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Posts posted by Galet
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By the way, dragon soul and belt won't work anymore, you have to change the BYTE to int and "255" to something like "900"
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Motion 11 & 12 I guess
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Thanks, pretty generous, nice and proper work, nothing to say except : thanks, you're tha man !
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What is the problem ?
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Depack official patches with a tutorial, here
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Thanks, really usefull addon !!
I will use it for sure
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Your welcome
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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
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1
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First, change the speed_hack @ mount.cpp, fix somewhere in this forum. For the second bug, there's a fix too
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1
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You edited uitooltip.py ?
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I edited the piece of code, now, it's working
Thanks !
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if (item->GetType() == ITEM_USE || item->GetType() == ITEM_YOUR_TYPE)
And then add :
case YOUR_SUBTYPE:
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static bool CanMoveIntoBeltInventory(LPITEM item) { if (!item) return false; bool bCanMove = false; int ariClawVnums[] = { 6019, 6029, 6039, 6049 }; for (size_t i = 0; i < _countof(ariClawVnums); ++i) { if (item->GetVnum() == ariClawVnums[i]) bCanMove = true; } if (item->GetVnum() == ITEM_USE) { switch (item->GetSubType()) { case USE_POTION: case USE_POTION_DELAY: case USE_ABILITY_UP: bCanMove = true; break; } } return bCanMove; }
_countof or countof :
template < typename T, size_t N > size_t countof( T ( & arr )[ N ] ) { return std::extent< T[ N ] >::value; }
Usefull codes.
Kind Regards
Ken
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
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Check makefile
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Try like this:
static bool CanMoveIntoBeltInventory(LPITEM item) { bool canMove = false; if (item->GetType() == ITEM_WEAPON) { switch (item->GetSubType()) { case WEAPON_CLAW: canMove = true; break; } } else if (item->GetType() == ITEM_USE) { switch (item->GetSubType()) { case USE_POTION: case USE_POTION_NODELAY: case USE_ABILITY_UP: canMove = true; break; } } return canMove; }
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
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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
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Can you do this for stones?
Yes, but you have to use IsStone
You can do this for a GM too
I guess this is so
if (IsGameMaster()) { __AttachSelectEffectMonster(); // Effect Example }
nice idea
... but like this you can't attach the horse with any of this effects .
I guess this is so
if (IsMounting()) { __AttachSelectEffectMonster(); // Effect Example }
Yes, I did a system like that before
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You can do this for a GM too
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Ok, fixed thanks to Luzzo !
Only the second bug remains
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Thanks
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HD textures and ENB effect
Client BUG
in Community Support - Questions & Answers
Posted
Trade tab ?
Check in locale_name or locale_interface the exchange_title line, you'll se a %d %s or something like that, change it a bit