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HITRON last won the day on August 19 2020

HITRON had the most liked content!

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  1. You need to enable it in WorldEditor if i remember correctly (There is a also a fix somewhere in the forum about the Len's Flare).
  2. Put in def OnUpdate the SetPosition.
  3. if (iSlot >= 0 && iSlot <= INVENTORY_MAX_NUM && bCount >= 0 && bCount <= g_bItemCountLimit) { LPITEM item = ch->GetInventoryItem(iSlot); if (item) { BYTE bItemCount = item->GetCount(); TItemPos ItemCell; ItemCell.window_type = INVENTORY; ItemCell.cell = item->GetCell(); for (int i = 0; i < (bItemCount / bCount) - 1; ++i) { int iEmptySlot = ch->GetEmptyInventory(item->GetSize()); TItemPos DestItemCell; DestItemCell.window_type = INVENTORY; DestItemCell.cell = iEmptySlot; ch-&
  4. Thanks again, I'm not paying anymore host 300€ with 64GB Ram, Now is enough to use even 4GB Ram without problems and still too much and only for 20€ per month, you have helped me a lot, send me your PayPal so i can donate some € for this amazing tutorial!
  5. Stop releasing the secrets for fixing memory leaks ffs.
  6. You can also put that code in the ::Render (InstanceBase.cpp) And make the main character to see the effect and for others to be hidden. (I know that is not the perfect way cause the ::Render running without stop but still a ok method to be use.) if (pkInstEach->IsAffect(AFFECT_EUNHYEONG) || pkInstEach->IsAffect(AFFECT_INVISIBILITY)) { if (CPythonPlayer::Instance().IsMainCharacterIndex(pkInstEach->GetVirtualID())) continue; #ifdef ENABLE_CAN_SEE_HIDDEN_THING_FOR_GM if (__MainCanSeeHiddenThing()) break; #endif pkInstEach->m_GraphicThingInstance
  7. The PutItemCache found a 0x0 (null) so make a check: ::PutItemCache Find: c = GetItemCache(pNew->id); Add above: if (!pNew) return false; But try to put a sys_err to see what the id in the GetItemCache is. But as i saw you using [email protected]_source:/usr/home/game/cores/db # gdb db -c db.core vanilla_source (vanilla) so you should probably ask her, because she changed a lot of stuff. Try the solution and let us know.
  8. Good idea, Thanks for the tool. I don't know how that sounds to others but to me sounds weird -> Last night I was kinda playing with granny a bit and this tool was born.
  9. You have absolutely right about the C++ in 2020. The web developing have more money and you can complete the tasks faster, the frameworks this days makes the jobs easier, and the Javascript libraries makes everything smooth so you can build websites fast and applications for mobiles even Games with a simple JS Library (React Native, Flutter and much more). I wish you luck with your business.
  10. M2 Download Center Download Here ( Internal ) Hey, Today i will show you how can you stop the collision while a player is Invisible (GM Command or Ninja Stealth Skill). Code: File: InstanceBaseBattle.cpp Find: BOOL CInstanceBase::CheckAdvancing() Search for: if (rkActorSelf.TestActorCollision(rkActorEach)) For those who use Marty Source: - Add above: CInstanceBase * pkInstBase = CPythonCharacterManager::Instance().GetInstancePtr(rkActorEach.GetVirtualID()); if (pkInstBase) { if (pkInstBase->HasAffect(AFFECT_INVISIBILITY) &&a
  11. The RecvMainCharacter is useless HEADER_GC_MAIN_CHARACTER = 15 (Binary) and serverside HEADER_GC_MAIN_CHARACTER_OLD = 15. The right packet is the HEADER_GC_MAIN_CHARACTER2_EMPIRE = 113 (Binary) and serverside HEADER_GC_MAIN_CHARACTER = 113. About the BGM packets that updating the warp is all fine, cause you need to update the wrap for the right sound (I'm not sure if is really needed in binary though). I'm just saying this for understanding.
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