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TRBizeps

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TRBizeps last won the day on February 23 2018

TRBizeps had the most liked content!

About TRBizeps

  • Birthday 10/05/1998

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    bizepsx42
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  1. Well, can you tell us why he should publish the solution? I mean look at the posts above .. ridiculous.
  2. Thank's very much im currently fixxing an error that appends bonus not correctly, if i'm done i will share a tutorial to implement this system, so everyone can use it. Thanks @Abel(Tiger) for spending your time again!
  3. Thanks for your useful post, i really appreciate it, but i won't pay for something which is done in minutes. If you don't want to help, then don't help..I can not do anything with your incomplete contributions, that should not sound mean
  4. Thanks for your reply, but as i've said im not a developer i don't understand what i should do (I kinda know, but i can't do what you've said)
  5. Thanks very much for your reply After i implemented that function, i received a new error called: "Type Error. an integer is required" Line 222 def RefreshLabel(self): self.ScollPos = int(self.ScrollBar.GetPos() * self.Diff) for i in xrange(self.UI_MAX_COUNT) : idx = i + self.ScollPos text = self.InfoList[idx][self.INFO_TEXT] type = self.InfoList[idx][self.INFO_VALUE] if type == self.CATEGORY_STARTLINE: self.__LabelTitleLine(i, text) elif type == self.CATEGORY_ENDLINE: self.__EmptyLine(i) else: value = playerm2g2.GetStatus(type) self.__LabelLine(i, text, value) The Line 222 is "def RefreshLabel(self):" I do think it's because of GetPos() but im not a developer so i dont know anything €dit: i think the above posted function doesn't work.
  6. Hey community, does anyone have a function that returns the apply point in the clip self.InfoList.append( [ localeInfo.DETAILS_36, localeInfo.DETAILS_TOOLTIP_36, item.GetApplyPoint( item.APPLY_ATTBONUS_WARRIOR ) ] ) This System is from the official metin2 root, it's the bonus board of metin2. (item.GetApplyPoint is missing in binary) Thanks for Abel, if anyone provide me this function, i could rerelease this system with how2to in abel's thread.
  7. BUY IT!! BUY IT TO GET SUPPORT FROM GREAT! Also this public version is full of exploits, i don't recommend.
  8. if i change the inventory pages, the effect disappears, any solution provideable? €dit: fxd
  9. Let me explain you my Situation a bit more detailed. I've defined the Mounts as Horse, and just because i dont want the new costume_mount slot being useless i kept the mount in there Slots. Since they're Horses, if you run the Command "do_user_horse_back" it doesn't unequip the weared mount (which is defined as horse) because you Dont usually wear the Horsebooks. May you Please Show me the Solution? I' m Not able to implement the null Pointer Check also i dont think my Code is fine
  10. ACMD(do_user_horse_back) { CItem* pCostumeMount = ch->GetWear(WEAR_COSTUME_MOUNT); if (pCostumeMount->IsEquipped()) { if (ch->GetHorse() != NULL) ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("HAS_UNEQUIPPED_MOUNT_ITEM")); ch->UnequipItem(pCostumeMount); ch->HorseSummon(false); return; } if (!pCostumeMount->IsEquipped() && ch->GetHorse() != NULL) { ch->HorseSummon(false); ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("¸»À» µ¹·Áº¸³Â½À´Ï´Ù.")); } else if (ch->IsHorseRiding() == true) { ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("¸»¿¡¼­ ¸ÕÀú ³»·Á¾ß ÇÕ´Ï´Ù.")); //Du musst absteigen. } else { ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("¸»À» ¸ÕÀú ¼ÒȯÇØÁÖ¼¼¿ä.")); // Bitte ruf zuerst Dein Pferd. } } Hello Community, To explain you my situation i'll describe my problem shortly. I've implemented the horse appearance via database table & i need to unequip the "Costume Mount" Item if i use strg + B <- the problem is, i do not know anything about c++ my method is working == Player wears costume_mount uses strg +b and the Mount (Which is defined as a horse) unsummons. But if i summon my horse (not the mounts, which are defined as horse i mean the horse you get by horselevel) && use this command core crashes. In this spoiler i've posted my function without my changes.
  11. Look at the Monster Number 20109 in the game source, then complete the list.
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