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Hello, I've got a big problem, sunddenly, I've got FDWATCH 23 error, so I tried to : -Change game & db (Doesn't work) -Change item_proto/mob_proto (Doesn't work) -Change mob_drop_item.txt/special_utem_group.txt (Doesn't work) -Change and repair my SQL table (Doesnt work) -Fix other syserr's error (Doesn't work) -Delete "Object" folder into quest (Doesn't work). So I don't know what I can do, nobody can connect in game, automaticaly kicked after select character. 2014 with vanilla. syserr : FDWATCH: peer null in event: ident 23
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Wow dude, you rock ! +1
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[HELP] 6-7 Bonus Active Source
Galet replied to doNaLs's topic in Community Support - Questions & Answers
Proto problem- 10 replies
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- 11
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Devil Tower quest dont work
Galet replied to Monkey Dungeon's topic in Community Support - Questions & Answers
okey and im not so sure about stark quest after i tested another one the problem might be cz of my server Same bug -
40k+, it's C++
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Timer who check if pv are in negative... Heavy perf...
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pc.setqf("asesinatos", 0) I think
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Create it or delete effect call.
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have-you the effect ? "redblack3.mse" ?
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Look at your mse and replace by this : } } Group AttachingData { AttachingDataCount 3 Group AttachingData00 { AttachingDataType 1 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 1 SphereDataCount 1 Group SphereData00 { Radius 40.000000 Position 0.000000 0.000000 0.000000 } } Group AttachingData01 { AttachingDataType 1 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" CollisionType 3 SphereDataCount 1 Group SphereData00 { Radius 45.000000 Position 0.000000 0.000000 0.000000 } } Group AttachingData02 { AttachingDataType 2 isAttaching 1 AttachingModelIndex 0 AttachingBoneName "Bip01" EffectScriptName "D:Ymir Workeffectmonster2redblack3.mse" EffectPosition 0.000000 0.000000 0.000000 EffectRotation 0.000000 0.000000 0.000000 } }
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Uploaded-FastPremium ~ downloade of uploaded.net in high speed
Galet replied to maxpower99's topic in Off Topic
Works perfectly, sometimes down, but works ! -
Skilltable.txt,Skilldesc.txt,skill_proto.sql
Galet replied to Ken's topic in Community Support - Questions & Answers
dwVnum : n° of skill szName : name bType : Job of user bLevelStep : useless bMaxLevel : Minimal level to up a skill with book ? (type0) bLevelLimit : Level needed by skill szPointOn : Effect n°1 szPointPoly: Power of skill (only under M10) szSPCostPoly : Cost of mana (1-M10) szDurationPoly : Time of first effect szDurationSPCostPoly : Mana needed (like Sura buff skill) (1 and M10) szCooldownPoly : Time of cooldown need to be edited in skilldesc.txt too szMasterBonusPoly : Power of skill G1+ szAttackGradePoly : ? Always empty setFlag : Flag of skill setAffectFlag : Flag of n°1 effect (buff only) szPointOn2 : Effect n°2 szPointPoly2 : Power of n°2 effect szDurationPoly2 : Duration of effect n°2 (seconds) setAffectFlag2 : Flag of n°2 effect szPointOn3 : Effect n°3 of skill szPointPoly3 : Power of n°3 effect szDurationPoly3 : Duration of n°3 skill (seconds) szGrandMasterAddSPCostPoly : Number of mana required by a M10+ skill prerequisiteSkillVnum : Number of the needed skill to upgrade the first prerequisiteSkillLevel : Number of the last skill to upgrade the first Example : We have 2 in prerequisiteSkillVnum and 5 in prerequisiteSkillLevel, the skill will be upgradable only if the player have the skill in "5". eSkillType : Effect of dammage (splash etc...) iMaxHit : Number of mobs/player hit by the skill. 0 for no limit. szSplashAroundDamageAdjustPoly : Multiplication of skill dammage (first take 100% and the other take a part of this one by splash) dwTargetRange : Max range of the skill dwSplashRange : Max range of the splash. Here you go for skill_proto 1- Number of skill 2- Kind of Skill 3- Name of Skill (level 0-19) 4- Name of Skill (M1-M10) 5- Name of Skill (G1+) 6- Desc. of Skill In white : 7- Desc. n°1 of effect. In Yellow : 8- Desc. n°2 of effect. Yellow too 9- Desc. n°3 of effect. Yellow 10- ? 11- Characteristic of the skill If you add more of 1, don't forge the "|" (alt + 6) 12- Weapon needed for the skill 13- .sub 14- N° of skill (by race) 15- ? 4 = Skill, 1 = Mount & War skill 16 & 17- ? Empty 18- Desc of n°1 effect %.0f entire number %.1f flot with 1 number after the "," %% % 19- Valor of n°1 effect 20- Second valor of n°1 effect 21- Des. of n°2 effect (18-) 22- Valor of n°2 effect Here you go for skilldesc- 8 replies
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It's an remake of the video, to copy. Create your own effect, and take the sound from Dota, Quake, Doom, Unreal Tournament.
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Dump_proto tool
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Nice, I'll take a look later
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Yeah, but at least, if someone want, my guide can help them ^^
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I'll make a tutorial, don't worry.
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Not possible, or maybe with IDA, idk. First is for kickhack. Second is for pet / horse (pet.summon/pet.unsummon/pet.is_summon) in 2089 I think First are fixable with c++ and second are already present in novaline (I have a doubt)
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Hello there is my first release on this forum : How to enable ds_drop flag, to drop needed item (gemstone) for dragonsoul. You must go in : item_manager.cpp And then replace : //if (pkChr->GetLevel() >= 30 && (GetDropPerKillPct(50, 100, iDeltaPercent, "ds_drop") >= number(1, iRandRange))) //{ // const static DWORD dragon_soul_gemstone = 30270; // if ((item = CreateItem(dragon_soul_gemstone, 1, 0, true))) // vec_item.push_back(item); //} by if (pkChr->GetLevel() >= 30 && (GetDropPerKillPct(50, 100, iDeltaPercent, "ds_drop") >= number(1, iRandRange))) { const static DWORD dragon_soul_gemstone = 30270; if ((item = CreateItem(dragon_soul_gemstone, 1, 0, true))) vec_item.push_back(item); } Compile, and in game, type : /e ds_drop 1 PS : If you want Shogun, add this flag into your topic. Have a nice day
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I'm looking for binary 4 inventary Vanilla core
Galet replied to MaRRaTPL's topic in Community Support - Questions & Answers
Look at the forum. -
Error when compiling client.
Galet replied to Galet's topic in Community Support - Questions & Answers
Ref :/