Jump to content

safademirel

Inactive Member
  • Posts

    104
  • Joined

  • Last visited

  • Feedback

    0%

Posts posted by safademirel

  1. Line 1050

                self.toolTip.AutoAppendNewTextLine(uiScriptLocale.SELECT_PLAYTIME % (playTime), grp.GenerateColor(1.0, 1.0, 0.0, 1.0))
     

    change like that

                self.toolTip.AutoAppendNewTextLine(uiScriptLocale.SELECT_PLAYTIME % (str(playTime)), grp.GenerateColor(1.0, 1.0, 0.0, 1.0))
     

  2. 17 hours ago, Superuser said:

    is it normal?

    giphy.gif

    try this

     

    uiprivateshopbuilder.py

     

        def OnClose(self):
        def Open(self, title,days):
     

    add to this methods

     

            shop.RefreshInventorySafa()
     

    if doesn't work send your uiinventory and uiprivateshopbuilder

  3. 3 minutes ago, Mind Rapist said:

    OMG kill me sorry for this xD

    Thanks so much dude you are awesome :D

    Btw, if I do that shop.RefreshInventorySafa() in def Open/Close at uiShop.py and modify properly uiInventory.py will this work as well?

    Yeah it should work or if it didnt work try like this.

    PythonNetworkStreamPhaseGame.cpp

            case SHOP_SUBHEADER_GC_START:
     

    add

                    __RefreshInventoryWindow();
    2b60cf37c7.png

     

    case SHOP_SUBHEADER_GC_END

    change like that

            case SHOP_SUBHEADER_GC_END:
                {
                    PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "EndShop", Py_BuildValue("()"));
                    __RefreshInventoryWindow();
                }

    970decc37c.png

     

    and thats my uiinventory

                if ((exchange.isTrading() and item.IsAntiFlag(item.ANTIFLAG_GIVE)) or (shop.IsOpen() and not shop.IsPrivateShop() and item.IsAntiFlag(item.ITEM_ANTIFLAG_SELL)) or (uiPrivateShopBuilder.IsBuildingPrivateShop() and item.IsAntiFlag(item.ITEM_ANTIFLAG_MYSHOP))):
                    self.wndItem.SetUnusableSlot(i)
                    self.listUnusableSlot.append(i)
                elif ((not exchange.isTrading() and item.IsAntiFlag(item.ANTIFLAG_GIVE) and slotNumber in self.listUnusableSlot) or (not shop.IsOpen() and shop.IsPrivateShop() and item.IsAntiFlag(item.ITEM_ANTIFLAG_SELL) and slotNumber in self.listUnusableSlot) or ( not uiPrivateShopBuilder.IsBuildingPrivateShop() and item.IsAntiFlag(item.ITEM_ANTIFLAG_MYSHOP) and slotNumber in self.listUnusableSlot )):
                    self.wndItem.SetUsableSlot(i)
                    self.listUnusableSlot.remove(i) 

  4. 13 minutes ago, Mind Rapist said:

    @safademirel Here

      Hide contents

    import ui
    import snd
    import shop
    import mouseModule
    import player
    import chr
    import net
    import uiCommon
    import localeInfo
    import chat
    import item
    import systemSetting #김준호
    import player #김준호
    import app

    g_isBuildingPrivateShop = FALSE

    g_itemPriceDict={}

    g_privateShopAdvertisementBoardDict={}

    def Clear():
        global g_itemPriceDict
        global g_isBuildingPrivateShop
        g_itemPriceDict={}
        g_isBuildingPrivateShop = FALSE

    def IsPrivateShopItemPriceList():
        global g_itemPriceDict
        if g_itemPriceDict:
            return TRUE
        else:
            return FALSE

    def IsBuildingPrivateShop():
        global g_isBuildingPrivateShop
        if player.IsOpenPrivateShop() or g_isBuildingPrivateShop:
            return TRUE
        else:
            return FALSE

    def SetPrivateShopItemPrice(itemVNum, itemPrice):
        global g_itemPriceDict
        g_itemPriceDict[int(itemVNum)]=itemPrice
        
    def GetPrivateShopItemPrice(itemVNum):
        try:
            global g_itemPriceDict
            return g_itemPriceDict[itemVNum]
        except KeyError:
            return 0
            
