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Grimmjow

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Posts 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;
    }
    • Good 1
    • Love 2
  2. 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.

    • Love 5
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