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Posts posted by Galet
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Thanks for sharing, have you 1 for me please ?
Have a nice day
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Seems to be right.
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Is source bug, look a the second page of guide, src server, and fix gived, but vanilla doesn't give her source (saddly).
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Your problem is the monster of ServerFiles folder. One of those folders causing this problem.I say to delete each folder and see all the monster that is the problem folderu
This is the epvp solution for FDWATCH 21 I think, 23 is totally different :/
Anyways, thanks ^^
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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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KaiserPT have fixxed it, i will post it later
okey
and im not so sure about stark quest after i tested another one
the problem might be cz of my server
Same bug
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only game 30k +??
40k+, it's C++
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Looks nice ^^
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Timer who check if pv are in negative... Heavy perf...
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Hi
it's possible reset the kills when the player die??
thanks
pc.setqf("asesinatos", 0)I think -
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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Works perfectly, sometimes down, but works !
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- 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
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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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VDI FreeBSD 9.2 / Compilable Sources
in Binaries
Posted
Thanks for the BSD dude