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GrzeGorz

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  1. Hi, I have code and problem: [Hidden Content] common/item_length.h enum ECostumeSubTypes { COSTUME_BODY = ARMOR_BODY, COSTUME_HAIR = ARMOR_HEAD, COSTUME_WEAPON = WEAPON_SWORD, COSTUME_NUM_TYPES, }; enum EItemWearableFlag { WEARABLE_BODY = (1 << 0), WEARABLE_HEAD = (1 << 1), WEARABLE_FOOTS = (1 << 2), WEARABLE_WRIST = (1 << 3), WEARABLE_WEAPON = (1 << 4), WEARABLE_NECK = (1 << 5), WEARABLE_EAR = (1 << 6), WEARABLE_UNIQUE = (1 << 7), WEARABLE_SHIELD = (1 << 8), WEARABLE_ARROW = (1 << 9), WEARABLE_HAIR = (1 << 10), WEARABLE_ABILITY = (1 << 11), WEARABLE_COSTUME_BODY = (1 << 12), WEARABLE_COSTUME_WEAPON = (1 << 13), }; common/length.h enum EWearPositions { WEAR_BODY, // 0 WEAR_HEAD, // 1 WEAR_FOOTS, // 2 WEAR_WRIST, // 3 WEAR_WEAPON, // 4 WEAR_NECK, // 5 WEAR_EAR, // 6 WEAR_UNIQUE1, // 7 WEAR_UNIQUE2, // 8 WEAR_ARROW, // 9 WEAR_SHIELD, // 10 WEAR_ABILITY1, // 11 WEAR_ABILITY2, // 12 WEAR_ABILITY3, // 13 WEAR_ABILITY4, // 14 WEAR_ABILITY5, // 15 WEAR_ABILITY6, // 16 WEAR_ABILITY7, // 17 WEAR_ABILITY8, // 18 WEAR_COSTUME_BODY, // 19 WEAR_COSTUME_HAIR, // 20 WEAR_COSTUME_WEAPON, // 20 WEAR_RING1, // 21 : 신규 반지슬롯1 (왼쪽) WEAR_RING2, // 22 : 신규 반지슬롯2 (오른쪽) WEAR_BELT, // 23 : 신규 벨트슬롯 WEAR_MAX = 32 // }; game/src/char_item.cpp case POINT_COSTUME_ATTR_BONUS: { static BYTE abSlot[] = { WEAR_COSTUME_BODY, WEAR_COSTUME_HAIR, WEAR_COSTUME_WEAPON }; static std::vector <BYTE> vec_slots (abSlot, abSlot + _countof(abSlot)); pBuff = M2_NEW CBuffOnAttributes(this, bType, &vec_slots); } game/src/cmd_general.cpp ACMD(do_costume) { char buf[512]; const size_t bufferSize = sizeof(buf); char arg1[256]; one_argument(argument, arg1, sizeof(arg1)); CItem* pBody = ch->GetWear(WEAR_COSTUME_BODY); CItem* pHair = ch->GetWear(WEAR_COSTUME_HAIR); CItem* pWeapon = ch->GetWear(WEAR_COSTUME_WEAPON); ch->ChatPacket(CHAT_TYPE_INFO, "COSTUME status:"); if (pHair) { const char* itemName = pHair->GetName(); ch->ChatPacket(CHAT_TYPE_INFO, " HAIR : %s", itemName); for (int i = 0; i < pHair->GetAttributeCount(); ++i) { const TPlayerItemAttribute& attr = pHair->GetAttribute(i); if (0 < attr.bType) { snprintf(buf, bufferSize, FN_point_string(attr.bType), attr.sValue); ch->ChatPacket(CHAT_TYPE_INFO, " %s", buf); } } if (pHair->IsEquipped() && arg1[0] == 'h') ch->UnequipItem(pHair); } if (pBody) { const char* itemName = pBody->GetName(); ch->ChatPacket(CHAT_TYPE_INFO, " BODY : %s", itemName); if (pBody->IsEquipped() && arg1[0] == 'b') ch->UnequipItem(pBody); } if (pWeapon) { const char* itemName = pWeapon->GetName(); ch->ChatPacket(CHAT_TYPE_INFO, " WEAPON : %s", itemName); if (pWeapon->IsEquipped() && arg1[0] == 'w') ch->UnequipItem(pWeapon); } } game/src/item.cpp else if (GetType() == ITEM_COSTUME) { if (GetSubType() == COSTUME_BODY) return WEAR_COSTUME_BODY; else if (GetSubType() == COSTUME_HAIR) return WEAR_COSTUME_HAIR; else if (GetSubType() == COSTUME_WEAPON) return WEAR_COSTUME_WEAPON; } else if (GetSubType() == COSTUME_WEAPON) { toSetPart = PART_WEAPON; if (false == bAdd) { // 