登陆服务器信息:127.0.0.1
session 端口 23
Dir 端口 13000
Server 端口 8800
需要修改的工作:
1、到120级别后无法升级
第一个地方: User::GetNormalInitDamage 函数中的错误:
函数后的代码:
if(m_seleve>=ADD_USER_LEVEL)
g_arUserLevel(m_seleve-ADD_USER_LEVEL)->m_sDamage
第二个地方: GetExp中
if(sLevel<119) 我的修改
修改数据库:表 USER_LEVEL_UP的信息 现在只有 70 - 120 的信息
** 现在需要加入 同时注意将原来修改的代码 更改回来
2、守护 (物品) 包括雅典娜等 在Item表中,飞舞的东西
3、命令 /商店 名字
用户的头上会形成必杀
4、用户传递 地图的配合
if (m_arrUI.GetAt(nType) == NULL) {
switch (nType)
{
//////////////
// Game Menu..
case UI_MAININTERFACE:
pUI = new CMainInterface(m_pWnd);
pUI->SetOffset(CPoint(0, 600-104));
pUI->Create(m_pDD, "MainInterface.lib", nType, FALSE, TRUE);
break;
case UI_MENUHELP:
pUI = new CUIRes(m_pWnd);
pUI->SetOffset(CPoint(800-297, 0));
pUI->Create(m_pDD, "MenuHelp.lib", nType, FALSE, FALSE);
break;
case UI_MENUITEM:
pUI = new CMenu_Item(m_pWnd);
pUI->SetOffset(CPoint(800-297, 0));
pUI->Create(m_pDD, "MenuItem.lib", nType, FALSE, FALSE);
pUI->m_bpUIControl = this;
break;
case UI_MENUOPTION:
pUI = new CMenu_Option(m_pWnd);
pUI->SetOffset(CPoint(490, 0));
pUI->Create(m_pDD, "MenuOption.lib", nType, FALSE, TRUE);
break;
case UI_MENUBTNCTRL:
pUI = new CMenu_BtnCtrl(m_pWnd);
pUI->SetOffset(CPoint(320, 511));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD, "NULL", nType, FALSE, TRUE, FALSE);
break;
case UI_MENUEQUIPCTRL:
pUI = new CMenu_EquipCtrl(m_pWnd);
pUI->SetOffset(CPoint(490, 0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD, "NULL", nType, FALSE, TRUE, FALSE);
break;
case UI_MENUSTATUS:
pUI = new CMenu_Status(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD, "MenuStatus.lib", nType, FALSE, TRUE);
break;
case UI_MENUTRADE:
pUI = new CMenu_Trade(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "MenuTrade.lib", nType, FALSE, TRUE);
break;
case UI_MENUDEALCTRL:
pUI = new CMenu_DealCtrl(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD, "NULL", nType, FALSE, TRUE, FALSE);
break;
case UI_MENUPSYONIC:
pUI = new CMenu_Psyonic(m_pWnd);
pUI->SetOffset(CPoint(490, 0));
pUI->Create(m_pDD, "MenuPsyonic.lib", nType, FALSE, TRUE);
break;
case UI_MENUQUEST:
pUI = new CMenu_Quest(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "MenuQuest.lib", nType, FALSE, TRUE);
break;
case UI_MENUGUILD:
pUI = new CMenu_Guild(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "MenuGuild.lib", nType, FALSE, TRUE);
break;
case UI_MENUMAP:
pUI = new CMenu_Map(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "MenuMap.lib", nType, FALSE, TRUE);
break;
case UI_CLIENTSAYEVENT:
pUI = new CUIMessageBoxEvent(m_pWnd);
pUI->SetOffset(CPoint(0,0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD,"MessageBoxEvent.lib", nType,FALSE, TRUE,TRUE);
break;
case UI_MENUBANK:
pUI = new CMenu_Bank(m_pWnd);
pUI->SetOffset(CPoint(0,0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD,"MenuBank.lib", nType,FALSE, TRUE,TRUE);
break;
case UI_BUDDY:
pUI = new CUIBuddy(m_pWnd);
pUI->SetOffset(CPoint(0,0));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD,"buddy.lib", nType,FALSE, TRUE,TRUE);
break;
//////////////
// User Chat..
