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3bd0

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Everything posted by 3bd0

  1. can you please explain your problem more? the syserr show a error with some skill's name
  2. Do you mean how to get them in mob_proto? or do you want to get them in-game ?
  3. when i use this fix every time I get off my horse while equipping any thing that has hp, I lose HP!!
  4. There were nothing in any core syserr I tried to open the game.core with dbg but i couldn't. I don't know how to use the dbg tool
  5. Hey guys, I'm discovered a very strange problem with my weapon costumes, If I travel/logout/change character while equipping them, the core crashes, If I just wear them without doing any of the previous, nothing happens I've tried to know the source of the problem but with no luck the best I could do is that the core crashes when it try to do: M2_DELETE(ch); in CHARACTER_MANAGER::DestroyCharacter (char_maanger.cpp) as I understand, this command deletes the pointer to the character , I don't understand why would wearing a weapon costume may affect that!
  6. if app.ENABLE_CHANGELOOK_SYSTEM: slotClNumberChecked = 0 if app.ENABLE_SASH_SYSTEM: slotNumberChecked = 0 if not constInfo.IS_AUTO_POTION(itemVnum): self.wndItem.DeactivateSlot(i) for q in xrange(changelook.WINDOW_MAX_MATERIALS): (isHere, iCell) = changelook.GetAttachedItem(q) if isHere: if iCell == slotNumber: self.wndItem.ActivateSlot(i, (238.00 / 255.0), (11.00 / 255.0), (11.00 / 255.0), 1.0) if not slotNumber in self.listAttachedCl: self.listAttachedCl.append(slotNumber) slotClNumberChecked = 1 else: if slotNumber in self.listAttachedCl and not slotClNumberChecked: self.wndItem.DeactivateSlot(i) self.listAttachedCl.remove(slotNumber) for j in xrange(sash.WINDOW_MAX_MATERIALS): (isHere, iCell) = sash.GetAttachedItem(j) if isHere: if iCell == slotNumber: self.wndItem.ActivateSlot(i, (36.00 / 255.0), (222.00 / 255.0), (3.00 / 255.0), 1.0) if not slotNumber in self.listAttachedSashs: self.listAttachedSashs.append(slotNumber) slotNumberChecked = 1 else: if slotNumber in self.listAttachedSashs and not slotNumberChecked: self.wndItem.DeactivateSlot(i) self.listAttachedSashs.remove(slotNumber)
  7. Hey guys, so after I installed the transmutation system, the slot effect don't work for one of them pastebin.com/L89ZYLFk this is my code in uiinventory.py so whatever part i make last, the effect work for it for example, if I make the sash part first and then the transmutation, the sash only will work, and vice versa do any one know how to fix them?
  8. change defines.h to locale_inc.h for the packet issue, when you build what error does it gives you ?
  9. hi guys, I couldn't come up with a better title. So lately I was going through the source files just to have a better idea how things work, but there is something that I couldn't find nor understand. let's say for instance the experience points you gather, how do it save to the database? I couldn't find any query that saves the exp into the database so how the experience points and the other things get saved to the database? Thanks in avdvance
  10. M2 Download Center Download Here ( Internal ) Hi there, Recently the official server had introduced a new upgrading scroll called rituals stone, it can work only with item with a minimum level of 80, has a better chance of success, and the failed items don't lose a level. So I have created it's c++ part, and I would like to share it with you: you can find the icon and item_desc and so on here: [Hidden Content] [Hidden Content] it's in Arabic, you can translate to your own language If you found any bugs please comment below
  11. it may be because of his health regen, try it with more damage so you can see it pr set the mob hp regen to zero
  12. this is the command part case 'm': // make if (0 != arg2[0]) { while (true == Cube_make(ch)) dev_log (LOG_DEB0, "cube make success"); } else Cube_make(ch); break; and this is the actual function if ( percent_number<=cube_proto->percent) { // 성공 ch->ChatPacket(CHAT_TYPE_COMMAND, "cube success %d %d", reward_value->vnum, reward_value->count); new_item = ch->AutoGiveItem(reward_value->vnum, reward_value->count); LogManager::instance().CubeLog(ch->GetPlayerID(), ch->GetX(), ch->GetY(), reward_value->vnum, new_item->GetID(), reward_value->count, 1); return true; }
  13. The problem simply that your are entering a wrong value. Try putting a value that have been used else where, or just delete it and try to see if is working
  14. I think because they are incorrect. open the gr2 file with granny viewer in the animation list tap, write click in your file and then “view in detail” Click view sub-structure under “void ** TrackGroups" the numbers written in granny_real32 should br your accumulation data.
  15. Hi Guys, Sometimes when I close the game using the shutdown shell, it jams on shutting-down the database. Here is a ss of what I mean: and it stay like that forever. it doesn't happen every time, it rarely happen, but I can't catch a connection with this issue and anything I do. this is my shutdown shell [Hidden Content] and this is the dp shutdown shell [Hidden Content]
  16. Because the transform is triggered with the gemstone pick event, so when you changed to give item, there is no pick anymore, whick mewns no check for number and transform, So you can add the check after the give item function for example, couldn’t think of another way to do it actually
  17. Sorry it’s a bit off-topic, but I read it multiple times that xxx.kill is bad, but didn’t actually understand why? On the contrary, I always thought that when kill with npc.get_race() == xx is worse because it will make more load on the server as it will check every single kill event to check if it’s matching.
  18. Probably the problem is with devil_stone1 maybe it’s not defined correctly or defined to another stone, so please try to replace it with the stone actual id, like when 123.kill
  19. Can someone explain what does this do ?
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