    def UpdateADBoard():    
        for key in g_privateShopAdvertisementBoardDict.keys():
            g_privateShopAdvertisementBoardDict[key].Show()
            
    def DeleteADBoard(vid):
        if not g_privateShopAdvertisementBoardDict.has_key(vid):
            return
                
        del g_privateShopAdvertisementBoardDict[vid]
            

    class PrivateShopAdvertisementBoard(ui.ThinBoard):
        def __init__(self):
            ui.ThinBoard.__init__(self, "UI_BOTTOM")
            self.vid = None
            self.__MakeTextLine()

        def __del__(self):
            ui.ThinBoard.__del__(self)

        def __MakeTextLine(self):
            self.textLine = ui.TextLine()
            self.textLine.SetParent(self)
            self.textLine.SetWindowHorizontalAlignCenter()
            self.textLine.SetWindowVerticalAlignCenter()
            self.textLine.SetHorizontalAlignCenter()
            self.textLine.SetVerticalAlignCenter()
            self.textLine.Show()

        def Open(self, vid, text):
            self.vid = vid

            self.textLine.SetText(text)
            self.textLine.UpdateRect()
            self.SetSize(len(text)*6 + 10*2, 20)
            self.Show() 
                    
            g_privateShopAdvertisementBoardDict[vid] = self
            
        def OnMouseLeftButtonUp(self):
            if not self.vid:
                return
            net.SendOnClickPacket(self.vid)
            
            return TRUE
            
        def OnUpdate(self):
            if not self.vid:
                return

            if systemSetting.IsShowSalesText():
                self.Show()
                x, y = chr.GetProjectPosition(self.vid, 220)
                self.SetPosition(x - self.GetWidth()/2, y - self.GetHeight()/2)
            
            else:
                for key in g_privateShopAdvertisementBoardDict.keys():
                    if  player.GetMainCharacterIndex() == key:  #상점풍선을 안보이게 감추는 경우에도, 플레이어 자신의 상점 풍선은 보이도록 함. by 김준호
                        g_privateShopAdvertisementBoardDict[key].Show()     
                        x, y = chr.GetProjectPosition(player.GetMainCharacterIndex(), 220)
                        g_privateShopAdvertisementBoardDict[key].SetPosition(x - self.GetWidth()/2, y - self.GetHeight()/2)
                    else:
                        g_privateShopAdvertisementBoardDict[key].Hide()

    class PrivateShopBuilder(ui.ScriptWindow):

        def __init__(self):
            #print "NEW MAKE_PRIVATE_SHOP_WINDOW ----------------------------------------------------------------"
            ui.ScriptWindow.__init__(self)

            self.__LoadWindow()
            self.itemStock = {}
            self.tooltipItem = None
            self.priceInputBoard = None
            self.title = ""

        def __del__(self):
            #print "------------------------------------------------------------- DELETE MAKE_PRIVATE_SHOP_WINDOW"
            ui.ScriptWindow.__del__(self)

        def __LoadWindow(self):
            try:
                pyScrLoader = ui.PythonScriptLoader()
                pyScrLoader.LoadScriptFile(self, "UIScript/PrivateShopBuilder.py")
            except:
                import exception
                exception.Abort("PrivateShopBuilderWindow.LoadWindow.LoadObject")

            try:
                GetObject = self.GetChild
                self.nameLine = GetObject("NameLine")
                self.itemSlot = GetObject("ItemSlot")
                self.btnOk = GetObject("OkButton")
                self.btnClose = GetObject("CloseButton")
                self.titleBar = GetObject("TitleBar")
            except:
                import exception
                exception.Abort("PrivateShopBuilderWindow.LoadWindow.BindObject")

            self.btnOk.SetEvent(ui.__mem_func__(self.OnOk))
            self.btnClose.SetEvent(ui.__mem_func__(self.OnClose))
            self.titleBar.SetCloseEvent(ui.__mem_func__(self.OnClose))

            self.itemSlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.OnSelectEmptySlot))
            self.itemSlot.SetSelectItemSlotEvent(ui.__mem_func__(self.OnSelectItemSlot))
            self.itemSlot.SetOverInItemEvent(ui.__mem_func__(self.OnOverInItem))
            self.itemSlot.SetOverOutItemEvent(ui.__mem_func__(self.OnOverOutItem))

        def Destroy(self):
            self.ClearDictionary()

            self.nameLine = None
            self.itemSlot = None
            self.btnOk = None
            self.btnClose = None
            self.titleBar = None
            self.priceInputBoard = None

        def Open(self, title):

            self.title = title

            if len(title) > 25:
                title = title[:22] + "..."

