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Posts posted by Shang
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Hi devs, today I will release the fix I made for the skill cooldown, already fixed on official servers, this is the bug it self:
And this is the fix:
Regards!
### root/ui.py ### Search: def SetSlotCoolTimeColor(self, slotIndex, r, g, b, a): wndMgr.SetSlotCoolTimeColor(self.hWnd, slotIndex, r, g, b, a) ### Add after: def StoreSlotCoolTime(self, key, slotIndex, coolTime, elapsedTime = 0.0): wndMgr.StoreSlotCoolTime(self.hWnd, key, slotIndex, coolTime, elapsedTime) def RestoreSlotCoolTime(self, key): wndMgr.RestoreSlotCoolTime(self.hWnd, key)
On 12/24/2017 at 9:19 AM, Horinna said:HI,
thank you. Everything work.
But what is with THIS "classic" bug? @Shang
Thanks to @Horinna for report that bug.
Here's the fix:
""" Find this: elif (not self.__CanUseSkillNow()) or (skillGrade != j): skillPage.SetSlotCount(realSlotIndex, 0) skillPage.DisableCoverButton(realSlotIndex) Add this under:""" skillPage.DeactivateSlot(realSlotIndex) # After the else, paste this: if player.IsSkillActive(slotIndex) and (skillGrade == j): # fix001 skillPage.ActivateSlot(realSlotIndex) # The if should look like this: if (skillGrade == skill.SKILL_GRADE_COUNT) and j == (skill.SKILL_GRADE_COUNT-1): skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) elif (not self.__CanUseSkillNow()) or (skillGrade != j): skillPage.SetSlotCount(realSlotIndex, 0) skillPage.DisableCoverButton(realSlotIndex) skillPage.DeactivateSlot(realSlotIndex) # fix else: skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) if player.IsSkillActive(slotIndex) and (skillGrade == j): # fix skillPage.ActivateSlot(realSlotIndex)
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hace 34 minutos, ragem0re dijo:
published long time ago:
or is there any improvement?
What Ken published is nothing.
hace 50 minutos, Exygo dijo:What does this do?
This is what it does:
This is only a rendering of an image, published by Mijago with FineListBox for his last switchbot.
SpoilerThis is what I mean with Mijago's FineListBox:
This is what it does:
SpoilerOtherwise thanks for the release.
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hace 4 horas, masodikbela dijo:
Does the window have "float" flag anywhere? Because it looks like the same when you add "float" to a window. Also as far as I remember it should work with scaled windows...
It doesn't but think it was my fault, because I added the alpha sensitive directly to the board object.
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There is a bug with scaled images, look at this gif:
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hace 20 minutos, Fleon dijo:
It should be in the grannySDK documentation relased with the source i think, do you have that documentation?
So maybe i can take a look at itI don't have it.
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Hello devs,
I'm looking for the RenderTarget, what is it? Well, it was implemented on official servers with MonsterCard system and later with the Shop Decoration. Here's a video to show what I mean:
I mean the mob model rendering.
I pay for it, if someone is able to develop it, send me a private message on the forum.
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It is the texture of the weapon, is not compatible with 100% specular.
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En 28/6/2017 a las 8:52, txtxtx dijo:
Why all this fuss only Search
1-char_battle.cppthis
void CHARACTER::Dead(LPCHARACTER pkKiller, bool bImmediateDead) { if (IsDead()) return; { if (IsHorseRiding()) { StopRiding(); } else if (GetMountVnum()) { RemoveAffect(AFFECT_MOUNT_BONUS); m_dwMountVnum = 0; UnEquipSpecialRideUniqueItem(); UpdatePacket(); } }
Edit to
void CHARACTER::Dead(LPCHARACTER pkKiller, bool bImmediateDead) { if (IsDead()) return; { /* if (IsHorseRiding()) { StopRiding(); } else if (GetMountVnum()) { RemoveAffect(AFFECT_MOUNT_BONUS); m_dwMountVnum = 0; UnEquipSpecialRideUniqueItem(); UpdatePacket(); }*/ }
All right
Did you test what you wrote?
If i'm not wrong, if u die and not unmount the horse, the player won't do the die animation, it will die but you will see it ridding the horse.
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hace 32 minutos, dslkfmlskdmf dijo:
I cant understand what is this?
Look at the video lol
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As sema said, it looks awesome, good job.
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hace 48 minutos, Mali61 dijo:
My smart boy, do you try it?
