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Kenny1337

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About Kenny1337

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  • Birthday 03/08/1999

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  1. Hi, i have one problem. When i wear costume weapon, then wear on invisible slot. :/ i have sash and costume system only, my gametype.h: #ifdef ENABLE_COSTUME_SYSTEM const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0; const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1; //const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2; const DWORD c_Costume_Slot_Mount = c_Costume_Slot_Start + 3; #ifdef ENABLE_COSTUME_WEAPON const DWORD c_Costume_Slot_Weapon = c_Costume_Slot_Start + 1; const DWORD c_Costume_Slot_Count = 5; #else const DWORD c_Costume_Slot_Count = 4; #endif const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count; #endif & #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM #ifdef ENABLE_COSTUME_WEAPON const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; #else const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; #endif const DWORD c_New_Equipment_Count = 3; const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0; const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1; const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2; #endif and lenght.h WEAR_BODY, // 0 WEAR_HEAD, // 1 WEAR_FOOTS, // 2 WEAR_WRIST, // 3 WEAR_WEAPON, // 4 WEAR_NECK, // 5 WEAR_EAR, // 6 WEAR_UNIQUE1, // 7 WEAR_UNIQUE2, // 8 WEAR_ARROW, // 9 WEAR_SHIELD, // 10 WEAR_ABILITY1, // 11 WEAR_ABILITY2, // 12 WEAR_ABILITY3, // 13 WEAR_ABILITY4, // 14 WEAR_ABILITY5, // 15 WEAR_ABILITY6, // 16 WEAR_ABILITY7, // 17 WEAR_ABILITY8, // 18 WEAR_COSTUME_BODY, // 19 WEAR_COSTUME_HAIR, // 20 WEAR_COSTUME_ACCE, // 21 #ifdef COSTUME_WEAPON WEAR_COSTUME_WEAPON,//22 #endif WEAR_COSTUME_MOUNT, // 23 WEAR_RING1, // 24 : 신규 반지슬롯1 (왼쪽) WEAR_RING2, // 25 : 신규 반지슬롯2 (오른쪽) WEAR_BELT, // 26 : 신규 벨트슬롯 WEAR_MAX = 32 //
  2. core game #0 0x0849645d in CAttribute::Get () #1 0x081fd64d in SECTREE::IsAttr (this=0x417c1140, x=17260863, y=17273216, dwFlag=129) at sectree.cpp:210 #2 0x081ffaf2 in SECTREE_MANAGER::IsMovablePosition (this=0xffff98e8, lMapIndex=56, x=17260863, y=17273216) at sectree_manager.cpp:825 #3 0x080d7e65 in CHARACTER::__StateIdle_Monster (this=0x6d253000) at char_state.cpp:714 #4 0x08076328 in CHARACTER::UpdateStateMachine (this=0x6d253000, dwPulse=486299) at char.cpp:4138 #5 0x080bdd04 in std::for_each<__gnu_cxx::__normal_iterator<CHARACTER**, std::v ector<CHARACTER*, std::allocator<CHARACTER*> > >, std::binder2nd<std::mem_fun1_t <void, CHARACTER, unsigned int> > > (__first={_M_current = 0x47fbb800}, __last= {_M_current = 0x47fbc840}, __f= {<std::unary_function<CHARACTER*,void>> = {<No data fields>}, op = {<std:: binary_function<CHARACTER*,unsigned int,void>> = {<No data fields>}, _M_f = {__p fn = 0x80762d0 <CHARACTER::UpdateStateMachine(unsigned int)>, __delta = 0}}, val ue = 486299}) at stl_function.h:656 #6 0x080bd761 in CHARACTER_MANAGER::Update (this=0xffffb5fc, iPulse=486299) at char_manager.cpp:695 #7 0x0826cf98 in idle () at main.cpp:931 #8 0x0826e636 in main (argc=1, argv=0xffffcbfc) at main.cpp:603
