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18xx Andream Savaşı Düzenleme Sorunsuz.

BonezCrusher

Kayıtlı Üye
Katılım
26 Aralık 2013
Mesajlar
239
ilk Olarak. void CUser::SelNationToAgent(Packet & pkt) Bu kısımı Aşağıdaki ile Degiştiriyoruz.



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Daha Sonra Bu Satiri. void CUser::AllCharInfoToAgent Aşağıdaki ile Değiştiriyoruz.



Kod:
void CUser::AllCharInfoToAgent()

{

    Packet result(WIZ_ALLCHAR_INFO_REQ);

    g_pMain->AddDatabaseRequest(result, this);

}



Ve Yine Ayni Şekilde. void CUser::ChangeHair Bu Satiri Bulup Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::ChangeHair(Packet & pkt)

{

    std::string strUserID;

    uint32 nHair;

    uint8 bOpcode, bFace;



    // The opcode:

    // 0 seems to be an in-game implementation for converting from old -> new hair data

    // 2 seems to be used with the hair change item(?).



    // Another note: there's 4 bytes at the end of the packet data that I can't account for (maybe a[nother] checksum?)



    pkt.SByte();

    pkt >> bOpcode >> strUserID >> bFace >> nHair;



    Packet result(WIZ_CHANGE_HAIR);

    result.SetByte();

    result << bOpcode << strUserID << bFace << nHair;

    g_pMain->AddDatabaseRequest(result, this);

}



void CUser::NewCharToAgent Bulup Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::NewCharToAgent(Packet & pkt)

{

    Packet result(WIZ_NEW_CHAR);

    uint32 nHair;

    uint16 sClass;

    uint8 bCharIndex, bRace, bFace, str, sta, dex, intel, cha, errorCode = 0;

    std::string strUserID;



    pkt    >> bCharIndex >> strUserID >> bRace >> sClass >> bFace >> nHair

        >> str >> sta >> dex >> intel >> cha;



    _CLASS_COEFFICIENT* p_TableCoefficient = g_pMain->m_CoefficientArray.GetData(sClass);



    if (bCharIndex > 2)

        errorCode = NEWCHAR_NO_MORE;

    else if (p_TableCoefficient == nullptr

        || (str + sta + dex + intel + cha) > 300) 

        errorCode = NEWCHAR_INVALID_DETAILS;

    else if (str < 50 || sta < 50 || dex < 50 || intel < 50 || cha < 50) 

        errorCode = NEWCHAR_STAT_TOO_LOW;



    if (errorCode != 0)

    {

        result << errorCode;

        Send(&result);

        return;

    }



    result    << bCharIndex 

        << strUserID << bRace << sClass << bFace << nHair

        << str << sta << dex << intel << cha;

    g_pMain->AddDatabaseRequest(result, this);

}



void CUser:😀elCharToAgent Bulup Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::DelCharToAgent(Packet & pkt)

{

    Packet result(WIZ_DEL_CHAR);

    std::string strUserID, strSocNo;

    uint8 bCharIndex;

    pkt >> bCharIndex >> strUserID >> strSocNo; 



    if (bCharIndex > 2

        || strUserID.empty() || strUserID.size() > MAX_ID_SIZE

        || strSocNo.empty() || strSocNo.size() > 15

        || isClanLeader())

    {

        result << uint8(0) << uint8(-1);

        Send(&result);

        return;

    }



    // Process the deletion request in the database

    result    << bCharIndex << strUserID << strSocNo;

    g_pMain->AddDatabaseRequest(result, this);

}



void CUser::SelCharToAgent Bulup Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::SelCharToAgent(Packet & pkt)

{

    Packet result(WIZ_SEL_CHAR);

    std::string strUserID, strAccountID;

    uint8 bInit;



    pkt >> strAccountID >> strUserID >> bInit;

    if (strAccountID.empty() || strAccountID.size() > MAX_ID_SIZE

        || strUserID.empty() || strUserID.size() > MAX_ID_SIZE

        || strAccountID != m_strAccountID)

    {

        Disconnect();

        return;

    }



    // Disconnect any currently logged in sessions.

    CUser *pUser = g_pMain->GetUserPtr(strUserID, TYPE_CHARACTER);



    if (pUser && (pUser->GetSocketID() != GetSocketID()))

    {

        pUser->Disconnect();



        // And reject the login attempt (otherwise we'll probably desync char data)

        result << uint8(0);

        Send(&result);

        return;

    }



    result << strUserID << bInit;

    g_pMain->AddDatabaseRequest(result, this);

}



void CUser::SelectCharacter Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::SelectCharacter(Packet & pkt)

{

    Packet result(WIZ_SEL_CHAR);

    uint8 bResult, bInit;



    if (isBanned())

    {

        Disconnect();

        return;

    }



    pkt >> bResult >> bInit;

    result << bResult;



    if (bResult == 0 || !GetZoneID()) 

        goto fail_return;



    m_pMap = g_pMain->GetZoneByID(GetZoneID());

    if (GetMap() == nullptr)

        goto fail_return;



    if (g_pMain->m_nServerNo != GetMap()->m_nServerNo)

    {

        _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(GetMap()->m_nServerNo);

        if (pInfo == nullptr) 

            goto fail_return;



        SendServerChange(pInfo->strServerIP, bInit);

        return;

    }



    if (g_pMain->m_byBattleOpen == NO_BATTLE && GetFame() == COMMAND_CAPTAIN)

        m_bFame = CHIEF;



    // Disallow players from relogging in the opposite nation's home zone when an invasion's not running.

