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Sherer

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Everything posted by Sherer

  1. Check the TABs (seems that you put incorrect number of tabulators).
  2. Go to localeInfo.py, find NumberToMoney function and take the join formula.
  3. Lookout for that query: SELECT account, companion FROM messenger_list" WHERE account='edward95' and remove "
  4. There are few things you need to change in order to run source on windows (mostly conflicts between windows function and some in-header declared) + you are missing include files (mysql connect in that case).
  5. Mall def bonus is more likely not to be displayed on stats window. As far as I remember you better use grade def bonus instead.
  6. The stat window displayes only specific type of def bonus (where there are different sort of it). To check whether it works or not use /state command (yet if HP works, it's probably likely applies work as designed). Try to change def bonus to one correspoding to stat window.
  7. Use visual studio instead of visual studio code (it would be easier to maintain a code without a need for extra setup). [Hidden Content]
  8. You ain't gonna find a solution online. Best you can to do is to hire a developer to come up with a solution that would bring the boss back into moveable area, or simply warp it back to initial spawn position.
  9. The best explanation can be found in here: [Hidden Content]
  10. Generate 2 sets and shuffle one of them. local tabA = {} local tabB = {} for i = 1, 5 do table.insert(tabA, i) table.insert(tabB, i) end -- Shuffle second tab with Yates-Fisher for i = table.getn(tabB), 2, -1 do local j = math.random(i) tabB[j], tabB[i] = tabB[i], tabB[j] end print("Table A:") for k, v in pairs(tabA) do print(string.format("[%d] = %d", k, v)) end print("Table B:") for k, v in pairs(tabB) do print(string.format("[%d] = %d", k, v)) end
  11. Simply use vid to bind spawned npc to a player (mob.spawn returns monster's vid in case if one was spawned and zero if spawned was somehow unsuccessful). quest npcspawn begin state start begin when letter begin send_letter("NpcSpawn") end when button or info begin local x = (pc.get_local_x()) local y = (pc.get_local_y()) local iVID = mob.spawn(4001, x+2, y+2, 2, 2, 1) if iVID == 0 then say("Cannot spawn.") else pc.setqf("spawnedVID", iVID) end end when 4001.click begin if npc.get_vid() == pc.getqf("spawnedVID") then say("jonapot") wait() say("aviszontlátásra") wait() game.set_event_flag("player", 0) npc.purge() end end end end
  12. You are right my bad. What you can do from C++ level is to add additional flag like "TOP_SUPER" on indicate it during rendering process to no other window will be displayed above it (or the window with flag above will we rendered at the end of tick).
  13. Try to set no_pick flag on the window you wanna have behind inventory.
  14. It looks to be related to something else. Check on DB memory usage and RAM level right before the crash.
  15. Actually how did you manage to use gcc48 on FreeBSD 11.3? It's totally outdated. Consider updating it.
  16. Try adding -fno-stack-protector to compilation flags. You may as well check for linked libs if any of them can be the reason of the stack protector to kick in.
  17. You can make SplitMultiLine as static to save a bit of memory (since this function will be called plenty of times).
  18. locale_game.txt, PET_TEXTT_1. Fix arguments in there.
  19. Yeah that's pretty normal. Anyway had one builds its client files should not be read from disk at all (security reason; with exception for whitelist).
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