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Exynox

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Everything posted by Exynox

  1. Regarding compiling with VS2010, I have seen that some of you have this kind of errors: The fix is simple: Go to PythonSkill.cpp, line 920. Until line 953 (including), add (DWORD) in front of SKILL_(stuff here), as I shown below: Before: m_SkillAttributeIndexMap.insert(std::map<std::string, DWORD>::value_type("NEED_POISON_BOTTLE", SKILL_ATTRIBUTE_NEED_POISON_BOTTLE)); After: m_SkillAttributeIndexMap.insert(std::map<std::string, DWORD>::value_type("NEED_POISON_BOTTLE", (DWORD)SKILL_ATTRIBUTE_NEED_POISON_BOTTLE)); Another 2 errors that I have encountered and fixed are: Just add #include <iterator> in MarkManager.cpp, after #include "MarkManager.h" Here comes my problem: Linker errors... Help, anyone? (P.S. I already managed to compile mainline_released with VS2008, so I know I can do the same with novaline, but compiling with VS2010 looks to me a bit fancyer) Edit: I got linker errors using VS2008 to compile, too. What the h**l?
  2. I renamed run to start, duuh Maybe I wasn't too explicit. By the way, the quest is freaking working this way! Before: quest flame_dungeon begin state start begin when ENTRY_MAN.click with pc.get_level() >= 90 begin pc.give_item2(LIMITED_PASS_TICKET, 1) set_state(run) end end state run begin function setting() return { ["bossroom_entry_pos"] = {8109,6867}, ["boss_pos"] = {686,637}, ["doors_pos"] = { After: quest flame_dungeon begin state start begin function setting() return { ["bossroom_entry_pos"] = {8109,6867}, ["boss_pos"] = {686,637}, ["doors_pos"] = { This is the only change we have to do! Indeed, the timers must be in the start state. So, they aren't linked to the state in which they are called. See if this fix works for you. Thanks for your support Solved.
  3. Thank you for your fast reply! I'm glad I've come over such friendly people. I'll stick to the community I'll go with solution #2, to see if it pays off. Seems... intriguing, and much simpler for me, as I am a PHP programmer, and my C++ knowledge is not that good for me to try messing so hard with the code. But I'll first try to delete the (contents of) state start, because it doesn't do anything important (see code below) state start begin when ENTRY_MAN.click with pc.get_level() >= 90 begin pc.give_item2(LIMITED_PASS_TICKET, 1) set_state(run) end end and put the contents of state run instead. P.S. Your English is quite impressive! Are you a native?
  4. Hello, mates! (It's my first post on this forum, so don't kill me please ) My problem is the following: I'm using the original Gameforge quests together with my self-compiled mainline_released gamecore. Everything went well, I've translated the translate.lua into Romanian, all quests are working properly, except for flame_dungeon.quest. There is a server timer called killed_A_1 (around line 457) which doesn't freaking start, although the syntax is correct ... I've seen another topic, where a dude uploaded his modified quest which uses timers instead of server timers, because of the same reason: this piece of code wouldn't start under any circumstances, making a monster counter and some other stuff unusable... My questions are: 1. Is there anything wrong with the quest itself? If yes, what? Does it have some .lua dependencies which I don't have? 2. If the quest itself is OK, is the Gamecore source buggy? I mean, I've seen curse words and such in the code, so I expect anything from those angry koreans . Any suggestions? P.S. This is my quest if useful: [Hidden Content] . (It compiles successfully btw) P.S. 2 - Nothing regarding this appears in syserr. Thanks in advance.
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