Source Code - Dits V16.8

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I'll give a working skill window to who ever tells me how to get Spec_item working the right way :sneaky2:

Code:
// ProjectCmn.cpp

#ifdef __V16_PARAMETER
	int nMinLimitLevel	= itemElem.GetProp()->nMinLimitLevel;
	int nMaxLimitLeve	= itemElem.GetProp()->nMaxLimitLevel;
	int nItemGroup		= itemElem.GetProp()->nItemGroup;
	int nUseLimitGroup	= itemElem.GetProp()->nUseLimitGroup;
	int nMaxDuplication = itemElem.GetProp()->nMaxDuplication;
	int nEffectValue	= itemElem.GetProp()->nEffectValue;
	int nTargetMinEnchant	= itemElem.GetProp()->nTargetMinEnchant;
	int bResetBind			= itemElem.GetProp()->bResetBind;
	int nBindCondition		= itemElem.GetProp()->nBindCondition;
	int nResetBindCondition	= itemElem.GetProp()->nResetBindCondition;
#endif

// ProjectCmn.h

#ifdef __V16_PARAMETER
	int	nMinLimitLevel;
	int	nMaxLimitLevel;
	int	nItemGroup;
	int	nUseLimitGroup;
	int	nMaxDuplication;
	int	nEffectValue;
	int	nTargetMinEnchant;
	int	nTargetMaxEnchant;
	int	bResetBind;
	int	nBindCondition;
	int	nResetBindCondition;
#endif
	
// DPSrvr.cpp

#ifdef __V16_PARAMETER
		int nMinLimitLevel				= itemElem.GetProp()->nMinLimitLevel;
		int nMaxLimitLevel				= itemElem.GetProp()->nMaxLimitLevel;
		int nItemGroup					= itemElem.GetProp()->nItemGroup;
		int nUseLimitGroup				= itemElem.GetProp()->nUseLimitGroup;
		int nMaxDuplication				= itemElem.GetProp()->nMaxDuplication;
		int nEffectValue				= itemElem.GetProp()->nEffectValue;
		int nTargetMinEnchant			= itemElem.GetProp()->nTargetMinEnchant;
		int bResetBind					= itemElem.GetProp()->bResetBind;
		int nBindCondition				= itemElem.GetProp()->nBindCondition;
		int nResetBindCondition			= itemElem.GetProp()->nResetBindCondition;
#endif

Credits to Pumbaaa. Send skill window in priv messages :p xD
 
Code:
// ProjectCmn.cpp

#ifdef __V16_PARAMETER
	int nMinLimitLevel	= itemElem.GetProp()->nMinLimitLevel;
	int nMaxLimitLeve	= itemElem.GetProp()->nMaxLimitLevel;
	int nItemGroup		= itemElem.GetProp()->nItemGroup;
	int nUseLimitGroup	= itemElem.GetProp()->nUseLimitGroup;
	int nMaxDuplication = itemElem.GetProp()->nMaxDuplication;
	int nEffectValue	= itemElem.GetProp()->nEffectValue;
	int nTargetMinEnchant	= itemElem.GetProp()->nTargetMinEnchant;
	int bResetBind			= itemElem.GetProp()->bResetBind;
	int nBindCondition		= itemElem.GetProp()->nBindCondition;
	int nResetBindCondition	= itemElem.GetProp()->nResetBindCondition;
#endif

// ProjectCmn.h

#ifdef __V16_PARAMETER
	int	nMinLimitLevel;
	int	nMaxLimitLevel;
	int	nItemGroup;
	int	nUseLimitGroup;
	int	nMaxDuplication;
	int	nEffectValue;
	int	nTargetMinEnchant;
	int	nTargetMaxEnchant;
	int	bResetBind;
	int	nBindCondition;
	int	nResetBindCondition;
#endif
	
