Jump to content

Galet

Premium
  • Posts

    1384
  • Joined

  • Last visited

  • Days Won

    14
  • Feedback

    0%

Everything posted by Galet

  1. Thanks, really usefull addon !! I will use it for sure
  2. Hi, In party.h, you have to change the number "8" PARTY_MAX_MEMBER = 8, Maybe you have to change the bonus table in contsants.cpp
  3. First, change the speed_hack @ mount.cpp, fix somewhere in this forum. For the second bug, there's a fix too
  4. if (item->GetType() == ITEM_USE || item->GetType() == ITEM_YOUR_TYPE) And then add : case YOUR_SUBTYPE:
  5. Tu ne l'as pas mit dans les protos. You don't add any time in the protos
  6. Thanks a lot dude ! But how to put claws in only one special item ? (vnum 75500) Because with my actual system, I can put them (and only claws) in all belts and not only one
  7. I can move claws and Potion but on all belts, not only one... I didn't try to use your script now because there'snt a check for the item_vnum in order to put claws only in a special belt (id 75500) Thanks anyway
  8. Hello, I want to create a special belt with only claw in it, so I decided to create a if statement in "belt_inventory_helper.h", so I created it in lot of way but without success... Here's the first way (belt_inventory_helper.h) : static bool CanMoveIntoBeltInventory(LPITEM item) { bool canMove = false; if (item->GetVnum() == MY ITEM) { if (item->GetType() == ITEM_WEAPON) { switch (item->GetSubType()) { case WEAPON_CLAW: canMove = true; break; } } } else if (item->GetVnum() != MY ITEM) { if (item->GetType() == ITEM_USE) { switch (item->GetSubType()) { case USE_POTION: case USE_POTION_NODELAY: case USE_ABILITY_UP: canMove = true; break; } } } return canMove; } Second way (belt_inventory_helper.h) : static bool CanMoveIntoBeltInventory(LPITEM item) { bool canMove = false; if (item->GetType() == ITEM_USE || item->GetType() == ITEM_WEAPON) { if (item->GetVnum() == MY ITEM) { switch (item->GetSubType()) { case WEAPON_CLAW: canMove = true; break; } } else { switch (item->GetSubType()) { case USE_POTION: case USE_POTION_NODELAY: case USE_ABILITY_UP: canMove = true; break; } } } return canMove; } Third way in order to see if I can place everything in it and then create a special function for this special belt (input_main.cpp & char_item.cpp) : if (pkItem->GetVnum() != MY ITEM && p->ItemPos.IsBeltInventoryPosition() && false == CBeltInventoryHelper::CanMoveIntoBeltInventory(pkItem)) { ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<Ceintures> Vous ne pouvez pas bouger cet objet ici.")); return; } if (item->GetVnum() != MY ITEM && DestCell.IsBeltInventoryPosition() && false == CBeltInventoryHelper::CanMoveIntoBeltInventory(item)) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ÀÌ ¾ÆÀÌÅÛÀº º§Æ® Àκ¥Å丮·Î ¿Å±æ ¼ö ¾ø½À´Ï´Ù.")); return false; } And I can't put everything, I can only put the things declared in CanMoveIntoBeltInventory. Have a nice day, thanks
  9. Yes, but you have to use IsStone I guess this is so if (IsGameMaster()) { __AttachSelectEffectMonster(); // Effect Example } I guess this is so if (IsMounting()) { __AttachSelectEffectMonster(); // Effect Example } Yes, I did a system like that before
  10. Ok, fixed thanks to Luzzo ! Only the second bug remains
  11. Hello, first of all, thanks ! Indeed, I have wolfman's skillbooks, but I still have guild's skillbooks... The check in item_manager.cpp : do { dwSkillVnum = number(1, 175); CSkillProto * pkSk = CSkillManager::instance().Get(dwSkillVnum); if (!pkSk) continue; if (dwSkillVnum > 111 && dwSkillVnum < 170) continue; break; } while (1); Thank you and have a nice day ! I still have the second problem though...
  12. Your Property pack or the 4cc of the object, use EterNexus and a clean Property
  13. I'll tell you, but now (and I f***ing don't know why) my sources crashes... Edit : I don't know if it's working but I have skillbooks for guild skills for example, thoses skill books just crash my game...
×
×
  • 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.