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Postado

Has anyone studied FrozenPK? I think this game is better, so I am learning it. I found that when characters kill monsters, they cannot gain experience points. I configured GameServerMonster and ConfigsExpManager on the server, but still cannot gain experience. Using the same files on ELEMENTALPT, experience points can be gained normally. It's very strange. I hope everyone can point me to where I should look. Thank you very much.20.png

Featured Replies

Postado
  • Autor
2 horas atrás, sheen disse:

Just place breakpoints, kill a monster and follow the function calls

Okay, thank you, I will give it a try.

Postado
  • Autor

Okay, I've solved the problem. I don't think it's the best solution, but it allows me to gain experience normally. If you're also using FrozenPK and not gaining experience, please open playsub.cpp in your client and replace the following code.

int AddExp(INT64 Exp)

{

// if (!bcanadd)

// return FALSE;

INT64 exp64 = CodeXorCharInfo_Exp();

int mlevel = CHAR_LEVEL_MAX;

bool flag = false;

exp64 += Exp;

flag = true;



if (flag)

{

char szBuf[64] = { 0 };

char szTemp[32] = { 0 };

NumLineComa64(Exp, szTemp);

wsprintf(szBuf, "> Ganhou %s de experi阯cia!", szTemp);

AddChatBuff(szBuf, 9);

}



SetExp64(&lpCurPlayer->smCharInfo, exp64);

CodeXorCharInfo_Exp();

ReformCharForm();

int Level = lpCurPlayer->smCharInfo.Level;

INT64 iexp = ExpLevelTable[Level];



while (iexp >= 0 && exp64 >= iexp && lpCurPlayer->smCharInfo.Level < CHAR_LEVEL_MAX)

{

lpCurPlayer->smCharInfo.Level++;

lpCurPlayer->smCharInfo.Next_Exp = (int)ExpLevelTable[Level + 1];

StartEffect(lpCurPlayer->pX, lpCurPlayer->pY + 32 * fONE, lpCurPlayer->pZ, EFFECT_LEVELUP1);

esPlaySound(7, 400);

ReformCharForm();

SendPlayUpdateInfo();

SaveGameData();

Level = lpCurPlayer->smCharInfo.Level;

iexp = ExpLevelTable[Level];

extern cCHARSTATUS cCharStatus;

cCharStatus.CheckLevel();

}



bcanadd = true;

return TRUE;

}

Postado
  • Autor

I simply removed the condition for increasing experience points: if (exp64 < ExpLevelTable[mlevel])

{

exp64 += Exp;

flag = true;

}

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