// DPSrvr.cpp

#ifdef __V16_PARAMETER
		int nMinLimitLevel				= itemElem.GetProp()->nMinLimitLevel;
		int nMaxLimitLevel				= itemElem.GetProp()->nMaxLimitLevel;
		int nItemGroup					= itemElem.GetProp()->nItemGroup;
		int nUseLimitGroup				= itemElem.GetProp()->nUseLimitGroup;
		int nMaxDuplication				= itemElem.GetProp()->nMaxDuplication;
		int nEffectValue				= itemElem.GetProp()->nEffectValue;
		int nTargetMinEnchant			= itemElem.GetProp()->nTargetMinEnchant;
		int bResetBind					= itemElem.GetProp()->bResetBind;
		int nBindCondition				= itemElem.GetProp()->nBindCondition;
		int nResetBindCondition			= itemElem.GetProp()->nResetBindCondition;
#endif

Credits to Pumbaaa. Send skill window in priv messages :p xD

wasn't it Crasy who posted that first? any way have you got it working? does it load the items correctly because I've seen 3 different examples if it is proven to work I'll pm you the window

edit: it also needs the v17 parameters

int dwHitActiveSkillId = itemElem.GetProp()->dwHitActiveSkillId
int dwHitActiveSkillLv = itemElem.GetProp()->dwHitActiveSkillLv
int dwHitActiveSkillProb = itemElem.GetProp()->dwHitActiveSkillProb
int dwHitActiveSkillTarget = itemElem.GetProp()->dwHitActiveSkillTarget
int dwDamageActiveSkillId = itemElem.GetProp()->dwDamageActiveSkillId
int dwDamageActiveSkillLv = itemElem.GetProp()->dwDamageActiveSkillLv
int dwDamageActiveSkillProb = itemElem.GetProp()->dwDamageActiveSkillProb
int dwDamageActiveSkillTarget = itemElem.GetProp()->dwDamageActiveSkillTarget
int dwEquipActiveSkillId = itemElem.GetProp()->dwEquipActiveSkillId
int dwEquipActiveSkillLv = itemElem.GetProp()->dwEquipActiveSkillLv
int dwSmelting = itemElem.GetProp()->dwSmelting
int dwAttsmelting = itemElem.GetProp()->dwAttsmelting
int dwGemsmelting = itemElem.GetProp()->dwGemsmelting
int dwPierce = itemElem.GetProp()->dwPierce
int dwUprouse = itemElem.GetProp()->dwUprouse
int bAbsoluteTime = itemElem.GetProp()->bAbsoluteTime
 
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Code:
int dwHitActiveSkillId = itemElem.GetProp()->dwHitActiveSkillId
    int dwHitActiveSkillLv = itemElem.GetProp()->dwHitActiveSkillLv
    int dwHitActiveSkillProb = itemElem.GetProp()->dwHitActiveSkillProb
    int dwHitActiveSkillTarget = itemElem.GetProp()->dwHitActiveSkillTarget
    int dwDamageActiveSkillId = itemElem.GetProp()->dwDamageActiveSkillId
    int dwDamageActiveSkillLv = itemElem.GetProp()->dwDamageActiveSkillLv
    int dwDamageActiveSkillProb = itemElem.GetProp()->dwDamageActiveSkillProb
    int dwDamageActiveSkillTarget = itemElem.GetProp()->dwDamageActiveSkillTarget
    int dwEquipActiveSkillId = itemElem.GetProp()->dwEquipActiveSkillId
    int dwEquipActiveSkillLv = itemElem.GetProp()->dwEquipActiveSkillLv
    int dwSmelting = itemElem.GetProp()->dwSmelting
    int dwAttsmelting = itemElem.GetProp()->dwAttsmelting
    int dwGemsmelting = itemElem.GetProp()->dwGemsmelting
    int dwPierce = itemElem.GetProp()->dwPierce
    int dwUprouse = itemElem.GetProp()->dwUprouse
    int bAbsoluteTime = itemElem.GetProp()->bAbsoluteTime
Yup you got them right. :love:
 
Question.

"Colosseum.lua: No such file or directory"
"GuildHouseTender.lua: No such file or directory"

Were these scripts included in the download somewhere, or do we need to produce them ourselves?
 
