BUG..
Hello I have little problem... when I get majestetic point, and change map, and kill 1 any enemy I get another majestetic point. Looking fix for this.
Thx
Thx
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What files are you using/running?Dshaked wrote: Hello I have little problem... when I get majestetic point, and change map, and kill 1 any enemy I get another majestetic point. Looking fix for this.
Thx
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Based from 2.24 long time ago... never detected this problem, how do I fix it?
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wierd.. never herd of problem like this.
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Yeah thats why im looking help
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Try looking up my level function then check the gizon var through your source after adding it. My function is really simple and commented nicely, it should be the only thing adjusting gizon on players. This SHOULD fix the bug.
[EDIT]
Heres the check level function I'm using atm, it's more up-to-date to what I released before. Same deal; replace bCheckLevelUp with this void function and remove the old level up gold methods. HBU is also using this(With an admin fix on gizon). I never considered GMs when coding this.
[EDIT]
Heres the check level function I'm using atm, it's more up-to-date to what I released before. Same deal; replace bCheckLevelUp with this void function and remove the old level up gold methods. HBU is also using this(With an admin fix on gizon). I never considered GMs when coding this.
Code: Select all
/*****************************************************************
**---------------------------FUNCTION---------------------------**
** void Game::CheckLevelUp(int iClientH) **
**-------------------------DESCRIPTION--------------------------**
** Level-Up **
** - Level +1 **
** - +3 Level Up Points **
** - Level 5 and under receive +100 Bonus Gold **
** - Level 20 and under receive +300 Bonus Gold **
** - Reset Next Level EXP **
** - Civilian Level Limit **
** Player mode switches to Combatant **
** when the limit is reached **
** Max Level **
** - Majestic Points +1 **
** - EXP Reset to the previous Level (Rollover is carried) **
**------------------------CREATION DATE-------------------------**
** January 30, 2007; Dax **
*****************************************************************/
void CGame::CheckLevelUp(int iClientH)
{
class CItem * pItem = NULL;
int iLUGold = NULL;
if (m_pClientList[iClientH] == NULL) return;
// If the player is a GM the function will return
if (m_pClientList[iClientH]->m_iAdminUserLevel > 0) return;
// If the player has not gained a level the function will return
if (m_pClientList[iClientH]->m_iExp < m_pClientList[iClientH]->m_iNextLevelExp) return;
// Level Up Loop
while (m_pClientList[iClientH]->m_iExp >= m_pClientList[iClientH]->m_iNextLevelExp)
{
// Max Level
if (m_pClientList[iClientH]->m_iLevel >= DEF_PLAYERMAXLEVEL)
{
// Reset EXP to the previous Level (Returns any additional EXP)
m_pClientList[iClientH]->m_iExp -= (m_pClientList[iClientH]->m_iNextLevelExp - m_iLevelExpTable[m_iPlayerMaxLevel]);
// +1 Majestic Points
if (m_pClientList[iClientH]->m_iGizonItemUpgradeLeft < DEF_MAXGIZONPOINT )
m_pClientList[iClientH]->m_iGizonItemUpgradeLeft++;
// Notify Player -> Update Client Majestic Points
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_GIZONITEMUPGRADELEFT, m_pClientList[iClientH]->m_iGizonItemUpgradeLeft, 1, NULL, NULL);
}
// Level Up
else
{
// +1 Level
m_pClientList[iClientH]->m_iLevel++;
// Level 5 and under receive +100 Bonus Gold
if (m_pClientList[iClientH]->m_iLevel <= 5) iLUGold += 100;
// Level 20 and under receive +300 Bonus Gold
else if (m_pClientList[iClientH]->m_iLevel <= 20) iLUGold += 300;
// +3 Level Up Points
m_pClientList[iClientH]->m_iLU_Pool += 3;
// Reset Next Level EXP
m_pClientList[iClientH]->m_iNextLevelExp = m_iLevelExpTable[m_pClientList[iClientH]->m_iLevel + 1];
// Notify Player -> Update Client Level
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_LEVELUP, NULL, NULL, NULL, NULL);
// Reset Item Effects (Update stats for higher level)
CalcTotalItemEffect(iClientH, -1, FALSE);
// Civilian Level Limit
if ((m_pClientList[iClientH]->m_iLevel >= DEF_CIVILIANLIMIT) && (m_pClientList[iClientH]->m_bIsHunter == TRUE ) )
SetNoHunterMode(iClientH,TRUE);
}
}
// Notify Player -> Updated Client EXP
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_EXP, NULL, NULL, NULL, NULL);
// Give Level Up Gold Bonus
if(iLUGold != NULL)
{
pItem = new class CItem;
if (_bInitItemAttr(pItem, "Gold") == FALSE) { delete pItem; return; }
else { pItem->m_dwCount = (DWORD)iLUGold; bAddItem(iClientH, pItem, NULL); }
}
return;
}
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Thx very much. Now I test it :->
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Hehe... I fixed some errors.