case UI_CHATIN:
pUI = new CUI_ChatIn(m_pWnd);
//pUI->SetOffset(CPoint(100, 405));
pUI->SetOffset(CPoint(99, 371));
pUI->Create(m_pDD, "UI_ChatIn.lib", nType);
break;
case UI_CHATOUT:
pUI = new CUI_ChatOut(m_pWnd);
pUI->SetOffset(CPoint(0, 105));
pUI->Create(m_pDD, "ChatHistory.lib", nType, FALSE, TRUE);
break;
//////////////
// Login Scene..
case SCENE_START:
pUI = new CScene_Start(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Start.lib", nType, FALSE, TRUE);
break;
case SCENE_LOGIN:
pUI = new CScene_Login(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Login.lib", nType, FALSE, TRUE);
break;
case SCENE_SELECT_CHAR:
pUI = new CScene_SelectChar(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_SelectChar.lib", nType, FALSE, TRUE);
break;
case SCENE_NEW_CHAR:
pUI = new CScene_NewChar(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_NewChar.lib", nType, FALSE, TRUE);
break;
case SCENE_ACCOUNT:
pUI = new CScene_Account(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Account.lib", nType, FALSE, TRUE);
break;
case SCENE_CHANGE:
pUI = new CScene_Change(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Change.lib", nType, FALSE, TRUE);
break;
case SCENE_OPTION:
pUI = new CScene_Option(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Option.lib", nType, FALSE, TRUE);
break;
case SCENE_CREDIT:
pUI = new CScene_Credit(m_pWnd);
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Credit.lib", nType, FALSE, TRUE);
break;
case SCENE_ANI:
pUI = new CScene_Ani(m_pWnd);
pUI->m_bpUIControl = this;
pUI->SetOffset(CPoint(0, 0));
pUI->Create(m_pDD, "Scene_Ani.lib", nType, FALSE, TRUE);
break;
//////////////
// Game Interface
case DLG_BOARD_CTRL:
pUI = new CDialog_BoardCtrl(m_pWnd);
pUI->SetOffset(CPoint(99, 23));
pUI->m_bpUIControl = this;
pUI->Create(m_pDD, "NULL", nType, FALSE, TRUE, FALSE);
break;
default:
ASSERT(FALSE);
}
if (!pUI) {
ASSERT(pUI);
delete pUI;
return FALSE;
}
else {
m_arrUI.SetAt(nType, pUI);
}
}
return TRUE;
}
//** droiyan_clien_old\Droiyan Online\bin\Dlg 为显示用户的选择窗口地方
//** (this->*(m_ptrProcess[command]))(ar); 命令处理部分 (根据服务器发送的结果)
m_ptrProcess[ITEM_LOAD_RESULT] = OnItemLoadResult;
m_ptrProcess[ITEM_USE_RESULT] = OnItemUseResult;
ITEM* pItemEquip;
if (pUserInfo->userItem[9].sSid>=0) { // 给用户穿鞋子
ASSERT(CUIControl::m_pTableItemInfo->m_itemInfo[pUserInfo->userItem[9].sSid].byWear == 5);
int nIndex = CUIControl::m_pTableItemInfo->m_itemInfo[pUserInfo->userItem[9].sSid].sPidChar;
if (nIndex>=0) {
pObj = pResMotion->GetTypeIndexedRes(EQUIP_KIND_SHOES, nIndex);
if (pObj && pObj->GetSpr(nFrameCur)) {
CAlphaLSP::BltLSPNormal(pDest, point, pObj->GetSpr(nFrameCur));
}
}
}