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Posts posted by Juice
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Hello community,
since there are a lot of topics and people here which have helped me with a lot of problems I had,
I wanted to share with you a map I created some time ago to give something back.
As the topic says, I named this map "Waterfall Island".
Hopefully some of you will like this map and use it.
Minimap:
SpoilerInside of WE:
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3 hours ago, Methorion1 said:
Hi where is another files from alchemy button on inventory (uiinventory i know,but where is code interface module and ui?) can help me ?
If you want to remove the button, "locale/en/ui/inventorywindow.py" is maybe what you are looking for.
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20 minutes ago, Sonitex said:
You probably misunderstood the meaning of CMake. CMake is a cross-platform tool that will generate project files for your FreeBSD platform (eg. Makefiles), but you can also use it to generate Visual Studio project if you're developing on Windows using the same configuration files.
I certainly did, thank you very much for the short summary.
Really though it was an alternative programm you can use to compile your source.
Next time I should read more precisely.
Thank you very much!
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Hello community,
I have been inactive for a while and wanted to start again on my own project.
The project is mainly for educational purpose.
I started to update my source so I can compile it with newer compilers. (Freebsd)
For this, I allready found some helpfull topics here on this forum.
But now I wanted to know, is it better to compile your source via Freebsd or CMake?
I would appreaciate if someone could answer me that question.
Kind regards.
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Hello Community,
today I want to share a old map with the size 6x6 from me which I made some years ago.
Since I am not using it anymore, I thought some of you may have a use for it.
The texture that were used are from the official "Capedragonhead" map.
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In case you dont know how to "install" a map on your server, visit this topic: Click
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If you need a custom map you can contact me via Discord: ".Karuzo#9502"
Minimap:
SpoilerImages:
Spoiler
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21 minutes ago, Sherer said:
You are right my bad.
What you can do from C++ level is to add additional flag like "TOP_SUPER" on indicate it during rendering process to no other window will be displayed above it (or the window with flag above will we rendered at the end of tick).I will try, thank you.
My hope was that there was an python function for this which I dont know yet.
But I will try it over source.
Kind regards.
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6 minutes ago, Sherer said:
Try to set no_pick flag on the window you wanna have behind inventory.
I guess you missunderstood.
I dont want it to be behind the inventory but before, and that all the time.
Kind regards.
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14 minutes ago, mafianekcek said:
Try to add this window to interfacemodule.py as part of interface and use .SetTop() when showing.
Allready tried it, but it did not work. Inventory Window is still the one showing on top.
But thanks for you reply.
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Hello Community,
I am currently working on my ingame gui interface and faced a small problem.
As you can see on the picture: Click
There is a Window behind the Inventory window.
How can I decide which window should be "On Top"?
#Edit
I managed to put the new Window "On Top" after first login,
but as soon as you move the Inventory, it is behind the inventory window again.
I want it to stay above the inventory window all the time.
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Have a look at this topic: Click
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Hello community,
I got a problem with the Quests which are as followed:
After showing a text via Quest, the text is getting stucked on the screen.
Here is an example of what i mean:
SpoilerBoth Client and Server syserr are showing no Errors,
it would be great if somebody could tell me were this problem comes from.
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Hello Community,
like you can see in the topic i got a problem with the Wolfman.
Everything is working except that he sometimes is warped backwards.
I allready have the pc3 folder in my data folder, and also fixed all other bugs like this.
This Bug is the only one which is left, and i dont know how to fix it.
GetMoveMotionSpeed: cannot find motion (name "PlayerName" race 8 mode 5)
Its allways "mode 5" does somebody know how i can fix it?
Thanks for reading.
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Hello community,
i got a little bug/problem with the horses i placed inside the stall.
They are movin like allways but they are also moving outside the stall.
Does anyone know how i can restrict the movements of the horses,
so they simple cant leave the stall?
Thank you for reading.
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Hello Community,
i like you can read in the topic, i am looking for a way to make the armor modells visable even if their vnums are over 200k~
The problem is that if i i use vnum over a spesific number, it would not load the modells anymore (Same for weapons).
Do anyone know where it is defined in the source code and can tell me?
So you dont missunderstand, that is what i mean:
Vnum used from < 200000 or something like that:
Vnum used > 200000
Thanks
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Looks nice, keep on the good work!
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Did you modify your game core ? Normally the function work perfectly. It's useless also to put "59", the maximum skill number it's 40. Try to put 40 instead of 59
But normally it's must working because :
if (bLev >= 40) m_pSkillLevels[dwVnum].bMasterType = SKILL_PERFECT_MASTER;
Yeah i modify my gamecore, maybe their was some mistake.