Yes man. Try it by yourself and tell me.
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En 10/7/2017 a las 1:54, Mali61 dijo:
Userinterface/PythonBackground.cpp:
Find:
case SHADOW_ALL_HIGH: rkMap.SetDrawShadow(true); rkMap.SetDrawCharacterShadow(true); rkMap.SetShadowTextureSize(1024); break;
Change:
case SHADOW_ALL_HIGH: rkMap.SetDrawShadow(true); rkMap.SetDrawCharacterShadow(true); rkMap.SetShadowTextureSize(1024*2); break;
It is not necessary to change anything in the PythonBackground.cpp because there is already another level of shadow that makes what you want to do.
Changing the shadow level to 5 is enough. The level 5 is the highest level.
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hace 2 horas, Avisek dijo:
Hi, I have problem while login in. It says me that I have wrote bad password, but I haven't.
Can somebody help, please?
Upload the intrologin.py file.
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Lol there is a bag on player's back.
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int pc_get_rank(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (!ch) { lua_pushnumber(L, 0); return 1; } char szQuery[512]; snprintf(szQuery, sizeof(szQuery), "SELECT rank FROM player.player WHERE name='%s'", ch->GetName()); std::auto_ptr<SQLMsg> pMsg(DBManager::instance().DirectQuery(szQuery)); if (pMsg->Get()->uiNumRows > 0) { MYSQL_ROW row = mysql_fetch_row(pMsg->Get()->pSQLResult); int iRank = 0; str_to_number(iRank, row[0]); lua_pushnumber(L, iRank); return 1; } lua_pushnumber(L, 0); return 1; }
You are not pushing the query return value, you're pushing 0 all the time.
Not tested. Oh, and it is better to declare first the LPCHARACTER to avoid core crashes if it doesn't exists.
PS: Where did you get the Dev member? In a bet?
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hace 58 minutos, Tasho dijo:
I speaking about python not lua oh my god and what error say.
0617 03:07:26595 :: IndexError 0617 03:07:26595 :: : 0617 03:07:26595 :: list index out of range 0617 03:07:26595 ::
Already i give him a option to check it list by catID if exist, you give him "has_key" what is totally wrong.
if int(catId) in self.items:
I was speaking about your "has_key" on list python, how you can explain that if you say "you not was blind".
You should learn bit python (because as i see you didn't know syntax of lua and python), maybe that say you something.
if self.items.has_key(int(catId)):
python 'list' object has no attribute 'has_key'
I'm not trying to offense you, but as i say there was a list not a dictionary, because if was dictionary was get KeyError not list index out of range, or maybe i'm wrong?
That should solved your problem.
def SelectCategory(self, catId): categoryID = int(catId) if self.selectedCategory == categoryID or categoryID not in self.items: return self.selectedCategory = categoryID self.categoryList.SetButtonDown(categoryID) self.itemList.ClearItems() for item in self.items[categoryID]: self.itemList.InsertItem(item[0], item[1], item[2], item[3], item[4], item[5], item[6])
PS: @Shang
itemsList = [] print (itemsList[999]) #Traceback (most recent call last): #File "python", line 2, in <module> #IndexError: list index out of range itemsDict = {} print (itemsDict[999]) #Traceback (most recent call last): #File "python", line 2, in <module> #KeyError: 999
PS: Now i hope you understand what is list and what is dictionary, have a nice day.
I didn't read it was a lua list, i thought it was a python dictionary, sorry sir.
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hace 15 horas, NeXoN dijo:
items = { [1] = { [1] = {299, 1, 30, 1, "x"},
hace 1 hora, Tasho dijo:Array Is a list theoretical , not a dictionary , 'list' no have attribute 'has_key', so that doesn't work.
The check of list value should look like that, a simple version:
if int(catId) in self.items: # do something
I thought I was blind, but not, I see a dictionary here not a "theorical list".
PS: Try to help not to correct others word.
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Make a debug output of int(catId), maybe it isn't 1 and it is 0, oh, and try to do a check if the catId is in the dictionary with this: if self.items.has_key(int(catId)).
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Hmm wtf? Didn't you find another nickname?
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13 minutes ago, EnKor said:
PS: Only work with Warrior's, if any one know why update post please. Its a very nice effect
It only works on Warrior's with Sword Aura affect.
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There is a public one in epvp.
Fix for the Refresh of the Skill Cooldown
in Bug Fixes
Posted
Yeah, I forgot it xD.