            self.itemStock = {}
            shop.ClearPrivateShopStock()
            self.nameLine.SetText(title)
            self.SetCenterPosition()
            self.Refresh()
            self.Show()
            self.RefreshInventorySafa()

            global g_isBuildingPrivateShop
            g_isBuildingPrivateShop = TRUE

        def Close(self):
            global g_isBuildingPrivateShop
            g_isBuildingPrivateShop = FALSE

            self.title = ""
            self.itemStock = {}
            shop.ClearPrivateShopStock()
            self.Hide()

        def SetItemToolTip(self, tooltipItem):
            self.tooltipItem = tooltipItem

        def Refresh(self):
            getitemVNum=player.GetItemIndex
            getItemCount=player.GetItemCount
            setitemVNum=self.itemSlot.SetItemSlot
            delItem=self.itemSlot.ClearSlot

            for i in xrange(shop.SHOP_SLOT_COUNT):

                if not self.itemStock.has_key(i):
                    delItem(i)
                    continue

                pos = self.itemStock

                itemCount = getItemCount(*pos)
                if itemCount <= 1:
                    itemCount = 0
                setitemVNum(i, getitemVNum(*pos), itemCount)

            self.itemSlot.RefreshSlot()

        def OnSelectEmptySlot(self, selectedSlotPos):

            isAttached = mouseModule.mouseController.isAttached()
            if isAttached:
                attachedSlotType = mouseModule.mouseController.GetAttachedType()
                attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
                mouseModule.mouseController.DeattachObject()

                if player.SLOT_TYPE_INVENTORY != attachedSlotType and player.SLOT_TYPE_DRAGON_SOUL_INVENTORY != attachedSlotType:
                    return
                attachedInvenType = player.SlotTypeToInvenType(attachedSlotType)
                    
                itemVNum = player.GetItemIndex(attachedInvenType, attachedSlotPos)
                item.SelectItem(itemVNum)

                if item.IsAntiFlag(item.ANTIFLAG_GIVE) or item.IsAntiFlag(item.ANTIFLAG_MYSHOP):
                    chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.PRIVATE_SHOP_CANNOT_SELL_ITEM)
                    return

                priceInputBoard = uiCommon.MoneyInputDialog()
                priceInputBoard.SetTitle(localeInfo.PRIVATE_SHOP_INPUT_PRICE_DIALOG_TITLE)
                priceInputBoard.SetAcceptEvent(ui.__mem_func__(self.AcceptInputPrice))
                priceInputBoard.SetCancelEvent(ui.__mem_func__(self.CancelInputPrice))
                priceInputBoard.Open()

                itemPrice=GetPrivateShopItemPrice(itemVNum)

                if itemPrice>0:
                    priceInputBoard.SetValue(itemPrice)
                
                self.priceInputBoard = priceInputBoard
                self.priceInputBoard.itemVNum = itemVNum
                self.priceInputBoard.sourceWindowType = attachedInvenType
                self.priceInputBoard.sourceSlotPos = attachedSlotPos
                self.priceInputBoard.targetSlotPos = selectedSlotPos

        def OnSelectItemSlot(self, selectedSlotPos):

            isAttached = mouseModule.mouseController.isAttached()
            if isAttached:
                snd.PlaySound("sound/ui/loginfail.wav")
                mouseModule.mouseController.DeattachObject()

            else:
                if not selectedSlotPos in self.itemStock:
                    return

                invenType, invenPos = self.itemStock[selectedSlotPos]
                shop.DelPrivateShopItemStock(invenType, invenPos)
                snd.PlaySound("sound/ui/drop.wav")

                del self.itemStock[selectedSlotPos]

                self.Refresh()

        def AcceptInputPrice(self):

            if not self.priceInputBoard:
                return TRUE

            text = self.priceInputBoard.GetText()

