[req] Farming

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SlammeR
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Post by SlammeR »

Any one have it!?
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Drajwer
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Post by Drajwer »

isnt it coded in 3.0 hgserver?
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€M4NU€L
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Post by €M4NU€L »

What do you mean Slammer ? I got Farming working on my server ;)
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SlammeR
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Post by SlammeR »

€M4NU€L wrote: What do you mean Slammer ? I got Farming working on my server ;)
when i use the skill the hg crashes :S
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EvilHit
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Post by EvilHit »

here u go slammer

Code: Select all

CGame.cpp

void CGame::_CheckFarmingAction(short sAttackerH, short sTargetH, BOOL bType)
{
 char cCropType;
 int iItemID;
 class CItem * pItem;

 iItemID = 0;
 cCropType = 0;

	cCropType = m_pNpcList[sTargetH]->m_cCropType;
	switch (cCropType) {
	case 1: GetExp(sAttackerH, iDice(3,10)); iItemID = 820; break; // WaterMelon
	case 2: GetExp(sAttackerH, iDice(3,10)); iItemID = 821; break; // Pumpkin
	case 3: GetExp(sAttackerH, iDice(4,10)); iItemID = 822; break; // Garlic
	case 4: GetExp(sAttackerH, iDice(4,10)); iItemID = 823; break; // Barley
	case 5: GetExp(sAttackerH, iDice(5,10)); iItemID = 824; break; // Carrot
	case 6: GetExp(sAttackerH, iDice(5,10)); iItemID = 825; break; // Radish
	case 7: GetExp(sAttackerH, iDice(6,10)); iItemID = 826; break; // Corn
	case 8: GetExp(sAttackerH, iDice(6,10)); iItemID = 827; break; // ChineseBellflower
	case 9: GetExp(sAttackerH, iDice(7,10)); iItemID = 828; break; // Melone
	case 10: GetExp(sAttackerH, iDice(7,10)); iItemID = 829; break; // Tommato
	case 11: GetExp(sAttackerH, iDice(8,10)); iItemID = 830; break; // Grapes
	case 12: GetExp(sAttackerH, iDice(8,10)); iItemID = 831; break; // BlueGrapes
	case 13: GetExp(sAttackerH, iDice(9,10)); iItemID = 832; break; // Mushroom
	default: GetExp(sAttackerH, iDice(10,10)); iItemID = 721; break; // Ginseng
	
	}
	
	pItem = new class CItem;
	if (_bInitItemAttr(pItem, iItemID) == FALSE) {
  delete pItem;
	}
	if (bType == 0) {
  m_pMapList[m_pClientList[sAttackerH]->m_cMapIndex]->bSetItem(m_pClientList[sAttackerH]->m_sX, m_pClientList[sAttackerH]->m_sY, pItem);
  SendEventToNearClient_TypeB(MSGID_EVENT_COMMON, DEF_COMMONTYPE_ITEMDROP, m_pClientList[sAttackerH]->m_cMapIndex,
  	m_pClientList[sAttackerH]->m_sX, m_pClientList[sAttackerH]->m_sY,  pItem->m_sSprite, 
  	pItem->m_sSpriteFrame, pItem->m_cItemColor, FALSE);
	}
	else if (bType == 1) {
  m_pMapList[m_pNpcList[sTargetH]->m_cMapIndex]->bSetItem(m_pNpcList[sTargetH]->m_sX, m_pNpcList[sTargetH]->m_sY, pItem);
  SendEventToNearClient_TypeB(MSGID_EVENT_COMMON, DEF_COMMONTYPE_ITEMDROP, m_pNpcList[sTargetH]->m_cMapIndex,
  	m_pNpcList[sTargetH]->m_sX, m_pNpcList[sTargetH]->m_sY,  pItem->m_sSprite, 
  	pItem->m_sSpriteFrame, pItem->m_cItemColor, FALSE);
	} 

}

Game.h 

	void _CheckFarmingAction(short sAttackerH, short sTargetH, BOOL bType);
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