  3. void CHARACTER::BroadcastTargetPacket() { if (m_set_pkChrTargetedBy.empty()) return; TPacketGCTarget p; p.header = HEADER_GC_TARGET; p.dwVID = GetVID(); if (IsPC()) p.bHPPercent = 0; else p.bHPPercent = MINMAX(0, (GetHP() * 100) / GetMaxHP(), 100); --- 5239 line CHARACTER_SET::iterator it = m_set_pkChrTargetedBy.begin(); while (it != m_set_pkChrTargetedBy.end()) { LPCHARACTER pkChr = *it++; if (!pkChr->GetDesc()) { sys_err("%s %p does not have desc", pkChr->GetName(), get_pointer(pkChr)); abort(); } pkChr->GetDesc()->Packet(&p, sizeof(TPacketGCTarget)); } } hmm, i checked mob_proto and have one monster with 0hp... vnum 0, no name etc. i removed it and will check if the problem then appear again
  4. sysser/syslog is clear core: #0 0x0807c84c in CHARACTER::BroadcastTargetPacket (this=0x301dc800) at char.cpp:5239 p = {header = 63 '?', dwVID = 4672, bHPPercent = 0 '\0'} it = {<std::tr1::__detail::_Hashtable_iterator_base<CHARACTER*,false>> = {_M_cur_node = 0xbfbf9df8, _M_cur_bucket = 0x82355d9}, <No data fields>} __FUNCTION__ = "BroadcastTargetPacket" #1 0x08082ce8 in CHARACTER::PointChange (this=0x301dc800, type=5 '\005', amount=-2874, bAmount=false, bBroadcast=false) at char.cpp:3284 prev_hp = 0 val = -2874 __FUNCTION__ = "PointChange" #2 0x08099011 in CHARACTER::Damage (this=0x301dc800, pAttacker=0x99101800, dam=2874, type=DAMAGE_TYPE_NORMAL) at char_battle.cpp:2293 pkSk = <value optimized out> iCriticalPct = <value optimized out> iPenetratePct = <value optimized out> iCurHP = 0 iCurSP = 0 IsCritical = false IsPenetrate = true IsDeathBlow = false #3 0x08062f62 in battle_hit (pkAttacker=0x99101800, pkVictim=0x301dc800, iRetDam=@0xbfbfa034) at battle.cpp:690 iDam = <value optimized out> pkWeapon = <value optimized out> #4 0x08063220 in battle_melee_attack (ch=0x99101800, victim=0x301dc800) at battle.cpp:165 max = 300 distance = 136 dam = 1807 ret = <value optimized out> #5 0x0809a449 in CHARACTER::Attack (this=0x99101800, pkVictim=0x301dc800, bType=0 '\0') at char_battle.cpp:227 dwCurrentTime = 823674 iRet = <value optimized out> __FUNCTION__ = "Attack" #6 0x081576e4 in CInputMain::Attack (this=0x4b3bf09c, ch=0x99101800, header=2 '\002', data=0x537dd000 "\002") at input_main.cpp:1837 victim = 0x301dc800 #7 0x0815dae5 in CInputMain::Analyze (this=0x4b3bf09c, d=0x4b3bf000, bHeader=<value optimized out>, c_pData=0x537dd000 "\002") at input_main.cpp:3219 ch = 0x99101800 iExtraLen = <value optimized out> __FUNCTION__ = "Analyze" #8 0x081466cb in CInputProcessor::Process (this=0x4b3bf09c,
  5. check name ./qc achievementsystem.quest
  6. i add all again, and problem still exists ;/ and yang after relog
  7. Hmm, okey. i go check this. Thanks ;>
  8. http://www2.zippyshare.com/v/n740qqjv/file.html
  9. I don't know, maybe... i use tutorial from turkmmo
  10. f5 :/ i need help :/ this is client/game/bin problem?
  11. Hi guys, i resolved limit yang (long long type), when i buying item on shop/player shop, yang on invertory window (I) not refresh(after relog yang show correctly) can u help me? :/
  12. " icons, 3D models, effects, etc. " U have fish effects? to water
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