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Hi guys, I'm actually working on a server and I'd appreciate if you could help me with some questions.
How to remove Mobtargetting with Tab Key.
How (if possible) to remove ignition.
Disable Dungeon Time or edit (maybe add one more DT for drop and or SP)
And last how to activate the "hardcore" server feature (i already followed a guide I found here with no success)
I'm not asking for a copy paste stuff (if possible would be great) but also maybe some guidance to start learning on my own.
Thank you all in advance.
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Tab:
if( pMsg->wParam == VK_TAB )
{
#if (defined(G_JAPAN) || defined(G_GERMAN) || defined(G_EUROPE3) || defined(G_EUROPE2) || defined(G_NETHERLANDS) )
return FALSE;
#endif
return FALSE; //disabled tab targeting
if (g_InputTabTime > 0)
{
INT64 DeltaTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds() - g_InputTabTime;
if (DeltaTime < 500)
{
return TRUE;
}
}
g_InputTabTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
CEntity *penPlEntity;
CPlayerEntity *penPlayerEntity;
penPlEntity = CEntity::GetPlayerEntity( 0 );
penPlayerEntity = static_cast<CPlayerEntity *>(penPlEntity);
penPlayerEntity->EnemyTargetSelected_InputTab();
return TRUE;
}
It cancels the function before the target is changed
Dungeontime:
gameserver release folder -> .dungeontime
There's a list of hours with 0 and 1 and a list of zones with the % values of exp during the dungeontime, so 100 means dungeontime doesnt work in this zone (it's the same order as the zones in your database/source, with juno being the first one etc
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1 minute ago, Desarija said:
Tab:
if( pMsg->wParam == VK_TAB )
{
#if (defined(G_JAPAN) || defined(G_GERMAN) || defined(G_EUROPE3) || defined(G_EUROPE2) || defined(G_NETHERLANDS) )
return FALSE;
#endif
return FALSE; //disabled tab targeting
if (g_InputTabTime > 0)
{
INT64 DeltaTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds() - g_InputTabTime;
if (DeltaTime < 500)
{
return TRUE;
}
}
g_InputTabTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
CEntity *penPlEntity;
CPlayerEntity *penPlayerEntity;
penPlEntity = CEntity::GetPlayerEntity( 0 );
penPlayerEntity = static_cast<CPlayerEntity *>(penPlEntity);
penPlayerEntity->EnemyTargetSelected_InputTab();
return TRUE;
}
It cancels the function before the target is changed
Dungeontime:
gameserver release folder -> .dungeontime
There's a list of hours with 0 and 1 and a list of zones with the % values of exp during the dungeontime, so 100 means dungeontime doesnt work in this zone (it's the same order as the zones in your database/source, with juno being the first one etc
I will look into it today and let you know if I could solve the DT part.
Thank you for always being helpful.
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You will have to remove more than that. You could still call the function. Maybe i can check it out later and send it here.
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Player.es
virtual void EnemyTargetSelected_InputTab()
{
}
Comment out everything inside the { } and you will have it disabled
ty for the hint liq ?
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On 5/17/2021 at 2:21 PM, Desarija said:
Player.es
virtual void EnemyTargetSelected_InputTab()
{
}
Comment out everything inside the { } and you will have it disabled
ty for the hint liq ?
Where do i need to check to disable ignition? im trying to make somethine the best as Ep1 Experience..
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12 hours ago, BayBay said:
Where do i need to check to disable ignition? im trying to make somethine the best as Ep1 Experience..
doFuncSkill.cpp last function should be what are you looking for
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2 hours ago, Scura said:
doFuncSkill.cpp last function should be what are you looking for
I will take a look at it just coment it with //?
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5 minutes ago, BayBay said:
I will take a look at it just coment it with //?
nope ... this is the trigger for the buff ... but you can easy understand how the things works by just looking at this function and "reverse" it
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3 hours ago, Scura said:
nope ... this is the trigger for the buff ... but you can easy understand how the things works by just looking at this function and "reverse" it
I will take a look at it