Genel Araştırma
'sorunsalı.' etiketi için arama sonuçları.
Araştırmada 1 sonuç bulundu
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Herkese merhabalar. Çözülen sorunlarda birçok konu mevcut fakat sorunu çözülen arkadaşlar sadece teşekkürler diyip konudan uzaklaşmış. Sorunu çözülen arkadaşlar nasıl yapıldığına dair tek bir mesaj bırakmamış. Hayırlı günler.. GAMESERVER : QUESTV2SAVEEVENT. void CUser::QuestV2SaveEvent(uint16 sQuestID) { _QUEST_HELPER * pQuestHelper = g_pMain->m_QuestHelperArray.GetData(sQuestID); if (pQuestHelper == nullptr) return; SaveEvent(pQuestHelper->sEventDataIndex, pQuestHelper->bEventStatus); } void CUser::QuestV2SendNpcMsg(uint32 nQuestID, uint16 sNpcID) { Packet result(WIZ_QUEST, uint8(7)); result << nQuestID << sNpcID; Send(&result); } void CUser::QuestV2ShowGiveItem(uint32 nUnk1, uint32 sUnk1, uint32 nUnk2, uint32 sUnk2, uint32 nUnk3, uint32 sUnk3, uint32 nUnk4, uint32 sUnk4, uint32 nUnk5, uint32 sUnk5) { Packet result(WIZ_QUEST, uint8(10)); result << nUnk1 << sUnk1 << nUnk2 << sUnk2 << nUnk3 << sUnk3 << nUnk4 << sUnk4 << nUnk5 << sUnk5; Send(&result); } uint16 CUser::QuestV2SearchEligibleQuest(uint16 sNpcID) { Guard lock(g_pMain->m_questNpcLock); QuestNpcList::iterator itr = g_pMain->m_QuestNpcList.find(sNpcID); if (itr == g_pMain->m_QuestNpcList.end() || itr->second.empty()) return 0; // Loop through all the QuestHelper instances attached to that NPC. foreach (itr2, itr->second) { _QUEST_HELPER * pHelper = (*itr2); if (pHelper->bLevel > GetLevel() || (pHelper->bLevel == GetLevel() && pHelper->nExp > m_iExp) || (pHelper->bClass != 5 && !JobGroupCheck(pHelper->bClass)) || (pHelper->bNation != 3 && pHelper->bNation != GetNation()) || (pHelper->sEventDataIndex == 0) || (pHelper->bEventStatus < 0 || CheckExistEvent(pHelper->sEventDataIndex, 2)) //gorev tamamlanmamis ise || !CheckExistEvent(pHelper->sEventDataIndex, pHelper->bEventStatus)) //gorev tamamlanma kontrolu continue; return 2; } return 0; } void CUser::QuestV2ShowMap(uint32 nQuestHelperID) { Packet result(WIZ_QUEST, uint8(11)); result << nQuestHelperID; Send(&result); } uint8 CUser::CheckMonsterCount(uint8 bGroup) { _QUEST_MONSTER * pQuestMonster = g_pMain->m_QuestMonsterArray.GetData(m_sEventDataIndex); if (pQuestMonster == nullptr || bGroup == 0 || bGroup >= QUEST_MOB_GROUPS) return 0; return m_bKillCounts[bGroup];