            if not text:
                return TRUE

            if not text.isdigit():
                return TRUE

            if long(text) <= 0:
                return TRUE

            attachedInvenType = self.priceInputBoard.sourceWindowType
            sourceSlotPos = self.priceInputBoard.sourceSlotPos
            targetSlotPos = self.priceInputBoard.targetSlotPos

            for privatePos, (itemWindowType, itemSlotIndex) in self.itemStock.items():
                if itemWindowType == attachedInvenType and itemSlotIndex == sourceSlotPos:
                    shop.DelPrivateShopItemStock(itemWindowType, itemSlotIndex)
                    del self.itemStock[privatePos]

            price = int(self.priceInputBoard.GetText())

            if IsPrivateShopItemPriceList():
                SetPrivateShopItemPrice(self.priceInputBoard.itemVNum, price)

            shop.AddPrivateShopItemStock(attachedInvenType, sourceSlotPos, targetSlotPos, price)
            self.itemStock[targetSlotPos] = (attachedInvenType, sourceSlotPos)
            snd.PlaySound("sound/ui/drop.wav")

            self.Refresh()        

            #####

            self.priceInputBoard = None
            return TRUE

        def CancelInputPrice(self):
            self.priceInputBoard = None
            return TRUE

        def OnOk(self):

            if not self.title:
                return

            if 0 == len(self.itemStock):
                return

            shop.BuildPrivateShop(self.title)
            self.Close()

        def OnClose(self):
            self.RefreshInventorySafa()
            self.Close()

        def OnPressEscapeKey(self):
            self.Close()
            return TRUE

        def OnOverInItem(self, slotIndex):

            if self.tooltipItem:
                if self.itemStock.has_key(slotIndex):
                    self.tooltipItem.SetPrivateShopBuilderItem(*self.itemStock[slotIndex] + (slotIndex,))

        def OnOverOutItem(self):

            if self.tooltipItem:
                self.tooltipItem.HideToolTip()
     

    Thanks :)

     def OnClose(self): and def Open(self, title):

    self.RefreshInventorySafa()

    change this to

    shop.RefreshInventorySafa()

    You added it wrong 

  5. 12 minutes ago, Mind Rapist said:

    Hey dude thanks so much but I got this

      Hide contents

    0821 13:33:59155 :: Traceback (most recent call last):

    0821 13:33:59155 ::   File "ui.py", line 87, in __call__

    0821 13:33:59155 ::   File "ui.py", line 69, in __call__

    0821 13:33:59155 ::   File "interfaceModule.py", line 1281, in OpenPrivateShopBuilder

    0821 13:33:59155 ::   File "uiPrivateShopBuilder.py", line 183, in Open

    0821 13:33:59155 :: AttributeError
    0821 13:33:59155 :: : 
    0821 13:33:59155 :: 'PrivateShopBuilder' object has no attribute 'RefreshInventorySafa'
    0821 13:33:59155 :: 

    0821 13:33:59156 :: Traceback (most recent call last):

    0821 13:33:59156 ::   File "ui.py", line 87, in __call__

    0821 13:33:59156 ::   File "ui.py", line 69, in __call__

    0821 13:33:59156 ::   File "interfaceModule.py", line 1281, in OpenPrivateShopBuilder

    0821 13:33:59156 ::   File "uiPrivateShopBuilder.py", line 183, in Open

    0821 13:33:59156 :: AttributeError
    0821 13:33:59156 :: : 
    0821 13:33:59156 :: 'PrivateShopBuilder' object has no attribute 'RefreshInventorySafa'
    0821 13:33:59156 :: 

     

    can you show me your uiPrivateShopBuilder.py

  6. 26 minutes ago, Mind Rapist said:

    It's actually

      Hide contents

    uiPrivateShopBuilder.g_isBuildingPrivateShop() and item.IsAntiFlag(item.ANTIFLAG_MYSHOP)

    and I've tried it but when I close the private shop the effect is still on. When I move an item to another slot the effect goes off but it should go off imediately after closing private shop building state. Can someone help please?