I added to netmessages.h:
#define DEF_MAXGIZONPOINT 0x0EA03209
#define DEF_CIVILIANLIMIT 0x0EA03208
Game.h:
void CGame::CheckLevelUp(int iClientH);
Client.h:
BOOL m_bIsInsideOwnTown;
BOOL m_bIsHunter;
1 error left and it looks like this:
Game.cpp(62030) : error C2065: 'SetNoHunterMode' : undeclared identifier
I added to netmessages.h:
#define DEF_MAXGIZONPOINT 0x0EA03209
#define DEF_CIVILIANLIMIT 0x0EA03208
Game.h:
void CGame::CheckLevelUp(int iClientH);
Client.h:
BOOL m_bIsInsideOwnTown;
BOOL m_bIsHunter;
1 error left and it looks like this:
Game.cpp(62030) : error C2065: 'SetNoHunterMode' : undeclared identifier
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Oops forgot about the 2.20 factor.Dshaked wrote: Hehe... I fixed some errors.
I added to netmessages.h:
#define DEF_MAXGIZONPOINT 0x0EA03209
#define DEF_CIVILIANLIMIT 0x0EA03208
Game.h:
void CGame::CheckLevelUp(int iClientH);
Client.h:
BOOL m_bIsInsideOwnTown;
BOOL m_bIsHunter;
1 error left and it looks like this:
Game.cpp(62030) : error C2065: 'SetNoHunterMode' : undeclared identifier
[EDIT]
I just saw your defines. They're wrong. Those are just defines you can use to give a label to values in your files, change the value of the label and everywhere you use it changes. But yeah point is those arent for messages, they are for configuration.
#define DEF_MAXGIZONPOINT 1000 // Feel free to play around
#define DEF_CIVILIANLIMIT 100
[/EDIT]
This is all that function is:
Code: Select all
void CGame::SetNoHunterMode(int iClientH,BOOL bSendMsg) // v2.20 2002-12-31 ¹Î°£ÀÎ ¸ðµå ·¹º§ Á¦ÇÑ °ú À̵¿Áö¿ª Á¦ÇÑ Ãß°¡
{
#ifndef DEF_V219
return;
#endif
if (m_pClientList[iClientH] == NULL) return;
if( memcmp(m_pClientList[iClientH]->m_cLocation, "arehunter", 9) == 0 )
{
strcpy( m_pClientList[iClientH]->m_cLocation, "aresden" );
}
else if( memcmp(m_pClientList[iClientH]->m_cLocation, "elvhunter", 9) == 0 )
{
strcpy( m_pClientList[iClientH]->m_cLocation, "elvine" );
}
if (m_pClientList[iClientH]->m_bIsHunter == TRUE)
m_pClientList[iClientH]->m_bIsHunter = FALSE;
if (bSendMsg == TRUE)
{
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_RESPONSE_HUNTMODE, NULL, NULL, NULL, m_pClientList[iClientH]->m_cLocation);
// Ư¼ºÀÌ ¹Ù²î¹Ç·Î ¿Ü¾çÀ» »õ·Î º¸³½´Ù.
SendEventToNearClient_TypeA((short)iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTNULLACTION, NULL, NULL, NULL);
}
}
Code: Select all
{
if( memcmp(m_pClientList[iClientH]->m_cLocation, "arehunter", 9) == 0 )
strcpy( m_pClientList[iClientH]->m_cLocation, "aresden" );
else if( memcmp(m_pClientList[iClientH]->m_cLocation, "elvhunter", 9) == 0 )
strcpy( m_pClientList[iClientH]->m_cLocation, "elvine" );
if (m_pClientList[iClientH]->m_bIsHunter == TRUE)
m_pClientList[iClientH]->m_bIsHunter = FALSE;
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_RESPONSE_HUNTMODE, NULL, NULL, NULL, m_pClientList[iClientH]->m_cLocation);
SendEventToNearClient_TypeA((short)iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTNULLACTION, NULL, NULL, NULL);
}
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
yeah I replaced bchecklevelup functio with that... and it looks now:
Now it says:
Added to netmessages.hvoid CGame::CheckLevelUp(int iClientH)
{
class CItem * pItem = NULL;
int iLUGold = NULL;
if (m_pClientList[iClientH] == NULL) return;
// If the player is a GM the function will return
if (m_pClientList[iClientH]->m_iAdminUserLevel > 0) return;
// If the player has not gained a level the function will return
if (m_pClientList[iClientH]->m_iExp < m_pClientList[iClientH]->m_iNextLevelExp) return;
// Level Up Loop
while (m_pClientList[iClientH]->m_iExp >= m_pClientList[iClientH]->m_iNextLevelExp)
{
// Max Level
if (m_pClientList[iClientH]->m_iLevel >= DEF_PLAYERMAXLEVEL)
{
