决战私服
决战私服发布网,提供每日新开决战私服发布,大量更新各种决战私服技术文章与软件!

技术文章 新闻公告 软件下载 小偷代码 发布私服 发布家族 广告联系

当前位置决战私服发布网技术文章中心 >> 源代码中必要的修改地方

源代码中必要的修改地方

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));
   }
  }
 }

[来源:www.juezhansifu.com.cn] [作者:决战私服发布网] [日期:08-06-20] [热度:]

评论

发表评论
© 2008 决战私服发布网 Juezhansifu.Com.Cn All rights reserved.