boaspessoal
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Posts posted by boaspessoal
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14 hours ago, hachiwari said:
Wtf? And after 300 seconds dungeon_dead_event will be executed even though you are logged in, because this he dont check if dunegon is empty..
So you would get kicked out every 10 seconds without this change?...
9 minutes ago, avertuss said:what if we have dungeon for player without party?
Use questflag instead of partyflag when returning the dungeon index(store it whenever you login into the dungeon itself)
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add it to quest_functions
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In theory it should, but to use math.random properly you need to use math.randomseed before, otherwise it's going to keep generating the same number.
I would personally use number instead of math.random, also use local before declaring any new variable, you can change it after if you want.
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If you're going to use stuff like this on a quest why not simply use
pc.give_item2_select(vnum, 1); item.equip();
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On 11/26/2018 at 9:39 PM, Caramelito said:
I was wondering where is the bonus "defence against arrows" required by this type of monsters in the source.
I think it simply applies to ranged attacks.
So in char_battle -> class CFuncShoot, the case 0 refers to BATTLE_TYPE_RANGE.
Here are the functions:
Spoilercase BATTLE_TYPE_RANGE: FlyTarget(pkVictim->GetVID(), pkVictim->GetX(), pkVictim->GetY(), HEADER_CG_FLY_TARGETING); iRet = Shoot(0) ? BATTLE_DAMAGE : BATTLE_NONE; break; ... bool CHARACTER::Shoot(BYTE bType) { sys_log(1, "Shoot %s type %u flyTargets.size %zu", GetName(), bType, m_vec_dwFlyTargets.size()); if (!CanMove()) { return false; } CFuncShoot f(this, bType); if (m_dwFlyTargetID != 0) { f(m_dwFlyTargetID); m_dwFlyTargetID = 0; } f = std::for_each(m_vec_dwFlyTargets.begin(), m_vec_dwFlyTargets.end(), f); m_vec_dwFlyTargets.clear(); return f.m_bSucceed; } ... in class CFuncShoot, ... case 0: int iDam = 0; ... iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_BOW)) / 100;
Hope this helped.
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still having this issue..
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The issue remains, up
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Hello, I am having a small(but frustrating) bug in which the quest scrolls don't appear on the left side of the screen, even though they work on the character window and the icons exist so they aren't accusing anything on syserr.
I am using marty's revised colored quest scrolls by the way.
Here is a screen:
Anyone has any ideas?
Thanks
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Check the ACMD(do_restart) function in cmd_general and then edit:
case SCMD_RESTART_HERE:
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17 hours ago, xP3NG3Rx said:
I think this was the first skill window when the game came out.
BtwBuild it your own.
Thanks for your reply, didn't know it was there.
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35 minutes ago, onur balcı said:
I appreciate your reply, but this client appears to be similar to the one available in the forums, so the skill window isn't the same as I've posted on the print.
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Hey, I've recently stumbled upon some pictures from the beta client and I went to download the one available here but it unfortunately does not contain the old skill window:
If someone who has could share it, I would really appreciate it
Thanks
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am also looking for this
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1 minute ago, displayjokes said:
Have you done the map/test the sky boxes on world editor to see if it fits your needs?
I have and the skybox still works with terrible quality.
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Hello everyone,
I am currently having issues with loading skyboxes. They come with terrible quality and don't work as they should in general. My source has it and I have tested the same skyboxes in other servers' clients and they still looking really bad ingame.
Does anyone know where the issue could come from?
Thanks
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35 minutes ago, Lua_Horus2 said:
And for item like sword?
Not tested:
Spoilerif (pAttacker) { LPITEM item = pAttacker->GetWear(WEAR_WEAPON); if (item == NULL) return; else if (item == 105) dam = 10; }
Relog In Dungeon
in Programming & Scripts
Posted
this is the same method officials use I believe, no reason to think there will be inconsistencies(which in fact there won't)