SussyFlore96
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Everything posted by SussyFlore96
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Hello! How we can fix name sort for multilanguage? I used this function for name sort, but it doesn't work. The system read only default language "English". Return for name sort: return std::strcmp(i1->GetLocaleName(), i2->GetLocaleName()) < 0; item.cpp function: const char* CItem::GetLocaleName(BYTE bLocale) { if (bLocale == LOCALE_MAX_NUM) { if (m_pOwner != NULL) bLocale = m_pOwner->GetLanguage(); else { if (GetDesc()) bLocale = GetDesc()->GetLanguage(); else bLocale = LOCALE_DEFAULT; } } return m_pProto ? LC_ITEM_NAME(GetVnum(), bLocale) : NULL; }
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Sorry. Seems I have missed this part of the code initially. So to answer to myself: In CPythonTextTail::ShowCharacterTextTail change bRandomTitleColor to false. This stops the tiles to be randomly generated, and therefore the alignment's color is not changed anymore.
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official Official Environment Effect Options [REVERSED]
SussyFlore96 replied to Mali's topic in Features & Metin2 Systems
Edit: seems that only /x 1 and /x 0 works. -
official Official Environment Effect Options [REVERSED]
SussyFlore96 replied to Mali's topic in Features & Metin2 Systems
It works this way, also the buttons worked just fine first time I tried them. Not sure what might have happened. -
official Official Environment Effect Options [REVERSED]
SussyFlore96 replied to Mali's topic in Features & Metin2 Systems
Same problem for me as well, same svf as well -
Any tips on how to do not to change the alignment's color as well? I want only the effect in place, but changing the color of the alignment looks a bit pokemonish.
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Hi. It's been working for me with no issues when I added the system, but now it's only working to switch off and on the night mode Using the snow or snow texture buttons doesn't do anything. No sysser or any suggestive errors. I've triple checked anything client and server side and I can't understand why. Any clues/hints please?
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Guys, one small question. It seems that it's working only for B1 map (chunjo town), but not for other maps as well. Also it's being switched off and on wheter I'm using night more or not. Strange things Is it possible that my other maps use other lamp objects rather than 'ob-b1-013-lamp02.gr2'?
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Thanks for your answer, but stil doesn't work, same error. In item_manager.h no need to add something? I don't know how to fix this...
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I have c++2a, can't be adapted for this?
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Thank you! Now I get this:
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daily quest structure in lua
SussyFlore96 replied to Cripplez's topic in Community Support - Questions & Answers
Thanks, Syreldar. It indeed seems to be very nicely done and I have tried to test it, maybe I could enhance and use it in the future. Few things I have noticed: global variables did not work for me, even with ./pre_qc, so I had to put them directly in the functions that uses them, as I got an error stating the quest must start with quest... Furthermore, I found one little bug - the counter of the mobs killed did not work. I've tried multiple things, and what did the trick was to edit the when statement within "in_mission". From: when kill with not npc.is_pc() and npc.get_race() == pc.getqf("to_kill") begin pc.setqf("killed", pc.getqf("killed")+1); To: when kill with not npc.is_pc() and pc.getqf("to_kill") begin notice_all(string.format("to_kill: %d, killed: %d", pc.getqf("to_kill"), pc.getqf("killed"))); -- test how many monsters you have to kill, and how many you have killed so far pc.setqf("killed", pc.getqf("killed")+1); Not sure why did you use npc.get-race() = pc.getqf("to_kill), yet I'm more than open to learn and understand the logic, if you're down and willing to detail a little. -
Hello! Can you let me a tutorial for rarity in this system? Thank you!