    if (((GetZoneID() != GetNation() && GetZoneID() <= ZONE_ELMORAD && !g_pMain->m_byBattleOpen)

        // also disallow players from logging back into war zones that aren't currently active...

            || (GetMap()->isWarZone() && !g_pMain->m_byBattleOpen)

            // Chaos, bdw and juraid montuain

            || isInTempleEventZone()

            // Ronark Land, Ardream, RLB, Bifrost, Krowaz Dominion.

            || (g_pMain->m_byBattleOpen && (GetZoneID() == ZONE_RONARK_LAND 

            || GetZoneID() == ZONE_ARDREAM 

            || GetZoneID() == ZONE_RONARK_LAND_BASE

            || GetZoneID() == ZONE_BIFROST

            || GetZoneID() == ZONE_KROWAZ_DOMINION))) && !isGM())

    {

        NativeZoneReturn();

        Disconnect();

        return;

    }



    SetLogInInfoToDB(bInit);



    result << GetZoneID() << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory;

    m_bSelectedCharacter = true;

    Send(&result);



    SetUserAbility(false);



    if (GetLevel() > MAX_LEVEL) 

    {

        Disconnect();

        return;

    }



    m_iMaxExp = g_pMain->GetExpByLevel(GetLevel());

    SetRegion(GetNewRegionX(), GetNewRegionZ());



    if (GetClanID() == -1)

    {

        SetClanID(0);

        m_bFame = 0;

        return;

    }

    else if (GetClanID() != 0

        && GetZoneID() > 2)

    {

        result.Initialize(WIZ_KNIGHTS_PROCESS);

        result << uint8(KNIGHTS_LIST_REQ) << GetClanID();

        g_pMain->AddDatabaseRequest(result, this);

    }

    return;



fail_return:

    Send(&result);

}



void CUser::SendServerChange(std::string & ip, uint8 bInit) Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::SendServerChange(std::string & ip, uint8 bInit)

{

    Packet result(WIZ_SERVER_CHANGE);

    result << ip << uint16(_LISTEN_PORT) << bInit << GetZoneID() << g_pMain->m_byOldVictory;

    Send(&result);

}



void CUser::SetLogInInfoToDB(uint8 bInit) Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::SetLogInInfoToDB(uint8 bInit)

{

    _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(g_pMain->m_nServerNo);

    if (pInfo == nullptr) 

    {

        Disconnect();

        return;

    }



    Packet result(WIZ_LOGIN_INFO);

    result    << GetName() 

        << pInfo->strServerIP << uint16(_LISTEN_PORT) << GetRemoteIP() 

        << bInit;

    g_pMain->AddDatabaseRequest(result, this);

}



void CUser::RecvLoginInfo(Packet & pkt) Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::RecvLoginInfo(Packet & pkt)

{

    int8 bResult = pkt.read<uint8>();

    if (bResult < 0)

        Disconnect();

}



void CUser::GameStart(Packet & pkt) Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::GameStart(Packet & pkt)

{

    if (isInGame())

        return;



    uint8 opcode = pkt.read<uint8>();



    if (opcode == 1)

    {

        SendMyInfo();

        g_pMain->UserInOutForMe(this);

        g_pMain->MerchantUserInOutForMe(this);

        g_pMain->NpcInOutForMe(this);

        SendNotice();

        SendTime();

        SendWeather();



        // SendHackToolList();



        Packet result(WIZ_GAMESTART);

        Send(&result);

    }

    else if (opcode == 2)

    {

        m_state = GAME_STATE_INGAME;

        UserInOut(INOUT_RESPAWN);



        if (!m_bCity && m_sHp <= 0)

            m_bCity = -1;



        if (m_bCity > 0)

        {

            int level = GetLevel();

            if (m_bCity <= 100)

                level--;



            // make sure we don't exceed bounds

            if (level > MAX_LEVEL)

                level = MAX_LEVEL;

            else if (level < 1)

                level = 1;



            m_iLostExp = (g_pMain->GetExpByLevel(level) * (m_bCity % 10) / 100);

            if (((m_bCity % 10) / 100) == 1)

                m_iLostExp /= 2;

        }

        else

        {

            m_iLostExp = 0;

        }



        CheckSeedQuest();

        BlinkStart();

        SetUserAbility();

        // rental

        RecastSavedMagic(m_sHp == m_iMaxHp ? true : false); //ItemMallRecast



        // If we've relogged while dead, we need to make sure the client 

        // is still given the option to revive.

        if (isDead())

            SendDeathAnimation();



        g_pMain->TempleEventGetActiveEventTime(this);

    }



    m_tHPLastTimeNormal = UNIXTIME;

}



Son Olarak. void CUser::CheckSeedQuest Bulup Aşağidaki ile Değiştiriyoruz.



Kod:
void CUser::CheckSeedQuest()

{

    if (CheckExistEvent(STARTER_SEED_QUEST, 2))

    {

        Packet result(WIZ_QUEST, uint8(1));

        result << uint16(3) << uint8(244) << uint8(1) << uint8(2) << uint8(167) << uint8(2) << uint8(100);

        result << uint16(0);

        Send(&result);

    }

}



"Not: Sorun Alanlar Özelden Yazabilirler Sorun'larını"
 
Cevap: 18xx Andream Savaşı Düzenleme Sorunsuz.



Teşekkürler kardeşim paylasımların devamını dilerim...
 
Cevap: 18xx Andream Savaşı Düzenleme Sorunsuz.



Full copy paste abi bu nedir ya hangi dosyanın içinde bu kodlar söyleseniz bide ? şu saçma salak konular silinsin abi lütfen
 
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