I know that max is 40, i was just coping this part of code from a old quest for test´s.
But thanks for your help
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U only can use "command" function in a quest if the quest is for GM use.
Thats what i allready said.
Does somebody know another way?
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try
quest grandmaster_stone begin state start begin when 50512.use begin local search_skill_group = BuildSkillList(pc.get_job(), pc.get_skill_group()) local name_list,vnum_list = search_skill_group[2],search_skill_group[1] local skill_available_vnum,skill_available_name = {},{} for a = 1, table.getn(name_list) do if pc.get_skill_level(vnum_list[a]) >= 30 and pc.get_skill_level(vnum_list[a]) <= 39 then table.insert(skill_available_name, name_list[a]) table.insert(skill_available_vnum, vnum_list[a]) end end table.insert(skill_available_name, "Abbrechen") if table.getn(skill_available_vnum) < 1 then say_title("Regenbogenstein") say("[ENTER]Du besitzt keine Fähigkeiten die du verbessern kannst.[ENTER]") return end say_title("Regenbogenstein") say("[ENTER]Wähle eine Fähigkeit die du verbessern möchtest:[ENTER]") local select_skill = select2(skill_available_name) if skill_available_name[select_skill] == "Abbrechen" then return end say_title("Regenbogenstein:") say("[ENTER]Möchtest du die Fähigkeit verbessern?[ENTER]") if select("Verbessern","Abbrechen") == 2 then return end chat(""..skill_available_name[select_skill].." wurde erfolgreich verbessert!") pc.set_skill_level(skill_available_vnum[select_skill], (pc.get_skill_level(skill_available_vnum[select_skill])+1)) pc.set_skill_level(16, 59) item.remove() end end end
Not working, like i said, the quest function pc.set_skill_level() does not work.
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Hello Community,
I got a problem with a simple quest.
The Quest should acutally work, but the function "pc.set_skill_level()" is not working for me.
Because of that, i tried a different way to levelup a skill through a quest.
Here is the Quest:
quest grandmaster_stone begin state start begin when 50512.use begin pc.set_skill_level(16, 59) local search_skill_group = BuildSkillList(pc.get_job(), pc.get_skill_group()) local name_list,vnum_list = search_skill_group[2],search_skill_group[1] local skill_available_vnum,skill_available_name = {},{} for a = 1, table.getn(name_list) do if pc.get_skill_level(vnum_list[a]) >= 30 and pc.get_skill_level(vnum_list[a]) <= 39 then table.insert(skill_available_name, name_list[a]) table.insert(skill_available_vnum, vnum_list[a]) end end table.insert(skill_available_name, 'Abbrechen') if table.getn(skill_available_vnum) < 1 then say_title('Regenbogenstein') say('[ENTER]Du besitzt keine Fähigkeiten die du verbessern kannst.[ENTER]') return end say_title('Regenbogenstein') say('[ENTER]Wähle eine Fähigkeit die du verbessern möchtest:[ENTER]') local select_skill = select2(skill_available_name) if skill_available_name[select_skill] == 'Abbrechen' then return end say_title("Regenbogenstein:") say('[ENTER]Möchtest du die Fähigkeit verbessern?[ENTER]') if select('Verbessern','Abbrechen') == 2 then return end chat(''..skill_available_name[select_skill]..' wurde erfolgreich verbessert!') command('setsk '..skill_available_vnum[select_skill]..' '..(pc.get_skill_level(skill_available_vnum[select_skill])+1)..'') item.remove() end end end
But the requirement for using the "command" function, you have to have at least low gm rights.
Thats why its useless for me.
Does somebody know a different way to levelup a skill level?
I would be nice if you could help me.
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- Double post because of internet.
- Please delete >.<
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The Problem is that when you unride a horse/mount, all your stats will be "reloaded".
This bug is caust because the "affect" table in mysql is not part of the function which
is "reloading" the players stats.
For fixing this you simply just have to add the affect table to the function,
or making the new hp you current max hp.
This kind of Bug also happends if you:
- Use some skills (Like Dash)
- Unride a horse/mount
- Teleport
The most irritating thing is that it happen when you use some skills,
this is not good for PvP and the additional hp you get from Quests arent helping.
I have a fixed core but i cant share it whit you since u buyed it myself.
You should ask a developer here for help, maybe he will do it for free.
I am not so good in C++ so that i could help you myself, i am sorry.
3x3 Waterfall Island
in Maps
Posted
Ofc, you can change what you want. The map is free to use.