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daily quest structure in lua
SussyFlore96 replied to Cripplez's topic in Community Support - Questions & Answers
There are few things that could be improved, I didn't test it, but it should be something like this: quest daily_quest begin state start begin when login or levelup with pc.get_level() >= 50 begin if pc.getqf("daily_cd") < get_global_time() then set_state(daily) end end when letter with pc.get_level() >= 50 begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") if (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time() > 0) then local remaining_wait_time = (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time()) say("You must wait for timer") say_reward("You can repeat in: "..get_time_remaining(remaining_wait_time)..'[ENTER]') return end say("Now you can repeat the quest.") set_state(daily) end end state daily begin when letter begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") say("Daily quest active") end // mission when 101.kill begin chat("daily quest completed.") pc.setqf("daily_cd", get_global_time() + (60 * 60 * 24)); set_state(start) end end end Or even better, lets supposedly say that we have a given array with mobs and items from which we can randomly pick both the vnum of the monster and how many to be killed, and a random reward as well: quest daily_quest begin state start begin when login or levelup with pc.get_level() >= 50 begin if pc.getqf("daily_cd") < get_global_time() then set_state(daily) end end when letter with pc.get_level() >= 50 begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") if (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time() > 0) then local remaining_wait_time = (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time()) say("You must wait for timer") say_reward("You can repeat in: "..get_time_remaining(remaining_wait_time)..'[ENTER]') return end say("Now you can repeat the quest.") set_state(daily) end end state daily begin // define the array of monsters and rewards local monsters = {101, 102, 103, 104, 105}; local rewards = {{"itemVnum", 19, 1}, {"itemVnum", 19, 2}, {"itemVnum", 19, 3}, {"itemVnum", 19, 4}, {"itemVnum", 19, 5}}; // pick a random monster and reward. By using math.random() function, this will randomly select a monster and reward from the defined arrays every time the quest is taken, making the quest different each time it is taken. local random_monster = monsters[math.random(1, #monsters)]; local random_reward = rewards[math.random(1, #rewards)]; when letter begin send_letter("Daily Quest", "Kill "..random_monster.." monsters and receive "..random_reward[1].." "..random_reward[2].." x"..random_reward[3]) end when button or info begin say_title("Daily Quest") say("Kill "..random_monster.." monsters and receive "..random_reward[1].." "..random_reward[2].." x"..random_reward[3]) end // mission when random_monster.kill with pc.count_item(random_reward[2]) < random_reward[3] begin pc.give_item2(random_reward[2], random_reward[3]) chat("daily quest completed.") pc.setqf("daily_cd", get_global_time() + (60 * 60 * 24)); set_state(start) end end end Again, not sure it will work. Maybe @ VegaS™ can spare few minutes to shade some light for both of us -
Fixed, the problem was from interface.
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Thanks for you relpy! I tryed, but it's doesn't work.
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Hello! How I can use this system for special storage? Thanks!
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[40250] Reference Serverfile + Client + Src [15 Available Languages]
SussyFlore96 replied to TMP4's topic in Binaries
That's some strange things going on there. I literally could not find anything on the entire source. Not even related to client, nothing on uiinventory... Someone else with any brilliant idea please? -
[40250] Reference Serverfile + Client + Src [15 Available Languages]
SussyFlore96 replied to TMP4's topic in Binaries
Anyone managed to make soul stones (50513) and pearls (27992, 27993, 27994) stackable? Even if the items have ITEM_STACKABLE they simply won't stack in inventory. I have tried to search the entire db/game source for anything that might help and had no joy with it. Any idea would be greatly appreciated. @ TMP4, perhaps you might have an idea of this behavior? Thanks! -
Exygo's service (C++ systems, Quests, Python)
SussyFlore96 reviewed Exygo's product in Third Party - Providers Directory
Bought the majority of the systems presented and all of them worked as a charm. I also bought something personalized and this guy worked 5 hours only to install it and to make sure that everything is working as expected. Highly recommend, fast delivery & amazing code. -
Greetings, I am looking for a nice Client Interface (Login, Select). If you have any Autopatcher/Client Interface that is already done (including design), please do not hesitate to reach out to me. Discord: Alecs#4639 Thank you!
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fix Fix Stealth invisible show effects when u move camera
SussyFlore96 replied to Ikarus_'s topic in Bug Fixes
Ninja character is hidden when is in the invisibility, but when he run you can see the dust -
change: self.Gem.SetText(localeInfo.NumberToString(player.GetGaya())) with: self.Gem.SetText(localeInfo.NumberToString(player.GetGem()))
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Hi! I have a problem with special storage and chest view drop system The problem is this: [Hidden Content] I want to open this window for chest view drop only in chest inventory page from special storage. Additional infos: The code from specialstorage.py for opening the window is this: [Hidden Content] I tried to add a return statement for the other inventory (upgrade, book, stone, switchers), but if I add this statement before the upper code the return will apply for all windows inventory from special storage and I can't open the chests. Can you help me? Thank you!
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Maybe you have defined "GetGaya" into "GetGem". And send me uiTaskBar.py