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Pisti95

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Everything posted by Pisti95

  1. Fast Fix: uiinventory.py Search for: def __UseItem(self, slotIndex): Add it below: if shop.IsOpen(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.CANNOT_EQUIP_IN_SHOP) return What you showed should work, but it doesn't.
  2. // UserInterface/PythonApplication.h // Find this: #include "MovieMan.h" // Add after this: #include "PythonConfig.h" // Find this: CPythonSystem m_pySystem; // Add after this: #ifdef ENABLE_CONFIG_MODULE CPythonConfig m_pyConfig; #endif //locale_inc.h // Add #define ENABLE_CONFIG_MODULE // Enable configuration module for saving settings Userinterface.cpp //search for extern "C" { extern int _fltused; volatile int _AVOID_FLOATING_POINT_LIBRARY_BUG = _fltused; }; // replace to #ifdef ENABLE_NEW_MODULE_CONFIG #include "PythonConfig.h" #include "minIni.h" #endif extern "C" { #include "minIni.c" extern int _fltused; volatile int _AVOID_FLOATING_POINT_LIBRARY_BUG = _fltused; }; RENAME minIni.c in minIni.cpp //minIni.cpp //search for #if defined NDEBUG #define assert(e) #else #include <assert.h> #endif // replace to #include "StdAfx.h" #include "minIni.h" #include "PythonApplication.h" #include "PythonConfig.h" #if defined NDEBUG #define assert(e) #else #include <assert.h> #endif Source: just4metin
  3. I know this tread is old, but if somebody needs a solution: uiaffectshower.py Search for: MALL_DESC_IDX_START+player.POINT_MALL_ATTBONUS : (localeInfo.TOOLTIP_MALL_ATTBONUS_STATIC, "d:/ymir work/ui/skill/common/affect/att_bonus.sub",), Change for it: MALL_DESC_IDX_START+player.POINT_MELEE_MAGIC_ATT_BONUS_PER : (localeInfo.TOOLTIP_MALL_ATTBONUS_STATIC, "d:/ymir work/ui/skill/common/affect/att_bonus.sub",), PythonPlayerModule.cpp Search for: PyModule_AddIntConstant(poModule, "ENERGY_END_TIME", POINT_ENERGY_END_TIME); Add these: PyModule_AddIntConstant(poModule, "POINT_COSTUME_ATTR_BONUS", POINT_COSTUME_ATTR_BONUS); PyModule_AddIntConstant(poModule, "POINT_MAGIC_ATT_BONUS_PER", POINT_MAGIC_ATT_BONUS_PER); PyModule_AddIntConstant(poModule, "POINT_MELEE_MAGIC_ATT_BONUS_PER", POINT_MELEE_MAGIC_ATT_BONUS_PER); Source: DragonGod attack fix theme
  4. Yes, you are right. Solution: InstanceBase.h Search for: class CInstanceBase { Add to: public: int BuffAffect; InstanceBaseBattle.cpp Search for: void CInstanceBase::Die() In this function search for it: __ClearAffects(); Change for it: //////////////////////////////////////// std::vector<int> BuffAffectList = { AFFECT_JEONGWI, AFFECT_GEOMGYEONG, AFFECT_CHEONGEUN, AFFECT_GYEONGGONG, AFFECT_EUNHYEONG, AFFECT_GWIGEOM, AFFECT_GONGPO, AFFECT_JUMAGAP, AFFECT_HOSIN, AFFECT_BOHO, AFFECT_GICHEON, AFFECT_KWAESOK, AFFECT_HEUKSIN, AFFECT_MUYEONG, AFFECT_JEUNGRYEOK, AFFECT_PABEOP #ifdef ENABLE_WOLFMAN_CHARACTER , AFFECT_RED_POSSESSION, AFFECT_BLUE_POSSESSION #endif }; if (std::find(BuffAffectList.begin(), BuffAffectList.end(), BuffAffect) != BuffAffectList.end()) __ClearAffects(); //////////////////////////////////////// This solution for buffs. The affect left top of corner don't disappear.
  5. uiaffectshower.py Search for: def __AppendAffect(self, affect): Change: image.SetSkillAffectFlag(TRUE) With it: if skillIndex >= 94 and skillIndex <= 96 or skillIndex == 110 or skillIndex == 111: image.SetSkillAffectFlag(FALSE) else: image.SetSkillAffectFlag(TRUE)
  6. My functions in class ToggleButton(Button): def SetToggleUpEvent(self, event, *args): self.eventUp = event self.eventUpArgs = args def SetToggleDownEvent(self, event, *args): self.eventDown = event self.eventDownArgs = args
  7. @Many my cmd_general.cpp: Detail: if (ch->GetHorse() != NULL) { sys_log(1, "[DO_RIDE] start riding"); ch->StartRiding(); return; } for (UINT i=0; i<INVENTORY_AND_EQUIP_SLOT_MAX; ++i) //INVENTORY_MAX_NUM { LPITEM item = ch->GetInventoryItem(i); if (NULL == item) continue; if (item->IsRideItem()) { if ( NULL==ch->GetWear(WEAR_UNIQUE1) || NULL==ch->GetWear(WEAR_UNIQUE2) #ifdef ENABLE_MOUNT_COSTUME_SYSTEM || NULL==ch->GetWear(WEAR_COSTUME_MOUNT) #endif )
  8. Your inventory is 9x7. The default inventory is 9x5. So you should to change everywhere this numbers, where need it. (in server and in binary source)
  9. If someone search it. Solution: Add to your new_introselect.py: def OnIMEReturn(self): self.StartGameButton() return True if you have old char select (introselect.py): Search for it: def OnKeyDown(self, key): Add for this: if 28 == key: id = net.GetAccountCharacterSlotDataInteger(self.slot, net.ACCOUNT_CHARACTER_SLOT_ID) if 0 == id: self.CreateCharacter() else: self.StartGame() That's all.
