Jump to content

Mali

Honorable Member
  • Posts

    920
  • Joined

  • Days Won

    890
  • Feedback

    100%

Posts posted by Mali

  1. 52 minutes ago, neversayyes9981 said:

    Hi guys

    im searching for a fix that removes only one item from stack:
    i have 20 experience rings in stack when i use one it use all 20 i want to make it automaticly remove and wear one of them and keep rest in eq.

     

    can somewon help me?

    //Find at char_item.cpp

    	if (true == item->IsEquipped())
    	{

    ///Add

    		if (item->GetCount() > 1) {
    			AutoGiveItem(item->GetVnum(), item->GetCount() - 1, -1, false);
    			item->SetCount(1);
    		}

    For stackable rings are using USE_AFFECT. I think you should use this

    • Love 1
  2. 27 minutes ago, PeaceMaker said:

    I've looked again over your code and yes every calculation you did on CalculateDeadTime can be done client side. 
    I know it would take more time to do that as you need to set the last time you traded or opened a shop then do the calculation ... 

     
    But i just don't like using extra unnecessary packets that can be prevented. 

    Yes client side can make but this is the easiest way. Why do we do the hardest?

    You don't like packets but you like longest and weirds codes?

    • Love 3
  3. 43 minutes ago, Caramelito said:
    
    0714 17:03:19906 :: 
    uiCharacter.py(line:430) __LoadWindow
    uiCharacter.py(line:257) __BindObject
    uicharacterdetails.py(line:45) __init__
    uicharacterdetails.py(line:73) __LoadScript
    uicharacterdetails.py(line:88) __Initialize
    uicharacterdetails.py(line:99) CreateTooltip
    
    CharacterWindow.__LoadWindow - <type 'exceptions.AttributeError'>:'module' object has no attribute 'GetVariableName'
    
    0714 17:03:19906 :: ============================================================================================================
    0714 17:03:19906 :: Abort!!!!

     

    Look at your old locale and find GetVariableName and add to new file

    • Love 1
  4. M2 Download Center

    This is the hidden content, please
    ( Internal )

    This is the hidden content, please
    ( GitHub )


    Somebody asked me about auto night and day change(server time). I coded simple func and added few features.

    Auto night and day change:

    Spoiler
    
    
    makerange(6, 21)

    Changeable {6,7,8,...,21}

    Auto snow mode at winter:

    Spoiler
    
    
    for (auto i : { 1,2,12 })

    January, February, December

    Reminder for special days:

    Spoiler
    
    
    	std::map<std::string, dateinfo> specialdays	{
    		// syntax: {"name", {day, month}}
    		{"Pi Day", {14,3}},
    	};

     

    Announcement every hour

    You can add new features like this.

    • Metin2 Dev 25
    • Dislove 1
    • Good 6
    • Love 1
    • Love 14
  5. M2 Download Center

    This is the hidden content, please
    ( Internal )

    This is the hidden content, please

    It's so simple but I'm using when I add a new system. It's checking empty and used enums and writing to file.

    settings/packet.h:  Copy your tables.h and packet.h enums.

    settings/packet_data.h: 

     

    • Metin2 Dev 31
    • Think 3
    • Scream 1
    • Good 5
    • Love 2
    • Love 20
  6. A guy asked me about second key. First key is tradable item second key is cannot be tradable.

    * Now 2 key is activated. If you have both of them, delete is starting from tradable item. You can change from length.h;

    INVENTORY_START_DELETE_VNUM = INVENTORY_OPEN_KEY_VNUM,

    WillingArtisticBlacknorwegianelkhound.we

    * Client settings added to gametype.h

    • Eyes 1
    • Love 4
  7. # Big Update:

    * 80% of Client-Side files have been converted from official root files.

    * Deleted locale/xx/ui/inventorywindow.py codes(like official)

    * Now If you want to more than 4 inventory, you don't need to change variables etc. manually anymore. (Client and Server) [Not Just for c++11(+) users]

    * You can change Default Open/Locked Inventory Count

    Settings:

    Length.h;
    	INVENTORY_OPEN_PAGE_COUNT = 2,
    	INVENTORY_OPEN_KEY_VNUM = 72320,
    uiinventory.py;
    	self.default_open_inven = 2
    	self.INVENTORY_OPEN_KEY_VNUM = 72320
    	

     

    • Love 7
  8. 18 minutes ago, flexivk123 said:

    Thanks a lot! cool stuff but i have expanded loading bar which is barely larger it loads just to 70% of gauge then it enters the game. Since im new to python i do not know how to solve it. 

    Could you guys help me please?

    I think you are looking for:

    Quote

    self.loadingGage.SetPercentage(p, 160)

    Change 160 for your gauge

    • Love 1
  9. this works for me

    UserInterface.cpp find 

    #include "WiseLogicXTrap.h"

    add

    //via https://stackoverflow.com/questions/30412951/unresolved-external-symbol-imp-fprintf-and-imp-iob-func-sdl2
    #define stdin  (__acrt_iob_func(0))
    #define stdout (__acrt_iob_func(1))
    #define stderr (__acrt_iob_func(2))
    
    FILE _iob[] = { *stdin, *stdout, *stderr };
    extern "C" FILE * __cdecl __iob_func(void) { return _iob; }

     

    • Love 1
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.