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xUniverse

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xUniverse last won the day on November 24 2018

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About xUniverse

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  1. I've modified the CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible) in InstanceBaseEffect.cpp. 1. If the player have the affect: the function destroys (with __EffectContainer_Destroy) all effects. 2. If the affect ends: I've created two new functions (RefreshRefinedEffect and RefreshAffectEffect) that "reload" the attached effects again. For the moment the only bug I found is: if you login with the affect, all effects will be shown again...
  2. I've modified the CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible) in InstanceBaseEffect.cpp. 1. If the player have the affect: the function destroys (with __EffectContainer_Destroy) all effects. 2. If the affect ends: I've created two new functions (RefreshRefinedEffect and RefreshAffectEffect) that "reload" the attached effects again. For the moment the only bug I found is: if you login with the affect, all effects will be shown again... Does anyone have another idea?
  3. Did you edit OnUpdate of uiPhaseCurtain.py? You must change OnUpdate from game.py And my last reply had an error, I've just edited it (you must add Main() before app.UpdateGame() and before app.SetFrameSkin(1))
  4. This is the code of register environment based on time from VegaS, Paste the three functions at the end of game.py (without self between parenthesis! ) def getModule(): self.EnvironmentData = { # Explanation: # 16 - (16:00:00 - 16:59:59) # "d:/ymir work/environment/capedragonhead.msenv" - Environment what will be set on this time. # You can add how many environments you want. 4: "d:/ymir work/environment/metin2_map_n_flame_dragon_01.msenv", 8: "d:/ymir work/environment/mtthunder.msenv", 12: "d:/ymir work/environment/bayblacksand.msenv", 16: "d:/ymir work/e
  5. This is what you want? (the delay is because I've tested in a online sv and my conection is bad)
  6. 1. Where did you put those functions? at the end of file? 2. Paste your OnUpdate(self) and your Open(self)
  7. An idea, open uiTarget.py 1. To fix the position of the (?) button, check the function SetEnemyVID(self, vid): def SetEnemyVID(self, vid): (...) if app.ENABLE_SEND_TARGET_INFO: (textWidth, textHeight) = self.name.GetTextSize() self.infoButton.SetPosition(textWidth + 25, 12) # HERE self.infoButton.SetWindowHorizontalAlignLeft() # self.vnum = vnum self.infoButton.Show() 2. (not tested) To fix the align of the item names, go to the class InfoBoard(ui.ThinBoard), check the init of class ItemListBoxItem(ui.ListBoxExNew.Item) and add: if app.ENABLE_SEND
  8. Nice work. I liked so much all stuff, particularly the pets and the weapons with their pretty effects. Do you make a special price for all christmas stuff 2018?
  9. You can't open any shop (npc shop, offline shop, etc)? or it only happens after that you try to open a npc shop? It happens after you add the offline shop system? So you must check the offline shop source. Probably you should start by checking the common functions of shop and npc shops (or trades in general).
  10. Check PM, I will send you my full code to explain it
  11. So you can define a new function, before def __GetAttributeColor(self, index, value) like this: def __AppendItemRarity(self, attrSlot): RareList = ["Common","Uncommon","Rare","Legendary","Epic","From other universe"] idxRarity = 0 if 0 != attrSlot: for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): type = attrSlot[i][0] value = attrSlot[i][1] if value == 0: continue # HERE IS WHERE YOU MUST CHECK THE VALUES AND TYPES # # you have type and value, so you can increase idxRarity # like you want # ............... # The next lines is if idxRarity betwe
  12. Idk if I understand your question, but if I did -> Search: self.__AppendAttributeInformation(attrSlot) You will find more than one match (for weapon, armor, belt, rings, costume), so select it like you want (in this case costume). Then make a new line and add something like: self.AppendTextLine("some text...", self.MY_NEW_COLOR) And finally search NORMAL_COLOR in class ToolTip(ui.ThinBoard), make a new line and define MY_NEW_COLOR: NORMAL_COLOR = grp.GenerateColor(0.7607, 0.7607, 0.7607, 1.0) MY_NEW_COLOR = grp.GenerateColor(0.6863, 0.9725, 0.3216, 1.0) A
  13. Uhmmm, maybe the problem is in void CInstanceBase::RefreshState(DWORD dwMotIndex, bool isLoop), check this function
  14. It doesn't remove the spawn. The spawn continues. See that: else if (p->m_table.bType == CHAR_TYPE_NPC || p->m_table.bType == CHAR_TYPE_WARP || p->m_table.bType == CHAR_TYPE_GOTO) doesn't include CHAR_TYPE_MONSTER and monsters are spawned. ------------------------------------- What it does? Basically we don't add the position of npc with vnum 9004 to m_mapNPCPosition[lMapIndex] (it isn't related with the spawn), so when the game send the packet of npc's positions in each map, it will not contain the position of npc with vnum 9004 and it isn't marked in atlas.
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