3bd0
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Posts posted by 3bd0
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Do you mean how to get them in mob_proto?
or do you want to get them in-game ?
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when i use this fix every time I get off my horse while equipping any thing that has hp, I lose HP!!
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F5!
it happens only with male shaman
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Solved. found one of the pointers were null
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16 hours ago, Chyu ^^ said:
What about posting Syserr of a core? Did you try debugging with DBG tool in OS?
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
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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!
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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)
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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?- 1
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change defines.h to locale_inc.h
for the packet issue, when you build what error does it gives you ?
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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
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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:
it's in Arabic, you can translate to your own language
If you found any bugs please comment below
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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
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11 hours ago, DeadSkull7 said:
Put the original function here and i'wll do it for u
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; }
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post syserr
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38 minutes ago, emanuel said:
noh,that packet 250-251 it's something else..i get the answer from a friend,close.
can you share the answer ?
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18 minutes ago, Raylee said:
Hmm... i tested it actual.
I do not have such a problem.
Best regards
Rayleecan you share your "checkspace" in exchange.cpp
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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
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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.
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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
and this is the dp shutdown shell
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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
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22 minutes ago, Syreldar said:
when devil_stone1.kill begin
go into locale/xxx/quest/questnpc.txt, it must contain
8015 devil_stone1
8015 being be the vnum of the metin associated with that name, if you use a different metin change it with its vnum.
or yeah just do
when kill with npc.get_race() == 8015 begin
please never do like
when 8015.kill begin
sure it works but it's bad as fuck if what matters to you is code flexibility.
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.
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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
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Can someone explain what does this do ?
Objects with code 70037 do not write names on the market
in Community Support - Questions & Answers
Posted
can you please explain your problem more?
the syserr show a error with some skill's name