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M3ragon

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About M3ragon

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    M3ragon

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Kindom

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    Jinno

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  1. its better https://i.imgur.com/lThqt4v.gifv
  2. looks very messy: common guys... pls fix this https://i.imgur.com/mp7IVNY.gifv Brower: Firefox #MakeM2devGreatAgain
  3. i would like this based on the old or compled new?
  4. for all with same bug... Bug comes from 4 Inventorypages Lenght.h //search: bool IsDragonSoulEquipPosition() const //replace with: bool IsDragonSoulEquipPosition() const { return (window_type == INVENTORY) && (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell); }
  5. Slots are 212 - 223 (pos in player.item)
  6. sorry but i think im blind. Did you see any fail? and yes, bought the Switchbot. enum EMisc2 { DRAGON_SOUL_EQUIP_SLOT_START = INVENTORY_MAX_NUM + WEAR_MAX_NUM, // (DRAGON_SOUL_EQUIP_SLOT_START (212) |INVENTORY_MAX_NUM (180) |WEAR_MAX_NUM (32) DRAGON_SOUL_EQUIP_SLOT_END = DRAGON_SOUL_EQUIP_SLOT_START + (DS_SLOT_MAX * DRAGON_SOUL_DECK_MAX_NUM), // DRAGON_SOUL_EQUIP_SLOT_END (224) |DRAGON_SOUL_EQUIP_SLOT_START (212) |DS_SLOT_MAX (6) |DRAGON_SOUL_DECK_MAX_NUM (2) DRAGON_SOUL_EQUIP_RESERVED_SLOT_END = DRAGON_SOUL_EQUIP_SLOT_END + (DS_SLOT_MAX * DRAGON_SOUL_DECK_RESERVED_MAX_NUM), // DRAGON_SOUL_EQUIP_RESERVED_SLOT_END (242) |DRAGON_SOUL_EQUIP_SLOT_END (224) |DS_SLOT_MAX (6) |DRAGON_SOUL_DECK_RESERVED_MAX_NUM (3) BELT_INVENTORY_SLOT_START = DRAGON_SOUL_EQUIP_RESERVED_SLOT_END, // BELT_INVENTORY_SLOT_START (242) |DRAGON_SOUL_EQUIP_RESERVED_SLOT_END (242) BELT_INVENTORY_SLOT_END = BELT_INVENTORY_SLOT_START + BELT_INVENTORY_SLOT_COUNT, // BELT_INVENTORY_SLOT_END (258) |BELT_INVENTORY_SLOT_START (242) |BELT_INVENTORY_SLOT_COUNT (26) INVENTORY_AND_EQUIP_SLOT_MAX = BELT_INVENTORY_SLOT_END, // INVENTORY_AND_EQUIP_SLOT_MAX (258) |BELT_INVENTORY_SLOT_END (258) }; #pragma pack(push, 1) typedef struct SItemPos { BYTE window_type; WORD cell; SItemPos () { window_type = INVENTORY; cell = WORD_MAX; } SItemPos (BYTE _window_type, WORD _cell) { window_type = _window_type; cell = _cell; } bool IsValidItemPosition() const { switch (window_type) { case RESERVED_WINDOW: return false; case INVENTORY: case EQUIPMENT: case BELT_INVENTORY: return cell < INVENTORY_AND_EQUIP_SLOT_MAX; case DRAGON_SOUL_INVENTORY: return cell < DRAGON_SOUL_INVENTORY_MAX_NUM; case SAFEBOX: case MALL: return false; #ifdef ENABLE_SWITCHBOT case SWITCHBOT: return cell < SWITCHBOT_SLOT_COUNT; #endif default: return false; } return false; } bool IsEquipPosition() const { return ((INVENTORY == window_type || EQUIPMENT == window_type) && cell >= INVENTORY_MAX_NUM && cell < INVENTORY_MAX_NUM + WEAR_MAX_NUM) || IsDragonSoulEquipPosition(); } bool IsDragonSoulEquipPosition() const { return (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell); } bool IsBeltInventoryPosition() const { return (BELT_INVENTORY_SLOT_START <= cell) && (BELT_INVENTORY_SLOT_END > cell); } bool IsDefaultInventoryPosition() const { return INVENTORY == window_type && cell < INVENTORY_MAX_NUM; } #ifdef ENABLE_SWITCHBOT bool IsSwitchbotPosition() const { return SWITCHBOT == window_type && cell < SWITCHBOT_SLOT_COUNT; } #endif bool operator==(const struct SItemPos& rhs) const { return (window_type == rhs.window_type) && (cell == rhs.cell); } bool operator<(const struct SItemPos& rhs) const { return (window_type < rhs.window_type) || ((window_type == rhs.window_type) && (cell < rhs.cell)); } } TItemPos; const TItemPos NPOS (RESERVED_WINDOW, WORD_MAX); typedef enum { SHOP_COIN_TYPE_GOLD, // DEFAULT VALUE SHOP_COIN_TYPE_SECONDARY_COIN, } EShopCoinType;
  7. Hey guys i have a Problem with my Dragonsoul Alchemi... This Slot, wont work. I Cannot Refine then. Video: https://streamable.com/s2ern I Saw this topic: Bug the guy only postet "Fixed" and not how... I found out the its a Problem with the Beld inventroy... but i dont know how to fix this. Can somebody tell me the Fix? Some infos about my Src. Martyfiles ( v4.9.40 ) 4 Inventroypages + Belt + Dragonsoul ~Meragon
  8. @blabla112 You need to add it in order of your lenght.h
  9. M3ragon

