gameserver xD
i'll inform yesterday about, but messages are cleaned for no use by it was a little fail, and kalisto repares in the same moment, now the source runs ok.
:)
I in my ignorance, I think if the skills were loaded from the character itself and not from a table apart, would give the system performance, which would not really change the code, but would be in serious sql Skills schedule one , and in the table of characters, add IDslot with the skills, rather than that as I see it now, the skills you saved sql table id different skill for each character, and I think that a part of a weight largest data, makes you have to load them from different places, not if I explain well, or if I'm totally wrong, but it's something I've been thinking lately to be looking after the sql.
I do not know if it will help, but just in case I mention you serve.
(Sorry if English is not very good, I've written in Spanish and translated with google)
:)
Is there a way to get an item and skill id list?
There are .rdf files in the data folder but i don't know how to open them.
read the skill list and dump it (write on file)
example:
Code:ofstream fout("skill", ios::binary);
if(fout.is_open())
{
CSkillTable* pSkillTbl = g_pTableContainer->GetSkillTable();
cout << "File Opened successfully!!!. Writing data from array to file" << endl;
for ( CTable::TABLEIT itSKILLS = pSkillTbl->Begin(); itSKILLS != pSkillTbl->End(); ++itSKILLS )
{
sSKILL_TBLDAT* pSKILLTblData = (sSKILL_TBLDAT*) itSKILLS->second;
fout << "ID: " << (int)pSKILLTblData->tblidx
<< " dwNextSkillTblidx: " << (int)pSKILLTblData->dwNextSkillTblidx
<< " Root_Skill: " << (int)pSKILLTblData->Root_Skill
<< " bDash_Able: " << (int)pSKILLTblData->bDash_Able
<< " bDefaultDisplayOff: " << (int)pSKILLTblData->bDefaultDisplayOff
<< " bKeep_Effect: " << (int)pSKILLTblData->bKeep_Effect
<< " bDash_AbSelfTrainble: " << (int)pSKILLTblData->bSelfTrain
<< " bValidity_Able: " << (int)pSKILLTblData->bValidity_Able
<< " byApply_Area_Size_1: " << (int)pSKILLTblData->byApply_Area_Size_1
<< " byApply_Area_Size_2: " << (int)pSKILLTblData->byApply_Area_Size_2
<< " byApply_Range: " << (int)pSKILLTblData->byApply_Range
<< " byApply_Target: " << (int)pSKILLTblData->byApply_Target
<< " byApply_Target_Max: " << (int)pSKILLTblData->byApply_Target_Max
<< " byAppoint_Target: " << (int)pSKILLTblData->byAppoint_Target
<< " byBuff_Group: " << (int)pSKILLTblData->byBuff_Group
<< " byPC_Class_Change: " << (int)pSKILLTblData->byPC_Class_Change
<< " byRequire_Epuip_Slot_Type: " << (int)pSKILLTblData->byRequire_Epuip_Slot_Type
<< " byRequire_Item_Type: " << (int)pSKILLTblData->byRequire_Item_Type
<< " byRequire_RP_Ball: " << (int)pSKILLTblData->byRequire_RP_Ball
<< " byRequire_Train_Level: " << (int)pSKILLTblData->byRequire_Train_Level
<< " bySkill_Active_Type: " << (int)pSKILLTblData->bySkill_Active_Type
<< " bySkill_Class: " << (int)pSKILLTblData->bySkill_Class
<< " bySkill_Grade: " << (int)pSKILLTblData->bySkill_Grade
<< " bySkill_Type: " << (int)pSKILLTblData->bySkill_Type
<< " bySlot_Index: " << (int)pSKILLTblData->bySlot_Index
<< " dwPC_Class_Bit_Flag: " << (int)pSKILLTblData->dwPC_Class_Bit_Flag
<< " dwRequire_Zenny: " << (int)pSKILLTblData->dwRequire_Zenny
<< " fSuccess_Rate: " << (float)pSKILLTblData->fSuccess_Rate
<< " uiRequire_Skill_Tblidx_Max_1: " << (float)pSKILLTblData->uiRequire_Skill_Tblidx_Max_1
<< " uiRequire_Skill_Tblidx_Max_2: " << (int)pSKILLTblData->uiRequire_Skill_Tblidx_Max_2
<< " uiRequire_Skill_Tblidx_Min_1: " << (int)pSKILLTblData->uiRequire_Skill_Tblidx_Min_1
<< " uiRequire_Skill_Tblidx_Min_2: " << (int)pSKILLTblData->uiRequire_Skill_Tblidx_Min_2
<< " wAction_Animation_Index: " << (int)pSKILLTblData->wAction_Animation_Index
<< " wAction_End_Animation_Index: " << (int)pSKILLTblData->wAction_End_Animation_Index
<< " wAction_Loop_Animation_Index: " << (int)pSKILLTblData->wAction_Loop_Animation_Index
<< " wAdditional_Aggro_Point: " << (int)pSKILLTblData->wAdditional_Aggro_Point
<< " wCasting_Animation_Loop: " << (int)pSKILLTblData->wCasting_Animation_Loop
<< " wCasting_Animation_Start: " << (int)pSKILLTblData->wCasting_Animation_Start
<< " wCool_Time: " << (int)pSKILLTblData->wCool_Time
<< " wFunction_Bit_Flag: " << (int)pSKILLTblData->wFunction_Bit_Flag
<< " wKeep_Time: " << (int)pSKILLTblData->wKeep_Time
<< " wNext_Skill_Train_Exp: " << (int)pSKILLTblData->wNext_Skill_Train_Exp
<< " wRequireSP: " << (int)pSKILLTblData->wRequireSP
<< " wRequire_EP: " << (int)pSKILLTblData->wRequire_EP
<< " wRequire_LP: " << (int)pSKILLTblData->wRequire_LP
<<endl;
}
}
Doesn`t compile gameserver since lastest update:
14>e:\dbo\akcore-master\server\gameserver\playerinfos.h(83): error C2864: 'PlayerInfos::isSitted' : only static const integral data members can be initialized within a class