// Reset EXP to the previous Level (Returns any additional EXP)
m_pClientList[iClientH]->m_iExp -= (m_pClientList[iClientH]->m_iNextLevelExp - m_iLevelExpTable[m_iPlayerMaxLevel]);
// +1 Majestic Points
if (m_pClientList[iClientH]->m_iGizonItemUpgradeLeft < DEF_MAXGIZONPOINT )
m_pClientList[iClientH]->m_iGizonItemUpgradeLeft++;
// Notify Player -> Update Client Majestic Points
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_GIZONITEMUPGRADELEFT, m_pClientList[iClientH]->m_iGizonItemUpgradeLeft, 1, NULL, NULL);
}
// Level Up
else
{
// +1 Level
m_pClientList[iClientH]->m_iLevel++;
// Level 5 and under receive +100 Bonus Gold
if (m_pClientList[iClientH]->m_iLevel <= 5) iLUGold += 100;
// Level 20 and under receive +300 Bonus Gold
else if (m_pClientList[iClientH]->m_iLevel <= 20) iLUGold += 300;
// +3 Level Up Points
m_pClientList[iClientH]->m_iLU_Pool += 3;
// Reset Next Level EXP
m_pClientList[iClientH]->m_iNextLevelExp = m_iLevelExpTable[m_pClientList[iClientH]->m_iLevel + 1];
// Notify Player -> Update Client Level
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_LEVELUP, NULL, NULL, NULL, NULL);
// Reset Item Effects (Update stats for higher level)
CalcTotalItemEffect(iClientH, -1, FALSE);
// Civilian Level Limit
if ((m_pClientList[iClientH]->m_iLevel >= DEF_CIVILIANLIMIT) && (m_pClientList[iClientH]->m_bIsHunter == TRUE ) )
{
if( memcmp(m_pClientList[iClientH]->m_cLocation, "arehunter", 9) == 0 )
{
strcpy( m_pClientList[iClientH]->m_cLocation, "aresden" );
}
else if( memcmp(m_pClientList[iClientH]->m_cLocation, "elvhunter", 9) == 0 )
{
strcpy( m_pClientList[iClientH]->m_cLocation, "elvine" );
}
if (m_pClientList[iClientH]->m_bIsHunter == TRUE)
m_pClientList[iClientH]->m_bIsHunter = FALSE;
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_RESPONSE_HUNTMODE, NULL, NULL, NULL, m_pClientList[iClientH]->m_cLocation);
SendEventToNearClient_TypeA((short)iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTNULLACTION, NULL, NULL, NULL);
}
}
}
// Notify Player -> Updated Client EXP
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_EXP, NULL, NULL, NULL, NULL);
// Give Level Up Gold Bonus
if(iLUGold != NULL)
{
pItem = new class CItem;
if (_bInitItemAttr(pItem, "Gold") == FALSE) { delete pItem; return; }
else { pItem->m_dwCount = (DWORD)iLUGold; bAddItem(iClientH, pItem, NULL); }
}
return;
}
And deleted BOOL bCheckLevelUp(int iClientH); from game.h#define DEF_NOTIFY_RESPONSE_HUNTMODE 0x0EA03206
Now it says:
And that line look in game.cpp:Game.cpp(17824) : error C2065: 'bCheckLevelUp' : undeclared identifier
Do I need rename all bCheckLevelUp with CheckLevelUp?bCheckLevelUp(sOwnerH);
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Yes and change DEF_NOTIFY_RESPONSE_HUNTMODE to 0x0BA9Dshaked wrote: Do I need rename all bCheckLevelUp with CheckLevelUp?
Also in game.h the function needs to be void not bool.
PS. Did you notice my edit about your other defines in my prev post?
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
Doing that define thing just now
Where do I add these:?
#define DEF_MAXGIZONPOINT 1000 // Feel free to play around
#define DEF_CIVILIANLIMIT 100
Where do I add these:?
#define DEF_MAXGIZONPOINT 1000 // Feel free to play around
#define DEF_CIVILIANLIMIT 100
Old Helbreath Nemesis Player<br><img src='http://img232.imageshack.us/img232/9784/dshakedqc5.jpg' border='0' alt='user posted image' /><br><img src='http://img232.imageshack.us/img232/6475 ... barqj0.jpg' border='0' alt='user posted image' /><br><a href='index.php?showtopic=7107&hl=' target='_blank'>MainServer Hexing Tutorial</a><br><a href='index.php?showtopic=7663&hl=x-mas' target='_blank'>My Files</a>
game.h or globaldef.h, both will work.Dshaked wrote: Doing that define thing just now
Where do I add these:?