    PythonShop.cpp 

    search

    PyObject * shopGetTabCount(PyObject * poSelf, PyObject * poArgs)
    {
        return Py_BuildValue("i", CPythonShop::instance().GetTabCount());
    }

    add

    PyObject * shopRefreshSafa(PyObject * poSelf, PyObject * poArgs)
    {
        CPythonNetworkStream::Instance().__RefreshInventoryWindow();
        
        return Py_BuildNone();
    }

    a3b20e271e.png

    search

    { "GetTabCoinType",                shopGetTabCoinType,                METH_VARARGS },

    add

      { "RefreshInventorySafa",                shopRefreshSafa,                METH_VARARGS },
     

    cfbde3031b.png

     

    PythonNetworkStream.h

    change  __RefreshInventoryWindow() and REFRESH_WINDOW_TYPE to public

     

    86b1924dab.png

     

    uiprivateshopbuilder.py

    find

        def Open(self, title,days):


    add

            shop.RefreshInventorySafa()
     

    7b2815af1b.png

     

    find

        def OnClose(self):


    add

            shop.RefreshInventorySafa()

     

    5558a4d8be.png

     

    • Love 1
  7. 	int pc_get_ip(lua_State* L)
    	{
    		LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
    		
    		if(!ch)
    			return 0;
    	 
    		lua_pushstring(L, ch->GetDesc()->GetHostName());
    		return 1;
    	}
    
    quest iptest begin
        state start begin
    		when kill begin
    			local vid = npc.get_vid()
    			local old_pc = pc.select(vid)
    			if old_pc != 0 then
    				local e_ip = pc.get_ip()
    				local e_name = pc.get_name()
    				pc.select(old_pc)
    				local m_ip = pc.get_ip()
    				local m_name = pc.get_name()
    				if e_ip == m_ip then
    					syschat("same ip")
    					syschat(""..e_name.." : "..e_ip.."")
    					syschat(""..m_name.." : "..m_ip.."")
    				else
    					syschat("not same ip")
    				end
    			end
    		end
        end
    end

    Try this one.

  8. M2 Download Center

    This is the hidden content, please
    ( Internal )

    InstanceBase.h

    find

                NAMECOLOR_WAYPOINT, 


                
    add

                NAMECOLOR_METIN,

     

    PythonCharacterManagerModule.cpp

    find

        PyModule_AddIntConstant(poModule, "NAMECOLOR_MOB", CInstanceBase::NAMECOLOR_NORMAL_MOB);

    add

        PyModule_AddIntConstant(poModule, "NAMECOLOR_METIN", CInstanceBase::NAMECOLOR_METIN);

     

    InstanceBaseEffect.cpp

    find

        else if (IsPoly())
        {
            return NAMECOLOR_MOB;
        }

    add

        else if (IsStone())
        {
            return NAMECOLOR_METIN;
        }


     

    PythonMiniMap.cpp

    find

        m_NPCPositionVector.clear();


            
    add

        m_MetinPositionVector.clear();

        
    find

            else if (pkInstEach->IsNPC())
            {
                aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
                aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;
    
                m_NPCPositionVector.push_back(aMarkPosition);
            }

    add

            else if (pkInstEach->IsStone())
            {
                aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
                aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;
    
                m_MetinPositionVector.push_back(aMarkPosition);
            }

     

    find

        // NPC
        STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC));
        aIterator = m_NPCPositionVector.begin();
        while (aIterator != m_NPCPositionVector.end())
        {
            TMarkPosition & rPosition = *aIterator;
            m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
            m_WhiteMark.Render();
            ++aIterator;
        }

    add

        // Metin
        STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_METIN));
        aIterator = m_MetinPositionVector.begin();
        while (aIterator != m_MetinPositionVector.end())
        {
            TMarkPosition & rPosition = *aIterator;
            m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
            m_WhiteMark.Render();
            ++aIterator;
        }
        


    PythonMiniMap.h

    find

    		TInstanceMarkPositionVector		m_NPCPositionVector;

    add

    		TInstanceMarkPositionVector		m_MetinPositionVector;


    root/colorinfo.py

    find

    CHR_NAME_RGB_WARP = (136, 218, 241)

    add

    CHR_NAME_RGB_METIN = (240, 255, 255)

    You can select another color from here
        
       
    root/introloading.py

    find

                chrmgr.NAMECOLOR_WAYPOINT : colorInfo.CHR_NAME_RGB_WAYPOINT,

    add

                chrmgr.NAMECOLOR_METIN : colorInfo.CHR_NAME_RGB_METIN,

     

