Jump to content

Typical

Member
  • Posts

    46
  • Joined

  • Last visited

  • Feedback

    0%

About Typical

Informations

  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Typical's Achievements

Collaborator

Collaborator (7/16)

  • Dedicated
  • Reacting Well
  • First Post
  • Collaborator Rare
  • Conversation Starter

Recent Badges

0

Reputation

  1. Hi, I added the code from this guide: For acce and weapons with the .gr2 extension the animations work correctly, but for objects on maps they don't, what could be the reason? If you need any files that have been edited, please write and I will make them available immediately. Thanks in advance.
  2. It almost works fine, but I still get errors when equipping other items Additionally, there are HP jumps when equipping/unequipping items, and when add statistics as well
  3. If I have it set like this and the character's HP is 61,506, then after putting on an item with HP_PCT+50% I have 92,645. This works correctly. If I remove an item with HP_PCT+50%, the HP does not return to 61,506, but then the character has 64,695 HP. If I have an item with HP_PCT+50% and I have 92,645 HP, and I put on an item that increases HP by 9,000, I have 120,017 HP, and when I remove an item that adds 9,000 HP, my HP is 127,167. xD case POINT_MAX_HP: { SetPoint(type, GetPoint(type) + amount); int i = GetMaxHP(); int hp = GetRealPoint(POINT_MAX_HP); // int add_hp = MIN(3500, hp * GetPoint(POINT_MAX_HP_PCT) / 100); int add_hp = i * GetPoint(POINT_MAX_HP_PCT) / 100; add_hp += GetPoint(POINT_MAX_HP); add_hp += GetPoint(POINT_PARTY_TANKER_BONUS); SetMaxHP(hp + add_hp); float fRatio = (float)GetMaxHP() / (float)i; PointChange(POINT_HP, GetHP() * fRatio - GetHP()); val = GetMaxHP(); } break;
  4. You think I haven't tried that? Then hp duplicates when equipping and unequipping items.
  5. So this was intentionally done so that equipment bonuses wouldn't be taken into account? How can I change this to work the way I want?
  6. Hi, I have a problem with the MAX_HP_PCT life percentage bonus, my functions look like this: case POINT_MAX_HP: { SetPoint(type, GetPoint(type) + amount); int hp = GetRealPoint(POINT_MAX_HP); int add_hp = hp * GetPoint(POINT_MAX_HP_PCT) / 100; add_hp += GetPoint(POINT_MAX_HP); add_hp += GetPoint(POINT_PARTY_TANKER_BONUS); sys_log(0, "DEBUG: Base HP: %d, MAX_HP_PCT: %d%%, Additional HP: %d", hp, GetPoint(POINT_MAX_HP_PCT), add_hp); SetMaxHP(hp + add_hp); sys_log(0, "DEBUG: Final MaxHP: %d", GetMaxHP()); val = GetMaxHP(); } break; case POINT_MAX_HP_PCT: SetPoint(type, GetPoint(type) + amount); val = GetPoint(type); sys_log(0, "DEBUG: Updated MAX_HP_PCT: %d", GetPoint(POINT_MAX_HP_PCT)); PointChange(POINT_MAX_HP, 0); break; case APPLY_MAX_HP_PCT: { int i = GetMaxHP(); if(i == 0) break; PointChange(aApplyInfo[bApplyType].bPointType, iVal); float fRatio = (float)GetMaxHP() / (float)i; PointChange(POINT_HP, GetHP() * fRatio - GetHP()); } break; From the logs it appears that the wrong HP of the character is being retrieved via: int hp = GetRealPoint(POINT_MAX_HP); The starting HP of the character is 60112, after equipping an item with MAX_HP_PCT +5% it is 60867 which is incorrect. Jan 26 13:39:53 :: DEBUG: GetMaxHP called. Current MaxHP: 60112 Jan 26 13:39:53 :: DEBUG: Updated MAX_HP_PCT: 5 Jan 26 13:39:53 :: DEBUG: Base HP: 15112, MAX_HP_PCT: 5%, Additional HP: 0 Jan 26 13:39:53 :: DEBUG: SetMaxHP called. New MaxHP: 60867 Jan 26 13:39:53 :: DEBUG: GetMaxHP called. Current MaxHP: 60867 Jan 26 13:39:53 :: DEBUG: Final MaxHP: 60867 Jan 26 13:39:53 :: DEBUG: GetMaxHP called. Current MaxHP: 60867 You can see that as base hp did not take 60112 but 15112. Why? How to fix it? Thanks in advance. My char.cpp: [Hidden Content] My char.h: [Hidden Content]
  7. It works, if anyone has a problem with this, in char.cpp in this place: "UPDATE `srv1_account`.`account` SET `%s` = FROM_UNIXTIME(%d) WHERE `id` = %d;", You have to change the name of the account database to yours.
  8. Hi, I think most of the logs in the code are useless. Which logs are the most useless and can I disable them? Does commenting out logs have any effect on the server's memory usage? Thanks in advance.
  9. Thanks for sharing, but I have a small problem. If I throw an item away and pick it up it works fine, when I pick up items from bosses or metins the icons don't show up. Why? @ Tatsumaru //Edit I noticed that the icon doesn't appear when we already have at least 1 item in our inventory. In short, if the item is stackable, the icon doesn't appear. Is this how it was supposed to work?
  10. @ jking Where should I add notifications that should appear at a given lvl? I added in void CHARACTER::SetLevel if (level == 100) { SendNotification(ENotification::NOTIFICATION_CATEGORY_UNLOCK_NEW_MAP1, 0); SendNotification(ENotification::NOTIFICATION_CATEGORY_UNLOCK_NEW_DUNG1, 0); } if (level == 200) { SendNotification(ENotification::NOTIFICATION_CATEGORY_UNLOCK_NEW_MAP2, 0); SendNotification(ENotification::NOTIFICATION_CATEGORY_UNLOCK_NEW_DUNG2, 0); } But it doesn't work. Sysser: 1123 16:16:21198 :: invalid idx 0 1123 16:17:22742 :: Phase Select does not handle this header (header: 189, last: 32, 189) Thanks in advance for your help.
×
×
  • 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.