코스츔 갑옷을 벗었을 때 원래 갑옷을 입고 있었다면 그 갑옷으로 look 세팅, 입지 않았다면 default look const CItem* pWeapon = m_pOwner->GetWear(WEAR_WEAPON); toSetValue = (NULL != pWeapon) ? pWeapon->GetVnum() : m_pOwner->GetOriginalPart(PART_WEAPON); } } game/src/char.cpp switch (bPartPos) { case PART_MAIN: if (!IsPC()) // PC가 아닌 경우 현재 파트를 그대로 리턴 return GetPart(PART_MAIN); else return m_pointsInstant.bBasePart; case PART_HAIR: return GetPart(PART_HAIR); case PART_WEAPON:// to dodałem return GetPart(PART_WEAPON);// to default: return 0; } db/src/ProtoReader.cpp static string arSub28[] = { "COSTUME_BODY", "COSTUME_HAIR", "COSTUME_WEAPON" }; CLIENT: UserInterface/GameType.h #ifdef ENABLE_COSTUME_SYSTEM const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0; const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1; const DWORD c_Costume_Slot_Weapon = c_Costume_Slot_Start + 2; const DWORD c_Costume_Slot_Count = 3; const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count; #endif #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM const DWORD c_New_Equipment_Start = c_Equipment_Start + 22; const DWORD c_New_Equipment_Count = 3; const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 1; const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 2; const DWORD c_Equipment_Belt = c_New_Equipment_Start + 0; #endif UserInterface/PythonItemModule.cpp #ifdef ENABLE_COSTUME_SYSTEM PyModule_AddIntConstant(poModule, "ITEM_TYPE_COSTUME", CItemData::ITEM_TYPE_COSTUME); PyModule_AddIntConstant(poModule, "COSTUME_TYPE_BODY", CItemData::COSTUME_BODY); PyModule_AddIntConstant(poModule, "COSTUME_TYPE_HAIR", CItemData::COSTUME_HAIR); PyModule_AddIntConstant(poModule, "COSTUME_TYPE_WEAPON", CItemData::COSTUME_WEAPON); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_START", c_Costume_Slot_Start); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_COUNT", c_Costume_Slot_Count); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_BODY", c_Costume_Slot_Body); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_HAIR", c_Costume_Slot_Hair); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_WEAPON", c_Costume_Slot_Weapon); PyModule_AddIntConstant(poModule, "COSTUME_SLOT_END", c_Costume_Slot_End); #endif GameLib/ItemData.h enum ECostumeSubTypes { COSTUME_BODY, COSTUME_HAIR, COSTUME_WEAPON, COSTUME_NUM_TYPES, }; root/uiTooltip.py isCostumeItem = 0 isCostumeHair = 0 isCostumeBody = 0 isCostumeWeapon = 0 if app.ENABLE_COSTUME_SYSTEM: if item.ITEM_TYPE_COSTUME == itemType: isCostumeItem = 1 isCostumeHair = item.COSTUME_TYPE_HAIR == itemSubType isCostumeBody = item.COSTUME_TYPE_BODY == itemSubType isCostumeWeapon = item.COSTUME_TYPE_WEAPON == itemSubType uiscript/costumewindow.py {"index":COSTUME_START_INDEX+2, "x":10, "y": 8, "width":32, "height":92}, querty: 10 Ǧތڹ ITEM_COSTUME COSTUME_WEAPON 2 ANTI_FEMALE | ANTI_DROP | ANTI_SELL | ANTI_GIVE | ANTI_STACK | ANTI_MYSHOP NONE NONE NONE 0 0 0 0 0 REAL_TIME 86400 LIMIT_NONE 0 APPLY_NONE 0 APPLY_NONE 0 APPLY_NONE 0 5 0 0 40033 0 0 0 0 0
  2. your second problem: i think that you have to add your seal to a crate sorry for my bad english !
