Xploitz
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Hi guys! I'd like to create a command, to close a player's client. Something similar is happening at the shutdown procedure. If anyone has any idea where to start, please tell me. Thanks.
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It is simple like a nail. quest special_map begin state start begin when 20006.chat."test" with pc.get_map_index()== 1 or pc.get_map_index() == 21 or pc.get_map_index() == 41 begin say_title("Mirine:") say("") say("test") say("") if select("Enter", "Exit") == 2 then return end if pc.count_item(2498) >= 1 then pc.remove_item("2498",1) pc.warp(x ,x ) -- Your coordinates are going here pc.setqf("duration",get_time()+ 60 * 20) -- The maximum duration the player can be on the map (60 * 20 = 20 minutes) else say_title("Mirine:") say("") say("Not item sorry =/") say("") end end when login or enter with pc.get_map_index() == x begin -- Put here the index of your special map loop_timer("check", 1) end when check.timer begin if get_time() > pc.getqf("duration") then warp_to_village() end end end end The timer and loop_timer are player related. You can use any player related quest command.
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Sash Scale Big Problem
Xploitz replied to Driguezgames's topic in Community Support - Questions & Answers
The strange is, if the client can't load the item_scale.txt, the sash shouldn't even appear on the character. Do you have this in your PythonApplication.cpp ? #ifdef ENABLE_SASH_SYSTEM char szItemScale[256]; snprintf(szItemScale, sizeof(szItemScale), "%s/item_scale.txt", localePath); if (!rkItemMgr.LoadItemScale(szItemScale)) Tracenf("LoadLocaleData: error while loading %s.", szItemScale); #endif -
Sash Scale Big Problem
Xploitz replied to Driguezgames's topic in Community Support - Questions & Answers
Yes, it looks fine. If you make any changes in the item_scale.txt, anything is different ingame? -
Sash Scale Big Problem
Xploitz replied to Driguezgames's topic in Community Support - Questions & Answers
Could you show your item_scale.txt? -
Ok, sorry for asking. Have a nice day.
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So the selling problem has been solved, but.... At an NPC the tooltip price is not correct. If i want to sell it, on the popup window the price is correct. And the db still don't load the txt proto correctly.
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Guys. I'd like to ask a question as well. For me the yang limit is working fine a long time ago. The only problem is, i can't sell any item to an NPC for more than ~400m. The problem starts at the DB, from the txt proto, a wrong number goes to the SQL, however i made all the modifications. Everything else is fine. Anyone have a list from the files i have to edit? Once again, i have problem only with selling at NPC.
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Mark System Offline Shop Bug
Xploitz replied to Lua_Horus2's topic in Community Support - Questions & Answers
bump -
Sorry to tell this, but you can't even copy-paste bro.... Change your "UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)" to this. UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem) { DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM; switch (pItem->GetType()) { case CItemData::ITEM_TYPE_WEAPON: __ClearWeaponRefineEffect(); if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다. return 0; switch(pItem->GetSubType()) { case CItemData::COSTUME_WEAPON_DAGGER: case CItemData::WEAPON_DAGGER: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7; break; case CItemData::COSTUME_WEAPON_FAN: case CItemData::WEAPON_FAN: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7; break; case CItemData::COSTUME_WEAPON_BELL: case CItemData::WEAPON_ARROW: case CItemData::WEAPON_BELL: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; break; case CItemData::COSTUME_WEAPON_BOW: case CItemData::WEAPON_BOW: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7; break; default: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7; } if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); break; case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // 갑옷 특화 이펙트 if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } #ifdef VERSION_162_ENABLED if (20760 <= vnum && vnum <= 20959) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3); break; } #endif } if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; }
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addeffect APPLY_CON didnt change max hp
Xploitz replied to Krzychu20's topic in Community Support - Questions & Answers
I don't really understand your problem, but if you want to add hp/mp just use these two: APPLY_MAX_HP, APPLY_MAX_SP, -
Problem - I can't create a new character
Xploitz replied to Kunoji's topic in Community Support - Questions & Answers
U have to give a default value to bossazrail column. (I have absolutely no idea what is that) You can do it through navicat. Check the player_index table as well, maybe the pid5 column dosen't exist. -
disable dragon_soul_table.txt
Xploitz replied to amosth's topic in Community Support - Questions & Answers
Just remove the button ingame, and delete all DragonSoul related quests.