#define DEF_MAXGIZONPOINT 1000 // Feel free to play around
#define DEF_CIVILIANLIMIT 100
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
Okay.
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omg..
That happened when funktion look like this:\Game.cpp(17824) : error C2065: 'bCheckLevelUp' : undeclared identifier
\Game.cpp(25131) : error C2065: 'SetNoHunterMode' : undeclared identifier
/*****************************************************************
**---------------------------FUNCTION---------------------------**
** void Game::CheckLevelUp(int iClientH) **
**-------------------------DESCRIPTION--------------------------**
** Level-Up **
** - Level +1 **
** - +3 Level Up Points **
** - Level 5 and under receive +100 Bonus Gold **
** - Level 20 and under receive +300 Bonus Gold **
** - Reset Next Level EXP **
** - Civilian Level Limit **
** Player mode switches to Combatant **
** when the limit is reached **
** Max Level **
** - Majestic Points +1 **
** - EXP Reset to the previous Level (Rollover is carried) **
**------------------------CREATION DATE-------------------------**
** January 30, 2007; Dax **
*****************************************************************/
void CGame::CheckLevelUp(int iClientH)
{
class CItem * pItem = NULL;
int iLUGold = NULL;
if (m_pClientList[iClientH] == NULL) return;
// If the player is a GM the function will return
if (m_pClientList[iClientH]->m_iAdminUserLevel > 0) return;
// If the player has not gained a level the function will return
if (m_pClientList[iClientH]->m_iExp < m_pClientList[iClientH]->m_iNextLevelExp) return;
// Level Up Loop
while (m_pClientList[iClientH]->m_iExp >= m_pClientList[iClientH]->m_iNextLevelExp)
{
// Max Level
if (m_pClientList[iClientH]->m_iLevel >= DEF_PLAYERMAXLEVEL)
{
// Reset EXP to the previous Level (Returns any additional EXP)
m_pClientList[iClientH]->m_iExp -= (m_pClientList[iClientH]->m_iNextLevelExp - m_iLevelExpTable[m_iPlayerMaxLevel]);
// +1 Majestic Points
if (m_pClientList[iClientH]->m_iGizonItemUpgradeLeft < DEF_MAXGIZONPOINT )
m_pClientList[iClientH]->m_iGizonItemUpgradeLeft++;
// Notify Player -> Update Client Majestic Points
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_GIZONITEMUPGRADELEFT, m_pClientList[iClientH]->m_iGizonItemUpgradeLeft, 1, NULL, NULL);
}
// Level Up
else
{
// +1 Level
m_pClientList[iClientH]->m_iLevel++;
// Level 5 and under receive +100 Bonus Gold
if (m_pClientList[iClientH]->m_iLevel <= 5) iLUGold += 100;
// Level 20 and under receive +300 Bonus Gold
else if (m_pClientList[iClientH]->m_iLevel <= 20) iLUGold += 300;
// +3 Level Up Points
m_pClientList[iClientH]->m_iLU_Pool += 3;
// Reset Next Level EXP
m_pClientList[iClientH]->m_iNextLevelExp = m_iLevelExpTable[m_pClientList[iClientH]->m_iLevel + 1];
// Notify Player -> Update Client Level
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_LEVELUP, NULL, NULL, NULL, NULL);
// Reset Item Effects (Update stats for higher level)
CalcTotalItemEffect(iClientH, -1, FALSE);
// Civilian Level Limit
{
if( memcmp(m_pClientList[iClientH]->m_cLocation, "arehunter", 9) == 0 )
strcpy( m_pClientList[iClientH]->m_cLocation, "aresden" );
else if( memcmp(m_pClientList[iClientH]->m_cLocation, "elvhunter", 9) == 0 )
strcpy( m_pClientList[iClientH]->m_cLocation, "elvine" );
if (m_pClientList[iClientH]->m_bIsHunter == TRUE)
m_pClientList[iClientH]->m_bIsHunter = FALSE;
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_RESPONSE_HUNTMODE, NULL, NULL, NULL, m_pClientList[iClientH]->m_cLocation);
SendEventToNearClient_TypeA((short)iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTNULLACTION, NULL, NULL, NULL);
}
}
}
// Notify Player -> Updated Client EXP
SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_EXP, NULL, NULL, NULL, NULL);
// Give Level Up Gold Bonus
if(iLUGold != NULL)
{
pItem = new class CItem;
if (_bInitItemAttr(pItem, "Gold") == FALSE) { delete pItem; return; }
else { pItem->m_dwCount = (DWORD)iLUGold; bAddItem(iClientH, pItem, NULL); }
}
return;
}
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