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Itachi

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Everything posted by Itachi

  1. uipickmoney.py search: moneyValue = min(constInfo.__ConvertMoneyText(text), self.maxValue) replace moneyValue = min(constInfo.ConvertMoneyText(text), self.maxValue) open constinfo.py search: def ConvertMoneyText(self, text, powers = dict(k = 10**3, m = 10**6, b = 10**9)): replace: def ConvertMoneyText(text, powers = dict(k = 10**3, m = 10**6, b = 10**9)): add: import re problems solved?
  2. ikarus offlineshop. very good and clean code. highly recommended.
  3. I see it simpler to add a sub type to use normal and infinite and you can now use blende normally and also be able to add infinities with the same code.
  4. This is not something free. unless those who have been able to develop them decide to make it public, or it leaks. It is difficult for it to be published of its own accord.
  5. it works perfectly. but it works for you even by compiling the library you have followed the turorial badly.
  6. Severity Code Description Project Project category File Line Status deleted Error C1047 The object or library file '.. \ .. \ extern \ lib \ libconfig ++. Lib' was created with a previous compiler to other objects; recompile libraries and old objects UserInterface 3 ? \ new base \ client \ Srcs \ Client \ UserInterface \ LINK 1 Following the tutorial this is the error that gives first hand.
  7. It's not allowed to link other forums in this board. But you can write @Sanii
  8. There is a similar switchbot for sale but I don't know if I also publish it in this forum.
  9. metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]# <!> globalSlotNumber may be different <!> globalSlotNumber replace slotNumber
  10. hello developers I have a problem as such I tried to change the board of ConnectingDialog but it does not take the call in ConnectingDialog.py check all the intrologin.py and I did not see where I defined the board separately. Does anyone have any idea of this?
  11. I have an error placing the item description code 1114 14: 57: 39854 :: Traceback (most recent call last): 1114 14: 57: 39854 :: File "game.py", line 1390, in SetPCTargetBoard 1114 14: 57: 39854 :: File "uiTarget.py", line 604, in Open 1114 14: 57: 39854 :: File "uiTarget.py", line 681, in ResetTargetBoard 1114 14: 57: 39854 :: AttributeError 1114 14: 57: 39854 ::: 1114 14: 57: 39854 :: 'TargetBoard' object has not attribute 'elementImageToolTip' 1114 14: 57: 39854 :: this says it is not found self.elementImageToolTip = uiToolTip.ToolTip () self.elementImageToolTip.ClearToolTip () they are within the definition if you put it in initializate the sysser disappears but it does not work
  12. non-testified system I do not know what mistakes I can have [Hidden Content]
  13. good afternoon developer community I encountered the following problem and I have not found the solution It consists of packet error or that tells me the sysser Channel is not turned off and does not generate game.core SYSERR: Oct 8 11:26:07 :: pid_init: Start of pid: 21551 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 0 mob 3596 skill 257 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 1 mob 3596 skill 258 SYSERR: Oct 8 11:26:10 :: LoadMotion: cannot find accumulation data in file 'data/monster/metinstone_egg/loop.msa' SYSERR: Oct 8 11:26:10 :: LoadMotion: Motion: Load failed vnum(34009) motion(2) file(data/monster/pwahuang1_2/walk.msa) SYSERR: Oct 8 11:27:58 :: Analyze: login phase does not handle this packet! header 80 I have read all the code and I do not find the error Anyone have the faintest idea where I can look?
  14. be able to use different effects on each type of sash
  15. show some capture wherever you see some part of the code
  16. you are right with it is solved the refresh error sorry the annoyance has any idea how to attach a definition for various effects?
  17. void CInstanceBase::__ClearAcceRefineEffect() { if (!m_acceEffect) return; __EffectContainer_DetachEffect(m_acceEffect); m_acceEffect = 0; } is not correct the topic is not the visualization of the efect but refreshing of equipment or not try to define it differently and how it should be correctly and does not take the functions
  18. I have the following problem of not working correctly the effect when equipping the costumee continuous effect permanently equipped or not costumee effect disappears only when dying bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { __EffectContainer_AttachEffect(m_acceEffect); m_acceEffect = EFFECT_REFINED+EFFECT_ACCE_SPECIAL; __EffectContainer_AttachEffect(m_acceEffect); DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; } } return true; } other methods none works bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; __GetRefinedEffect(pItemData); } else __ClearAcceRefineEffect(); } return true; } case CItemData::ITEM_TYPE_COSTUME: __ClearAcceRefineEffect(); if (pItem->GetSubType() == CItemData::COSTUME_ACCE) { case CItemData::COSTUME_ACCE: { m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; break; } if (m_acceEffect) m_acceEffect = __AttachEffect(m_acceEffect); break; } kind regards
  19. Very well worked The spectacular truth would only change something on the buttons but excellent work
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