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Everything posted by ShuzZzle
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Looking for team members
ShuzZzle replied to RoxaLyssa's topic in Paid Support / Searching / Recruiting
WHaaaaaaaaat? Nice Presentation Keep up the good work -
I wasn't talking about this HeaderFile. I meant the creation of the first fileextractor where no source existed^^
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You absolutely right. I only released this because somebody requested it this way. I was just doing what I supposed to do
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i recommend mainline
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yep but with the pseudo code you can kinda rewrite the source code
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CFileName I think is supposed to be a string but it is not declared therefore CFileName doesnt not have access to the members of a string. (just a guess)
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@Kori Where is your problem? I thought its pretty straight forward.
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just use a god damn hex editor and replace the key LOL.
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Nvm. You can download the Libs from the Python website
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I extended that shit massively tho As you can see i also did it for the weapons Screen(This Version would only enable to you do the armor shining without prototype or item_proto):
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def __init__(self): is the python constructor def __del__(self): is the python deconstructor
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In your game.py under the python constructor
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C++ Singleton Class Question/Problem
ShuzZzle replied to ShuzZzle's topic in Community Support - Questions & Answers
Thanks a lot ricky92. Totally forgot that -
Iam currently stuck with a Singleton Class problem (err:[Hidden Content]). In my header file i bequeathed the singleton class to my CMyClass Class class CMyClass: public singleton<CMyClass> Do I have to something else apart from bequeathing? Because Everytime i try to execute the function I get the error above. Without the Singleton Function it is working. So there is no logic mistake. Can Somebody explain me what i have to do in order to use the ymir Singleton template Class? Kind Regards
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It looks like it's not showing the currently equipped items in the slots. Because they forgot to extend the max_slots and max_inventory_pages in the client
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ARRRRRGG Google Translate. I personally recommend enigma. i think its better
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#FIRST YEAH Hi Guys, Just a Simple "python Security script". Just include the file in your root for example and import in prototype.py. Its really not a big deal. Somebody asked for it. And you have to have Python 2.7 Code: import subprocess import app import threading import os import time Evil_ProcessList = ["notepad++.exe"] Evil_FileNameList = [".sdsd",".asd",".asds"] class SuperUnsecureAndNotEnoughProtectionOfferingScript(object): def __init__(self): self.LoadSuperUnsecureSystem() def __del__(self): pass def LoadSuperUnsecureSystem(self): while 1: self.CheckForEvilFiles() self.CheckForEvilProcesses() def KillProcess(self, processname): try: os.system("taskkill /f /im %s" % processname) except: app.Exit() def DeleteFile(self, filename): try: os.remove(filename) except IOError: app.Exit() def CheckForEvilFiles(self): for file in os.listdir(os.getcwd()): for filename in Evil_FileNameList: if file.endswith(filename): self.DeleteFile(file) def CheckForEvilProcesses(self): for evil in Evil_ProcessList: if evil in subprocess.Popen("tasklist", stdout=subprocess.PIPE, shell=False).communicate()[0]: self.KillProcess(evil) if __name__ == '__main__': threading.Thread(target=SuperUnsecureAndNotEnoughProtectionOfferingScript, args=()).start()
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Yes You Can Change the Sequence Table manually in sequence.cpp But why would you?
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Hey Guys, Since this is my first post i want to release a little module i wrote 5 minutes ago. First of all this is for everybody who hates sockets(like me) and don't want to use item_proto for Shinings/Effects whatever. The Code is quiet "crappy" but it is working flawlessly. So lets get started. You wanna create something like this where you declare your maps to store the vnum and effectfilepath #include <map> #ifndef ShiningSettings_H #define ShiningSettings_H 1 extern std::map<int, char*> shiningdata; extern std::map<int, char*>::iterator shiningit; #endif Then you wanna create your function for your python module #include "StdAfx.h" #include "ShiningSettings.h" PyObject* addEffect(PyObject* poSelf, PyObject* poArgs) { int vnum; char* effectpath; if(!PyTuple_GetInteger(poArgs, 0, &vnum)) { return Py_BuildException(); } if(!PyTuple_GetString(poArgs, 1, &effectpath)) { return Py_BuildException(); } if(!shiningdata.count(vnum)){ shiningdata[vnum] = effectpath; } return Py_BuildNone(); } void initShining() { static PyMethodDef s_methods[] = { { "Add", addEffect, METH_VARARGS }, { NULL, NULL }, }; Py_InitModule("Shining", s_methods); } Make also sure you start your function in UserInterface.cpp bool RunMainScript(CPythonLauncher& pyLauncher, const char* lpCmdLine){ //Otherfunctions initShining(); } AND in stdafx.h add this void initShining(); After that open up your InstanceBase.cpp and define your early declared maps also include boost algorithm Just copy this at the start of the file #include "boost/algorithm/string.hpp" std::map<int, char*> shiningdata; std::map<int, char*>::iterator shiningit; Then search for if (12010 <= vnum && vnum <= 12049) and copy the following code after the if-clause if(!shiningdata.empty()){ for (shiningit=shiningdata.begin(); shiningit!=shiningdata.end(); shiningit++) if (shiningit->first == vnum) { std::string substr(shiningit->second); std::vector<string> chars; boost::split(chars, substr, boost::is_any_of("#")); for(std::vector<string>::size_type i = 0; i != chars.size(); i++) { __AttachEffectToArmours(chars[i]); } } } } This will split after a # for multiple shining attached to one amour. Then you need to declare and define a function in InstanceBaseEffect.cpp and InstanceBase.h InstanceBaseEffect.cpp DWORD CInstanceBase::__AttachEffectToArmours(string effectfilename) { const char * effectpath = effectfilename.c_str(); CEffectManager::Instance().RegisterEffect(effectpath, false, false); return m_GraphicThingInstance.AttachEffectByName(0, "Bip01", effectpath); } Again if you wish you can modify it. I already hardcoded the bonename and the boneindex. In InstanceBase.h Search for this: protected: DWORD __AttachEffect(UINT eEftType); DWORD __AttachEffectToArmours(string effectfilename); void __DetachEffect(DWORD dwEID); Replace with this: protected: DWORD __AttachEffect(UINT eEftType); DWORD __AttachEffectToArmours(string effectfilename); DWORD __AttachEffect(char filename[128]); void __DetachEffect(DWORD dwEID); Oh Yeah watch out that your filename is no longer than 128 characters. Last but not least: Create a Python Script in your root Folder (call it whatever you like) import Shining ##Modded Version # Implemented Delim for C++ # delimiter : # EffectTable = { 11290 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11291 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11292 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11293 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11294 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11295 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11296 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse"], 11297 : ["d:/ymir work/pc/common/effect/armor/grun_shining.mse#d:/ymir work/pc/common/effect/armor/armor-4-2-1.mse"], 11298 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse#d:/ymir work/pc/common/effect/armor/armor-4-2-1.mse"], 11299 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse#d:/ymir work/pc/common/effect/armor/armor-4-2-1.mse"], 11259 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse#d:/ymir work/pc/common/effect/armor/armor-4-2-1.mse"], 11269 : ["d:/ymir work/pc/common/effect/armor/armor-4-2-2.mse#d:/ymir work/pc/common/effect/armor/armor-4-2-1.mse"] } def LoadEffectTable(): for effect in EffectTable: for i in range(len(EffectTable[effect])): vnum = effect effectpath = EffectTable[effect][i] Shining.Add(vnum, effectpath) As you can see 2 Shinings are seperated with an "#". Last but no least import your file in your game and add the following line under the python constructor effecttable.LoadEffectTable() I Hope i didn't forgot anything
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