  3. not for me ;/ quest mounty begin state start begin when 52090.use begin pc.mount(20110) end end end this quest it's ok but i have problem :[Hidden Content]
  4. my preview : [Hidden Content] if you have this problem, you have to use like quest: quest mounty begin state start begin when 52090.use begin pc.mount(20110) end end end but I have problem: [Hidden Content] if you have new costiume_bg upload for me please
  5. My PhytonItemModule.cpp [Hidden Content] I have not forgotten that add
  6. how you handled the problem 0124 10:29:38830 :: Traceback (most recent call last): 0124 10:29:38830 :: File "ui.py", line 1487, in OnOverInItem 0124 10:29:38831 :: File "ui.py", line 84, in __call__ 0124 10:29:38831 :: File "ui.py", line 75, in __call__ 0124 10:29:38831 :: File "uiInventory.py", line 931, in OverInItem 0124 10:29:38832 :: File "uiInventory.py", line 1139, in ShowToolTip 0124 10:29:38832 :: File "uiToolTip.py", line 545, in SetInventoryItem 0124 10:29:38833 :: File "uiToolTip.py", line 869, in AddItemData 0124 10:29:38833 :: AttributeError 0124 10:29:38833 :: : 0124 10:29:38833 :: 'module' object has no attribute 'COSTUME_TYPE_MOUNT' 0124 10:29:38833 :: help please
  7. sorry, but i don't understand i dont't know what I change in this file
  8. I have problem, becouse if item has GetType ITEM_COSTUME and if I move the mouse over this item does not display window with bonuses and name Costume item, please help me and sorry for my bad english ;c My sysser: 0124 10:28:30405 :: Traceback (most recent call last): 0124 10:28:30405 :: File "ui.py", line 1487, in OnOverInItem 0124 10:28:30406 :: File "ui.py", line 84, in __call__ 0124 10:28:30406 :: File "ui.py", line 75, in __call__ 0124 10:28:30407 :: File "uiInventory.py", line 931, in OverInItem 0124 10:28:30407 :: File "uiInventory.py", line 1139, in ShowToolTip 0124 10:28:30408 :: File "uiToolTip.py", line 545, in SetInventoryItem 0124 10:28:30408 :: File "uiToolTip.py", line 869, in AddItemData 0124 10:28:30409 :: AttributeError 0124 10:28:30409 :: : 0124 10:28:30409 :: 'module' object has no attribute 'COSTUME_TYPE_MOUNT' 0124 10:28:30409 :: 0124 10:29:38830 :: Traceback (most recent call last): 0124 10:29:38830 :: File "ui.py", line 1487, in OnOverInItem 0124 10:29:38831 :: File "ui.py", line 84, in __call__ 0124 10:29:38831 :: File "ui.py", line 75, in __call__ 0124 10:29:38831 :: File "uiInventory.py", line 931, in OverInItem 0124 10:29:38832 :: File "uiInventory.py", line 1139, in ShowToolTip 0124 10:29:38832 :: File "uiToolTip.py", line 545, in SetInventoryItem 0124 10:29:38833 :: File "uiToolTip.py", line 869, in AddItemData 0124 10:29:38833 :: AttributeError 0124 10:29:38833 :: : 0124 10:29:38833 :: 'module' object has no attribute 'COSTUME_TYPE_MOUNT' 0124 10:29:38833 ::
  9. Very nice #polishwork
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