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Syron

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Syron last won the day on April 16 2015

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About Syron

  • Birthday 02/20/1993

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    syron.denisis

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  1. All the files we're removed from my MEGA account. MEGA closed my account cause i passed the 50GB limit. At the moment, i don't have these files anymore. Sincerely apologise, Syron
  2. SKILLBOOK_DELAY_MIN = 64800, SKILLBOOK_DELAY_MAX = 108000, length.h :)))))))))
  3. /reload a reloads the admin informations ( common -> gmlist ) , it does not update the prototype tables ( such as skill / item-mob_proto / etc ) /reload q reloads the quest table,which contains every single quest of a player, a server that have 100 players and biologist quest (30-94) [ 100 players above 30 or between 30-{maxlevel} ] will reload at least 300 lines for the 30 quest. If you didn't understand, let me explain it more clearly: A player that finished the biologist (30-94) {30,40,50,60,70,80,85,90,92,94} (10) will generate 60 lines in quest and 10 lines in affect. A server with 1000 players that completed the biologist will have over 6000 lines, there you have to add any box quest / any message quest or w/e. Conclusion: Never use /reload q. You can use reload prototype if you have a powerful dedicated server with high CPU and high internet speed or not to many players online.
  4. Edit your Makefile: SVN_VERSION = $(shell svnversion -n .) to SVN_VERSION = 1337 $(OBJDIR)/version.o: version.cpp @$(CC) $(CFLAGS) -D__USER__="$(USER)" -D__HOSTNAME__="$(HOSTNAME)" -D__PWD__="$(PWD)" -D__P4_VERSION__="$(P4_VERSION)" -c $< -o $@ @echo compile $< to $(OBJDIR)/version.o: version.cpp @$(CC) $(CFLAGS) -D__P4_VERSION__="$(SVN_VERSION)" -c $(OBJDIR)/version.o: version.cpp @$(CC) $(CFLAGS) -D__P4_VERSION__="$(SVN_VERSION)" -c $< -o $@ @echo compile $<lt; -o $@ @echo compile $(OBJDIR)/version.o: version.cpp @$(CC) $(CFLAGS) -D__P4_VERSION__="$(SVN_VERSION)" -c $< -o $@ @echo compile $<lt; And, edit your entire version.cpp with this: #include <stdio.h> void WriteVersion() { #ifndef __WIN32__ FILE* fp = fopen("VERSION.txt", "w"); if (fp) { fprintf(fp, "game revision: %sn", __SVN_VERSION__); fclose(fp); } #endif }
  5. You can place game & db files wherever you want. You must use them in your start shell script only. Only the game/db file.
  6. Search in questlib function say_title(name) say(color256(255, 230, 186)..name..color256(196, 196, 196)) end function say_reward(name) say(color256(255, 200, 200)..name..color256(196, 196, 196)) end
  7. Try to place it in npc.txt instead of regen.txt (or vice versa)
  8. You must replace Terrain files from your pack folder. Check textureset archive to see which files are used for each map.
  9. You must place images under /icon/hair ( dds + .sub files ) You can download Lycan ones from here: [Hidden Content]
  10. Replace in questlib: function say_item(name, vnum, desc) say("[INSERT_IMAGE image_type;item|idx;"..vnum.."|title;"..name.."|desc;"..desc.."|index;".. 0 .."|total;".. 1 .."]") end
  11. UserInterface -> InstanceBaseEffect.cpp Search for: void CInstanceBase::UpdateTextTailLevel(DWORD level) { //static D3DXCOLOR s_kLevelColor = D3DXCOLOR(119.0f/255.0f, 246.0f/255.0f, 168.0f/255.0f, 1.0f); static D3DXCOLOR s_kLevelColor = D3DXCOLOR(152.0f/255.0f, 255.0f/255.0f, 51.0f/255.0f, 1.0f); char szText[256]; sprintf(szText, "Lv %d", level); CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor); }
  12. Any possible to adapt this for any number of inventories ? Trying to understand the code...
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