Question.

"Colosseum.lua: No such file or directory"
"GuildHouseTender.lua: No such file or directory"

Were these scripts included in the download somewhere, or do we need to produce them ourselves?

Colosseum.lua is released from yannick @ epvpers and I reposted here in the release section

GuildHouseTender.lua you might have to google for I dont know a link for it
 
Just a theory, and I need confirmation on this.
Can't infiltration stuff be block by simply putting this:
Code:
#if defined(__INFILTRATION_BLOCK) && defined(__WORLDSERVER)
			if( pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization )
				break;
#endif // __INFILTRATION_BLOCK && __WORLDSERVER
Under:
Code:
			if( bItem == FALSE && pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization )
				break;
In the ParsingCommand function?
 
How do we add these files? When I extracted the Resource Folder to my Old Resource, its not executing DATABASESERVER, and how do I run the SERVERS without it,?

Can someone post a Tutorial on how to do and where to extract the files please? THANK YOU!
 
How do we add these files? When I extracted the Resource Folder to my Old Resource, its not executing DATABASESERVER, and how do I run the SERVERS without it,?

Can someone post a Tutorial on how to do and where to extract the files please? THANK YOU!

Its a source code. not a resource sir
 
'Aight, found Colosseum.lua, but GuildHouseTender.lua came up empty on google. Sorry about being a pest, but anyone mind uploading it?

Also, for the client side, I remember reading in here that you need to use kFlyFF's client. Which one is it set up for, v17 or v18?
 
Last edited:
'Aight, found Colosseum.lua, but GuildHouseTender.lua came up empty on google. Sorry about being a pest, but anyone mind uploading it?

Also, for the client side, I remember reading in here that you need to use kFlyFF's client. Which one is it set up for, v17 or v18?

Why dont you create it on your own? It isnt so hard. You just have


---------- Post added at 02:14 PM ---------- Previous post was at 02:13 PM ----------

Whoops double post
 
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'Aight, found Colosseum.lua, but GuildHouseTender.lua came up empty on google. Sorry about being a pest, but anyone mind uploading it?

Also, for the client side, I remember reading in here that you need to use kFlyFF's client. Which one is it set up for, v17 or v18?

GuildhouseTender.lua was in v14 or v15 Release official executeables.
 
I'm using my old source i only took the Baruna system from this one :ott1: And I did learned a lot of it :).
I made my source read the latest kFlyff res files :ott1:

:mad: I don't have old source that work, the source have compilation error I can't fix or don't working when i open it... :*:
 
Just a theory, and I need confirmation on this.
Can't infiltration stuff be block by simply putting this:
Code:
#if defined(__INFILTRATION_BLOCK) && defined(__WORLDSERVER)
			if( pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization )
				break;
#endif // __INFILTRATION_BLOCK && __WORLDSERVER
Under:
Code:
			if( bItem == FALSE && pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization )
				break;
In the ParsingCommand function?

Tested and confirmed. :)
Then I don't get the developers...
bItem == FALSE && pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization
Why check it with bItem o.o first

Wouldnt this be better

if( pTextCmdFunc->m_dwAuthorization >= pMover->m_dwAuthorization )
In Qulinsh
If( Text Command Auth is higher then player auth)
 
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Tested and confirmed. :)
Then I don't get the developers...
bItem == FALSE && pTextCmdFunc->m_dwAuthorization > pMover->m_dwAuthorization
Why check it with bItem o.o first

Wouldnt this be better

if( pTextCmdFunc->m_dwAuthorization >= pMover->m_dwAuthorization )
In Qulinsh
If( Text Command Auth is higher then player auth)

Lol i qoute myself.

Dont use = since it would mean if the auth is the same it wouldn't pass.
I will use this.
if((pMover->m_dwAuthorization == AUTH_GENERAL) && (pTextCmdFunc->m_dwAuthorization > AUTH_GENERAL))

Thnx spiken for pointing this out xD
 
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