displayjokes

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  1. displayjokes

    open New slot for items on inventory

    Up
  2. Hey, i wanted to make a new item slot in inventory, lets say above the ring slots for the new talisman system, um which files do i need to add the NEW_SLOT = 36 (something like That) to make it work? I tried to do something based on belt system but its seems like i misses some files because the variable on uiinventorywindow.py has a different name! Any help os appreciated! Thanks for your time!
  3. Quick update: I managed to figure out how to make it upgradable on blacksmith, now i need to make it upgradable on blessing scroll and magic stone. Please
  4. Hey, this is a simple question, how can i say that items can be upgraded on Seon pyeong or in blacksmith, and how can i allow items to be upgraded on magic stone or blessing scroll? I've got some items that are only allowed on Son Pyeong, and i'd like to change that to both seon pyeong and blacksmith aswell as the magic stone and blessing scroll. (i mean, what i want is to take out this restrictions and leave it up to you, you could upgrade your items on every single thing that is possible, every item) Any help is appreciated! Thank you
  5. displayjokes

    open Sash absorption rate bug

    Up please
  6. displayjokes

    open Transport Box (Pet)

    Did you make any changes on uitooltip.py?
  7. displayjokes

    open Sash absorption rate bug

    Hi! My problem is: Whenever i do this: /i 85001 or /i 85002 or /i 85003 or /i 85004, the sash comes without absorption rate. I've checked DB and has 0 absorption. I though this was a problem with the /i command but i made a monster drop it and same result. How can i make the sash to have the absorption whenever i do the /i command or whenever it is dropped in a monster? Any help is appreciated! Thank you
  8. displayjokes

    open Change monster folder path

    Yess i did, i figured out now, on the new folder we want to add, on the .msm we only change the folder to the new one, and the model with the new skin. Everything else stays the same, pointing to the original monster! Problem solved! Thank you for your help!
  9. displayjokes

    open Change monster folder path

    taking this has an example, in my client i do have this msm file.. what am i doing wrong here?
  10. displayjokes

    open Change monster folder path

    Thanks for the reply, i did change the textures, i have texture path changer, something like that, i've fixed the path problem but the mount still doesn't come when i do /m 20247 (mob id), but the original mount does..
  11. displayjokes

    open Change monster folder path

    Hi! I was implementing new mounts on my server and i wanted to implement the same mount 2 or 3 times with diferent textures. For example i have a monster that is in a folder called lion, and i implemented that monster correctly, it shows up in the game, everything working fine. Now i want to make a monster with the exact same folder but different textures. So i copied the lion folder and renamed it for lion_black, i changed the texture path on the lion.gr2 model and also changed the paths inside the .msm and .msa files inside the lion_black folder to be not \lion\... to \lion_black\... like this: and when i put in the game, when i'm going to do /m mob_id gives me this error on syserr and i noticed it is still trying to get the \npc\lion\lion.msm instead of \npc\lion_black\lion.msm Here's a print with the original names: (it is leone_baso, and i'm trying to make a monster with the same exact folder by changing to leone_baso_black) Anyone can help me with this please? Any help is appreciated! Thank you!
  12. displayjokes

    open New Sashes Combine/Absorption

    Problem solved: You need to add the vnums for the new sashes here: Server source > common > vnumHelper: static const bool IsAcce_Grade1(DWORD vnum) {return 85001 == vnum || 85005 == vnum || 85011 == vnum || 85015 == vnum || 85021 == vnum;} static const bool IsAcce_Grade2(DWORD vnum) {return 85002 == vnum || 85006 == vnum || 85012 == vnum || 85016 == vnum || 85022 == vnum;} static const bool IsAcce_Grade3(DWORD vnum) {return 85003 == vnum || 85007 == vnum || 85013 == vnum || 85017 == vnum || 85023 == vnum;} static const bool IsAcce_Grade4(DWORD vnum) {return 85004 == vnum || 85008 == vnum || 85014 == vnum || 85018 == vnum || 85024 == vnum;} in my case i added the 85021, 85022, 85023, 85024. And you will need to add here too: client > root > constinfo.py : search this: def IS_ACCE_ITEM(itemVnum, abs): add after: elif itemVnum >= 85021 and itemVnum <= 85024: return TRUE And if you want to add more sashes, add the IDs you want! Took long time to solve this, god.. Hope it helps someone!
  13. displayjokes

    solved Problem Mount like a horse

    Try to check the quest, you might have to unsumon it when you mount it. (i've not checked, but i believe the mount is "called" like a pet to follow you around so whenver you unmount you call it has a pet, when you mount you unsummon) I had this problem in other files i was working on and solved doing that