     

    • Metin2 Dev 57
    • Eyes 1
    • Dislove 1
    • Not Good 1
    • Good 26
    • Love 4
    • Love 47
  9. change CPPFILE with

    CPPFILE = BattleArena.cpp FSM.cpp MarkConvert.cpp MarkImage.cpp MarkManager.cpp OXEvent.cpp TrafficProfiler.cpp ani.cpp
    		  arena.cpp banword.cpp battle.cpp blend_item.cpp block_country.cpp buffer_manager.cpp building.cpp castle.cpp
    		  char.cpp char_affect.cpp char_battle.cpp char_change_empire.cpp char_horse.cpp char_item.cpp char_manager.cpp
    		  char_quickslot.cpp char_resist.cpp char_skill.cpp char_state.cpp PetSystem.cpp cmd.cpp cmd_emotion.cpp cmd_general.cpp
    		  cmd_gm.cpp cmd_oxevent.cpp config.cpp constants.cpp crc32.cpp cube.cpp db.cpp desc.cpp
    		  desc_client.cpp desc_manager.cpp desc_p2p.cpp dev_log.cpp dungeon.cpp empire_text_convert.cpp entity.cpp
    		  entity_view.cpp event.cpp event_queue.cpp exchange.cpp file_loader.cpp fishing.cpp gm.cpp guild.cpp
    		  guild_manager.cpp guild_war.cpp horse_rider.cpp horsename_manager.cpp input.cpp input_auth.cpp input_db.cpp
    		  input_login.cpp input_main.cpp input_p2p.cpp input_teen.cpp input_udp.cpp ip_ban.cpp
    		  item.cpp item_addon.cpp item_attribute.cpp item_manager.cpp item_manager_idrange.cpp locale.cpp
    		  locale_service.cpp log.cpp login_data.cpp lzo_manager.cpp marriage.cpp matrix_card.cpp
    		  messenger_manager.cpp mining.cpp mob_manager.cpp monarch.cpp motion.cpp over9refine.cpp p2p.cpp packet_info.cpp
    		  party.cpp passpod.cpp pcbang.cpp polymorph.cpp priv_manager.cpp pvp.cpp
    		  questevent.cpp questlua.cpp questlua_affect.cpp questlua_arena.cpp questlua_ba.cpp questlua_building.cpp
    		  questlua_danceevent.cpp questlua_dungeon.cpp questlua_forked.cpp questlua_game.cpp questlua_global.cpp
    		  questlua_guild.cpp questlua_horse.cpp questlua_pet.cpp questlua_item.cpp questlua_marriage.cpp questlua_mgmt.cpp
    		  questlua_monarch.cpp questlua_npc.cpp questlua_oxevent.cpp questlua_party.cpp questlua_pc.cpp
    		  questlua_quest.cpp questlua_target.cpp questmanager.cpp questnpc.cpp questpc.cpp
    		  refine.cpp regen.cpp safebox.cpp sectree.cpp sectree_manager.cpp sequence.cpp shop.cpp
    		  skill.cpp start_position.cpp target.cpp text_file_loader.cpp trigger.cpp utils.cpp vector.cpp war_map.cpp
    		  wedding.cpp xmas_event.cpp version.cpp panama.cpp threeway_war.cpp map_location.cpp auth_brazil.cpp
    		  BlueDragon.cpp BlueDragon_Binder.cpp DragonLair.cpp questlua_dragonlair.cpp
    		  HackShield.cpp HackShield_Impl.cpp char_hackshield.cpp skill_power.cpp affect.cpp
    		  SpeedServer.cpp questlua_speedserver.cpp XTrapManager.cpp
    		  auction_manager.cpp FileMonitor_FreeBSD.cpp ClientPackageCryptInfo.cpp cipher.cpp
    		  buff_on_attributes.cpp dragon_soul_table.cpp DragonSoul.cpp
    		  group_text_parse_tree.cpp char_dragonsoul.cpp questlua_dragonsoul.cpp
    		  shop_manager.cpp shopEx.cpp item_manager_read_tables.cpp spamblock.cpp
    
    
    • 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.