    Picabo - Stone Case

    can you re-upload this @Ace ? Map + Password
  10. __________ ClientSrc>GameLib>ItemData.h // Search: enum EApplyTypes // Add to Enum: APPLY_ATTBONUS_NEWATTRTYPE, __________ ClientSrc>UserInterface>PythonPlayerModule.cpp // Searcharch: PyModule_AddIntConstant(poModule, "APPLY_ANTI_PENETRATE_PCT", CItemData::APPLY_ANTI_PENETRATE_PCT ); // Add: PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_NEWATTRTYPE", CItemData::APPLY_ATTBONUS_NEWATTRTYPE); __________ ClientSrc>UserInterface>Packet.h // Search: enum EPointTypes // Add to Enum: POINT_ATTBONUS_NEWATTRTYPE, __________ GameSrc>common>length.h // Search: enum ERaceFlags // Add: RACE_FLAG_ATT_NEWATTRTYPE = (1 << /*Last number +1*/) // Search: enum EApplyTypes // Add to Enum: APPLY_ATTBONUS_NEWATTRTYPE, __________ GameSrc>game>char.h // Search: enum EPointTypes // Add to Enum: POINT_ATTBONUS_NEWATTRTYPE, __________ GameSrc>game>char.cpp // Search: case POINT_RESIST_SHAMAN: // Add: case POINT_ATTBONUS_NEWATTRTYPE: // Search: case APPLY_NORMAL_HIT_DAMAGE_BONUS: // Add: case APPLY_ATTBONUS_NEWATTRTYPE: __________ GameSrc>game>cmd_general.cpp // Search: static const char* [...] switch (apply_number) { // ICINDE BUL case POINT_RESIST_SHAMAN: return LC_TEXT("¹«´ç°ø°Ý¿¡ %d%% ÀúÇ×"); // Add: case POINT_ATTBONUS_NEWATTRTYPE: return LC_TEXT("POINT_ATTBONUS_NEWATTRTYPE: %d%%"); __________ GameSrc>game>cmd_gm.cpp // Search: tch->GetPoint(POINT_ATTBONUS_SHAMAN)); // Add in do_state command: ch->ChatPacket(CHAT_TYPE_INFO, " NEWATTRTYPE:%3d%%", tch->GetPoint(POINT_ATTBONUS_NEWATTRTYPE)); __________ GameSrc>game>constants.cpp // Search: const TApplyInfo aApplyInfo[MAX_APPLY_NUM] = // Add in function: { POINT_ATTBONUS_NEWATTRTYPE, }, // APPLY_ATTBONUS_NEWATTRTYPE, // Search: TValueName c_aApplyTypeNames[] = // Search in this: { NULL, 0 } // Add above: { "ATT_NEWATTRTYPE", APPLY_ATTBONUS_NEWATTRTYPE }, __________ GameSrc>game>battle.cpp pkVictim (It meanings of defendor) pkAttacker is attacker if we are adding Defence attr type from mobs we will add this func. if (pkAttacker->IsNPC() && pkVictim->IsPC()) or we are adding attack attr type to mobs we will add this func. if (pkAttacker->IsPC() && pkVictim->IsNPC()) Logic is this //Search: iAtk+= (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ANIMAL)) / 100; // Add: else if (pkVictim->IsRaceFlag(RACE_FLAG_ATT_NEWATTRTYPE)) iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_NEWATTRTYPE)) / 100; __________ GameSrc>db>protoreader.cpp // Search: string arApplyType[] // Add to the end: "APPLY_ATTBONUS_NEWATTRTYPE", // Search: string arRaceFlag[] // Add to the end: "ATT_NEWATTRTYPE" __________ Tools>DumpProtoSource>ItemCSVReader.cpp // Search: string arApplyType[] // Add to the end: "APPLY_ATTBONUS_NEWATTRTYPE", // Search: string arRaceFlag[] // Add to the end: "ATT_NEWATTRTYPE" __________ Client>root>uitooltip.py // Search: item.APPLY_ATTBONUS_DEVIL : localeInfo.TOOLTIP_APPLY_ATTBONUS_DEVIL, // Add: item.APPLY_ATTBONUS_NEWATTRTYPE : localeInfo.TOOLTIP_APPLY_ATTBONUS_NEWATTRTYPE, __________ Client>locale>xx>locale_game.txt // Add: TOOLTIP_APPLY_ATTBONUS_NEWATTRTYPE Strong against to attr type you want xd +%d%% SA Hope dont muss something
  11. this must be work. GrpImageInstance.h //Search in this file: void SetDiffuseColor(float fr, float fg, float fb, float fa); //Add after: void SetScale(float sx, float sy); --------------------------------------------------- GrpImageInstance.cpp //Search in this file: void CGraphicImageInstance::SetPosition(float fx, float fy) { m_v2Position.x = fx; m_v2Position.y = fy; } //Add after: void CGraphicImageInstance::SetScale(float fx, float fy) { m_vScale = fx; } its from the imageScale of the "PetScale System like offical DE"
  12. Your Discord Tag dont work for me. Can you Update it? edit. sorry on handy dont work. on pc working..
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