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Datheft15

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  1. Hey , i had a problem. I upgrade my spec inventory to +1 option " ETC " Everything is work expect trade. I don't know what his problem I try everything Here is my exchange.cpp https://pastebin.com/1VfWsfTh
  2. Hey I have a problem. 0903 13:43:14056 :: Traceback (most recent call last): 0903 13:43:14056 :: File "uiInventory.py", line 1652, in OnUpdate 0903 13:43:14057 :: File "uiInventory.py", line 696, in ActualizarBonus 0903 13:43:14057 :: File "ui.py", line 3233, in GetChild 0903 13:43:14057 :: KeyError 0903 13:43:14057 :: : 0903 13:43:14057 :: 'bonus_1' 0903 13:43:14057 :: In uiinventory.py self.GetChild("bonus_1").SetText(str(player.GetStatus(69))) In inventorywindow.py { "name" : "txt_info_defenza_espada", "type" : "text", "x" : 176 - 5, "y" : 55, "text" : "Kard véd.:" }, { "name" : "Thin_info_defenza_espada", "type" : "image", "x" : 176 + SPACE_BONUS_INVENTORY - 65, "y" : 55 - 2, "image" : IMAGE_CHELO, "children" : ( { "name" : "bonus_1", "type" : "text", "x" : 26, "y" : 3, "text" : "999", "r" : 1.0, "g" : 1.0, "b" : 1.0, "a" : 1.0, "text_horizontal_align":"center" }, ), },
  3. elif Type == player.SLOT_TYPE_UPGRADE_INVENTORY or\ Type == player.SLOT_TYPE_BOOK_INVENTORY or\ Type == player.SLOT_TYPE_STONE_INVENTORY: item.SelectItem(self.AttachedItemIndex) self.AttachedIconHandle = item.GetIconInstance() if not self.AttachedIconHandle: self.AttachedIconHandle = 0 self.DeattachObject() return (width, height) = item.GetItemSize() elif Type == player.SLOT_TYPE_SKILL: skillGrade = player.GetSkillGrade(SlotNumber) self.AttachedIconHandle = skill.GetIconInstanceNew(self.AttachedItemIndex, skillGrade) Problem was in mousemodel.py. Just i've had If Type == player.SLOT_TYPE_UPGRADE_INVENTORY I just change to elif and it works SOLVED #
  4. Hey ! I have a problem. I don't know where I need search this problem So the problem is. I can't clicking the icon and I can't pull to the quick slots skill and emotions too. Somebody can help me ?
  5. Install this system and it will be works fine ( better than now)
  6. You can add trought the source : InstanceBase.h (Search) EFFECT_BODYARMOR_SPECIAL2 = 21, Add the effect names with number ( easier ) EFFECT_KARD = 23, EFFECT_SURA= 24, EFFECT_KETKEZES= 25, EFFECT_TOR= 26, EFFECT_IJ= 27, EFFECT_HARANG= 28, EFFECT_LEGYEZO= 29, EFFECT_TOR_2= 30, EFFECT_LEGYEZO_2 = 31, EFFECT_IJ_2 = 38, InstanceBase.cpp () UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem) You need to render effect to item vnum like this ( this is a shit code but it swork ) if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { if (vnum == 19000 || vnum == 19001 || vnum == 19002 || vnum == 19003 || vnum == 19004 || vnum == 19005 || vnum == 19006 || vnum == 19006 || vnum == 19007 || vnum == 19008 || vnum == 19009) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_KARD; else if (vnum >= 19010 && vnum <= 19019) m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SURA; } else if (pItem->GetSubType() == CItemData::WEAPON_TWO_HANDED) { if (vnum >= 19060 && vnum <= 19069) m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_KETKEZES; } else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) { if (vnum >= 19020 && vnum <= 19029) { m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2; } } else if (pItem->GetSubType() == CItemData::WEAPON_BOW) { if (vnum >= 19030 && vnum <= 19039) m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_IJ_2; } else if (pItem->GetSubType() == CItemData::WEAPON_BELL) { if (vnum >= 19040 && vnum <= 19049) m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_HARANG; } else if (pItem->GetSubType() == CItemData::WEAPON_FAN) { if (vnum >= 19070 && vnum <= 19079) { if (CRaceMotionData::MODE_HORSE == m_GraphicThingInstance.GetMotionMode()) { m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_LEGYEZO_2; } else m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO; } } if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); } break; Playersettingsmodule.py Create the effect like this. chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+23, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_sword.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_swords.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_spear.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bell.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+29, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+30, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+31, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+38, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse") (NOTE) char who have 2 weapon like ninja need 2 effect EFFECT_TOR , EFFECT_TOR2 Left and right hand : m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2; You dont need add GR2 model to item_list just put the icon like this 19020 WEAPON icon/item/iconmdeknife.tga
  7. Thank you Owsap SOLVED THEME
  8. Okay, but I edited this : if (GetRealAlignment() == NAME_ALIGNMENT_1) to if (GetRealAlignment() > 1000 && GetRealAlignment() < 2000 ) server is down recently. if (GetRealAlignment() < NAME_ALIGNMENT_1 ) { blabla } if (GetRealAlignment() > NAME_ALIGNMENT_1) { blabla } or this isn't work
  9. Hey ! I have an idea and need help to implementation What if the alignment give bonus for example Alignment (1) > 1000 then 10k HP Alignment (1) > 4000 then 30k HP .. I found one topic on dev but this not work for me. Somebody can help me ? Thanks for reply !
  10. Version of Files : XXX Hey, I had a problem with the official Pet System, I fixed some bug what I can. So first problem is the transport box. When I put the pet into the box then box is gone. (0 minute) I saw in the source that it give socket to time (I think ) item2->SetForceAttribute(3, 1, item->GetAttributeValue(3)); item2->SetForceAttribute(4, 1, item->GetAttributeValue(4)); DWORD vnum1 = item->GetVnum()-55700; item2->SetSocket(0, vnum1); item2->SetSocket(1, item->GetSocket(1)); Second problem is : When the pet is summoned and you trade with other player your pet disappear. Third problem is : When I trying leveling pet he's not get exp except if I kill such mobs like my level. Sorry for my English its only B1 level -? Thanks, Sincerly,
  11. 215 is busy ( sash ) use 216 to packet.h
  12. Hey, someone can help ? I would to add to my server that I can add my guild exp from case . I did this but it doesn't work. I can't complain #include <numeric> void CGuild::Doboz(int lv, LPCHARACTER ch) { case 80009: lv = MINMAX(m_data.level, lv, GUILD_MAX_LEVEL); if (lv != m_data.level) GuildPointChange(POINT_EXP, 10000, true); ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("EXP gave")); } And how I can do that every guild level have a bonus for example lv 1 : tp +10% lv2 str +10 .
  13. https://media.giphy.com/media/31X0qcnbampzYs1yU7/giphy.gif
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