  10. Solved. Solution: I didn’t change RenderTarget files in binary source, and I changed it, and the background has fixed.
  11. hi all. Can you help me? That’s my problem: [Hidden Content]
  12. hi all. Can you help me? That’s my problem with background: [Hidden Content]
  13. This program write in C# and many antivirus have fake report viruses. Antivirus is delete neccessery files for Patcher.
  14. if use char_item.cpp from martysama : Plus additional: Search for: // @fixme141 BEGIN if (TItemPos(item->GetWindow(), item->GetCell()).IsBeltInventoryPosition()) { LPITEM beltItem = GetWear(WEAR_BELT); if (NULL == beltItem) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you have no equipped belt."); return false; } if (false == CBeltInventoryHelper::IsAvailableCell(item->GetCell() - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you don't upgrade your belt."); return false; } } // @fixme141 END Make it look like this: // @fixme141 BEGIN if (TItemPos(item->GetWindow(), item->GetCell()).IsBeltInventoryPosition()) { /*LPITEM beltItem = GetWear(WEAR_BELT); if (NULL == beltItem) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you have no equipped belt."); return false; } if (false == CBeltInventoryHelper::IsAvailableCell(item->GetCell() - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you don't upgrade your belt."); return false; }*/ return true; } // @fixme141 END Good luck!
  15. in GameType.h, if you have this: const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count; You should add it to your PythonPlayerModule.cpp: PyModule_AddIntConstant(poModule, "ITEM_SLOT_COUNT", c_ItemSlot_Count);
  16. Check out my files. [Hidden Content]
  17. Use uiskillbook.py from GF root, if you can’t do the python part.
  18. My problem is this: GIF Solution my problem: char.h Everywhere in the file Search for: BYTE bCell Change for: UINT bCell After Search for: (everywhere too) BYTE bDestCell Change for: UINT bDestCell You should do In char_item.cpp too.
  19. my problem is this: GIF Don't remove books from special inventory, and don't add to new book. Does anybody have idea? This part (original):
  20. Open your ui.py, and Owsap’s ui.py. Search for: SetToggleUpEvent You need to find second hit in 2 class. Compare files.
  21. Fix skill for damage: skill_proto: UPDATE `player`.`skill_proto` SET `dwVnum`='93', `szName`='Ruggito del drago', `bType`='4', `bLevelStep`='1', `bMaxLevel`='1', `bLevelLimit`='0', `szPointOn`='HP', `szPointPoly`='-(70+3*lv+(22*iq+13*mwep+100)*ar*k)', `szSPCostPoly`='50+160*k', `szDurationPoly`='', `szDurationSPCostPoly`='', `szCooldownPoly`='20', `szMasterBonusPoly`='-(70+3*lv+(22*iq+13*mwep+100)*ar*k)', `szAttackGradePoly`='', `setFlag`='ATTACK,SPLASH,ATTACK_FIRE_CONT', `setAffectFlag`='0', `szPointOn2`='NONE', `szPointPoly2`='lv+5*iq *k', `szDurationPoly2`='iq*0.2*k', `setAffectFlag2`='', `szPointOn3`='', `szPointPoly3`='', `szDurationPoly3`='', `szGrandMasterAddSPCostPoly`='50+160*k', `prerequisiteSkillVnum`='0', `prerequisiteSkillLevel`='0', `eSkillType`='MAGIC', `iMaxHit`='15', `szSplashAroundDamageAdjustPoly`='1', `dwTargetRange`='2500', `dwSplashRange`='500' WHERE (`dwVnum`='93'); Skill_table.txt: 93 ?????? 4 1 1 0 HP -(70+3*lv+(22*iq+13*mwep+100)*ar*k) 50+160*k 20 ATTACK,SPLASH,ATTACK_FIRE_CONT NONE lv+5*iq*k iq*0.2*k 0 0 MAGIC 15 1 2500 500
  22. char.cpp #ifdef ENABLE_WOLFMAN_CHARACTER if (GetJob() == JOB_WOLFMAN) { if ((5 <= val) && (GetSkillGroup()!=1)) { ClearSkill(); // set skill group SetSkillGroup(1); // set skill points SetRealPoint(POINT_SKILL, GetLevel()-1); SetPoint(POINT_SKILL, GetRealPoint(POINT_SKILL)); PointChange(POINT_SKILL, 0); // update points (not required) // ComputePoints(); // PointsPacket(); } } #endif Automatic skill group for wolfman, if it's level 5. It should be comment out.
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