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Grimmjow

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Everything posted by Grimmjow

  1. Hello, For destroy item, you need to modified this code in the char_item.cpp: (60) = time sec if (pkItemToDrop->AddToGround(GetMapIndex(), pxPos)) { // 한국에는 아이템을 버리고 복구해달라는 진상유저들이 많아서 // 아이템을 바닥에 버릴 시 속성로그를 남긴다. if (LC_IsYMIR()) item->AttrLog(); ChatPacket(CHAT_TYPE_INFO, LC_TEXT("떨어진 아이템은 3분 후 사라집니다.")); pkItemToDrop->StartDestroyEvent(60); ITEM_MANAGER::instance().FlushDelayedSave(pkItemToDrop); char szHint[32 + 1]; snprintf(szHint, sizeof(szHint), "%s %u %u", pkItemToDrop->GetName(), pkItemToDrop->GetCount(), pkItemToDrop->GetOriginalVnum()); LogManager::instance().ItemLog(this, pkItemToDrop, "DROP", szHint); //Motion(MOTION_PICKUP); } return true; }
  2. It's not very hard to do, but it's long ... If I have time, I'll give you tomorrow
  3. Do you need bonus inventory but no with uitooltip. I can do that for you for free:
  4. Hello, The problem is the game that do not update immediately PART_WEAPON your character. To fix this problem, do like this: Open your char.cpp and search: WORD CHARACTER::GetOriginalPart(BYTE bPartPos) const In the switch case of this function we will return the id of the equipment contained in the PART_WEAPON with a condition to verify that the ID of the equipment is not equal to 0, that is where the problem just mainly. After any such box below: case PART_HAIR: return GetPart(PART_HAIR); // Or before case PART_ACCE: return GetPart(PART_ACCE); Add this before default: return 0; case PART_WEAPON: if (GetWear(WEAR_COSTUME_WEAPON) != 0) { return GetPart(PART_WEAPON); } return 0; Now you can compile it This tutorial has been fixed by @Roxas07.
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