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Owsap

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Everything posted by Owsap

  1. I recently came across this issue when updating some things on the party (group) system and I realized that this problem was present on all the branches of the source. Although I've seen certain topics with some solutions, they don't provide much information and, in my opinion, a good solution. So, I'll share mine with you and you can use it if you're happy with the results. The Bug When you set a role to a member as a leader, it will give the member a certain bonus according to the role, this bonus is given if the leadership skill is high. Now, if you decide to remove the members role, in theory the bonus should be removed. However, when this happens, it will only compute the battle points of the player which will make some bonuses of certain roles the same until the character computes all his points again. For example, if you set a member with the tanker role, which grants a bonus of additional health points and then remove the role from the member, the bonus will not be removed until the character computes his points again. It doesn't remove the bonus because the function by default only computes the battle points, this relates to roles like, attacker and defender. Realization So far, we realized a possible solution, which is replacing the ComputeBattlePoints with ComputePoints, well sure, and I've seen this solution on this forum in some help request topics but this comes to a major cost in performance since the role computation function CParty::ComputeRolePoint is frequently called. The Solution What we really want to do is check if the member has any bonus assigned to a role, remove the bonus and finally compute the character's points appropriately, avoiding constant updates to the ComputePoints function. If the member doesn't have any bonus given from a role, there will be no need to calculate the points.
  2. GF Protos 24.0.4.0 Alternative download links → MEGA I did not include the item proto mask types and sub types.
  3. Achievement System Preview Available for Sale Currently only accepting offers! For more information, visit my website, https://owsap.dev/shop/achievement-system/
  4. Repository Updated Changed QuestionDialog to QuestionDialog2. This change is due to the multi-line token which is not supported by all clients. To improve compatibility, the dialog message has been split into two tokens. The issue with the player's distance while the dialogue is open has also been fixed. Thanks for testing and reporting back. I recommend taking a look at all the code in the repository as I amended some issues on the first commit.
  5. I just updated the repository, there was one thing missing for the button to work, everything should be fine now.
  6. Download GitHub Repository Synchronizes the character's position with the server and can be used to free them if they get stuck. If there is no available position within the available distance, the character will be warped to the village. .
  7. Like everything you learn, you study and practice. A lot of trial and error is involved.
  8. I like the idea and small details, good work.
  9. ~ Xmas Sales ~ Up to 30% discount on all my systems, including the OSF Project. Snowflake Stick Event Preview For more information, visit my website, https://owsap.dev/shop/snowflake-stick-event/
  10. ~ Halloween Sales ~ Up to 30% discount on all my systems, including the OSF Project. Set Item Bonus Preview Available for Sale For more information, visit my website, https://owsap.dev/shop/set-item-bonus/
  11. Added random title color feature and a check for alignment grade to apply the particle effect and / or the random title color.
  12. Download Alternative download links → Github Someone asked me if it was possible to attach an effect to the text-tail so I will share it for free. It can be customized and adjusted to personal preference. .
  13. Dumped Binary v23.2.5 MEGA: [Hidden Content] M2DL: [Hidden Content]
  14. Enhanced Captcha System Preview Available for Sale Currently only accepting offers For more information, visit my website, https://owsap.dev/shop/enhanced-captcha-system/
  15. As the title indicates, the following changes will extend the affect flags limit from 64 to 96. Server common/service.h game/src/affect_flag.h game/src/building.cpp game/src/char.cpp game/src/packet.h • Client UserInterface/Locale_inc.h UserInterface/AffectFlagContainer.h UserInterface/Packet.h UserInterface/PythonNetworkStreamPhaseGameActor.cpp • Curiosity .
  16. I know they updated the quest part and removed the quest items because they are no longer in the proto. However, they rarely enable this event on the server so testing it fully is limited and that's why I made based on the old version but if you are sure about something please describe what is missing.
  17. Both 2015 & 2018 root files have the mentioned lines from the guide but if that works for you, sure... I agree, when I first saw it on the live server it looked weird because the text didn't match the window length but at least for the buttons it's not that bad since it has space for bigger texts. I wonder how long it will take them until they adjust all the "[ENTER]" tokens in the locale_quest.txt or completely remove them to make the text match the width of the window and break line correctly.
  18. Because why not... Only a few changes are necessary, and the input width has remained unchanged. Preview of the Quest Width Expansion Guide Client • Srcs •
  19. I put together an AIO (all in one) package for those who might need. Packs 23.1.4 Protos 23.1.2 Root Metadata & Dumped Binary 23.1.2 I also took the liberty to add the `data` folder for monsters and pc motions for the server. And, if you are interested in finding guild marks, I dumped them in the `mark/` folder. Folder Structure External Link MEGA: [Hidden Content] M2DL: [Hidden Content] Special thanks to those people who helped in making this archive.
  20. Care to share what you're referring to exactly?
  21. @nicohare711, To fix this, you can either update the compiler flag to use C++14 or later by adding std=c++14 in your Makefile, or you can specify the data type of the lambda parameter explicitly instead of using auto. For example, instead of: auto it = std::find_if(soul_map.begin(), soul_map.end(), [&](const auto& kv_pair) { return kv_pair.second.point_type == affect.bApplyOn; }); You can try: auto it = std::find_if(soul_map.begin(), soul_map.end(), [&](const std::pair<const BYTE, SoulData>& kv_pair) { return kv_pair.second.point_type == affect.bApplyOn; }); I will not reply to every single error you could encounter due to C++ version warnings. Please consider upgrading your version to at least C++14.
  22. I could answer that, but to be honest, it's none of your business.
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