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boaspessoal

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Posts posted by boaspessoal

  1. 12 hours ago, gummyantifi said:

    You need edit jump to new jump.. or not "save" actually floor :) (where new jump -> here is saved floor)

    If you have server timers + new jump  = Shutdown core with dungeon  (You need edit all server_timers and edit jump_all to new_jump_all) 
    (Not good to use if you can't use it :) )

     

    Result: You need to customize full tower quest for good functionality.

    this is the same method officials use I believe, no reason to think there will be inconsistencies(which in fact there won't)

  2. 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:

    @Syreldar

    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)

    • Love 1
  3. 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:

    Spoiler
    
    case 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.

  4. 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:

    1126_014822.thumb.jpg.551673881abde3b6e74360977fa78636.jpg

    Anyone has any ideas?

    Thanks

  5. 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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