-
Posts
28 -
Joined
-
Last visited
-
Feedback
0%
Content Type
Forums
Store
Third Party - Providers Directory
Feature Plan
Release Notes
Docs
Events
Everything posted by Zoom
-
I have this too but only with HP.
-
Problem with warp and full inventory
Zoom replied to Jimmermania's topic in Community Support - Questions & Answers
Have you core in channel folder/db folder or sysser? -
Yes.
-
I added this twice, 0 errors, i edited values and nothing happen. I have mob_scale on some mobs and i have to change height of their name. I saw thread on this forum, someone tryed this solution but for him doesn't work too.
-
Try this: Open PythonMiniMap and search this: Then, after this add: Just insert your ID in array blockID.
-
Something like this, but this didn't work for me.
-
Hello, anyone has a solution or idea, how i can manage height of mob name per VNUM? Best regards.
-
New type of item - bonus description
Zoom replied to Zoom's topic in Community Support - Questions & Answers
Yes, bonuses work perfectly. In python i have only new class of UI in uiiinventory and functions for open this gui with button. Uitooltip: elif item.ITEM_TYPE_RUNE == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) Uiscriptfile and that's all in python part. Edit: I fixed my problem, thank you both of us for trying help -
New type of item - bonus description
Zoom replied to Zoom's topic in Community Support - Questions & Answers
Thanks for this example but i want "repair" my problem. I don't want makes this in this way -
New type of item - bonus description
Zoom replied to Zoom's topic in Community Support - Questions & Answers
I have this in my if. self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) -
Hello, i created new type of item and i have a little problem. I have bonuses on mysql and bonuses are working but i don't see them on description (uitooltip). I compared code of ITEM_BELT with my new item and i don't see that something is missing. Somebody know, in which file i can looking for problem/missing part? Best regards.
-
Hello, i have a problem with skills on dungeons, like Enchanted Blade or shaman buff skills. When i use the skills and join to dungeon, skill icon (left-corner) disapears, when i use skills again, icons doesn't shows. When i finish dungeon, function teleporting me to village and i teleport to m1, skills icons are showing. When i use skills on city, icons are showing, when i teleporting to city or anyelse map, i have icons, problem is only on dungeon. Anybody have a solution for this or idea how to fix this, or where i can find some information for this in source? Best regards.
-
I have a function from Koray that check if player standing next to water. bool CHARACTER::IsNearWater() const { if (!GetSectree()) return false; for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { if (IS_SET(GetSectree()->GetAttribute(GetX() + x * 100, GetY() + y * 100), ATTR_WATER)) return true; } } return false; } I need to use this function in quest, so i maked something like this: int pc_near_water(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (ch) lua_pushboolean(L, ch->IsNearWater()); return 0; } That's all i have but when i try fishing nex to water or anywhere i want, i can't. Anybody can help me?
-
I have that what i wanted, close
-
Hello. Is there a function that checks if a player is using emotions? For example: when player using emotion "dance" he can't use item. I looking for a function in src game. Best regards.
-
Weird problem with compilation
Zoom replied to Zoom's topic in Community Support - Questions & Answers
Problem solved, if anybody else will have this problem, just delete all files in OBJDIR folder and recompile again -
Hi, i have problem with compilation. When i try compile my game, i have this lines: I deleted my changes in code but this didn't help, somebody have idea what's wrong? gmake dep and gmake clean didn't help. Best regard.
-
Problem with a little function in quest
Zoom replied to Zoom's topic in Community Support - Questions & Answers
Yee, i like it too, but i don't understand? Edit: Solved, @Cunoo helped me -
Problem with a little function in quest
Zoom replied to Zoom's topic in Community Support - Questions & Answers
@Cunoo When i change my line of "if" to "if not pc.get_skill_group() == 1 and pc.get_job()== 0 or pc.get_job() == 4 then i doesn't work, when i change pc.get_skill_group() == 1 to pc.get_skill_group() == 2 (MENTAL) i can use item. Thanks for quests but in my case i can't use like this: if bla bla bla bla else <---- with else bla bla I have to include this "if" to this list: when xxx.use begin if pc.get_skill_group() == 0 then syschat("...") return end if table.getn(vnum_list) == 0 then syschat("...") return end if pc.count_item(50513) == 0 then syschat("..") return end if not pc.can_warp() then syschat("..") return end ----- HERE TO SPEACE FOR IF -- "if" must end with return end -
Hi, i have a problem with "if" in my quest. This quest looks like: when xxx.use begin [...] if pc.get_skill_group() != 1 and pc.get_job() != 0 or pc.get_job() != 4 then syschat("["..item.get_name().."]".." you are not a warrior body") return end Translate: When im not a BODY and WARRIOR MEN or WOMAN, return... but when i try use item on warrior with skills BODY, i got syschat "you are not a warrior body" Really i don't know why this doesn't work, this is a simple function, somebody have idea whats wrong? Best regards.
-
PM me on discord: Zoom #8271 ?
-
Very good work, keep it up