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Mafuyu

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Posts posted by Mafuyu

  1. 6 hours ago, Rakancito said:

     

    Just paste the code,  it doesn't matter if you have WOLFMAN or not.

     

    oh boy you have so many missing parts in your tut...

     

    { "INVINCIBLE", APPLY_INVINCIBLE }, gets not defined...

    #ifdef ENABLE_CONQUEROR_LEVEL
        { POINT_INVINCIBLE,        },
    #endif also missing define.. you cant compile it like this..your github is outdated.. you write "removed point...." but its still there in your git..

     

     

    1016 21:29:25806 :: Failed to load script file : UIScript/CharacterWindow.py
    1016 21:29:25806 :: 
    ui.py(line:4593) LoadScriptFile
    system.py(line:194) execfile
    system.py(line:165) Run
    UIScript/CharacterWindow.py(line:1642) <module>
    
    LoadScriptFile!!!!!!!!!!!!!! - <type 'exceptions.AttributeError'>:'module' object has no attribute 'SPECIAL_ACTION_START_INDEX'
    
    1016 21:29:25806 :: ============================================================================================================
    1016 21:29:25826 :: Abort!!!!
    
    
    1016 21:29:25827 :: 
    uiCharacter.py(line:681) __LoadWindow
    uiCharacter.py(line:306) __LoadScript
    ui.py(line:4610) LoadScriptFile
    exception.py(line:36) Abort
    
    CharacterWindow.__LoadWindow - <type 'exceptions.SystemExit'>:
    
    1016 21:29:25827 :: ============================================================================================================
    1016 21:29:25827 :: Abort!!!!

    more missing code...

  2. 8 minutes ago, Rakancito said:

     

     

    1. If you don't like it, remove it and that's it, I only saved the work for those who have defined WOLFMAN or not.

    2. My bad i have already corrected that fragment, thank you, shoul de SKILL_CHEONUN. Thanks 🤣

    whats about this, i dont have lycan, which one i have to use? can i simple use the define from you? 

    //Replace with
    
    #ifdef ENABLE_CONQUEROR_LEVEL
    	const DWORD SKILL_NUM = 184;
    #else
    #ifdef ENABLE_WOLFMAN_CHARACTER
    	const DWORD SKILL_NUM = 176;
    #else
    	const DWORD SKILL_NUM = 158;
    #endif
    #endif

    or do i have to change something ?

  3. make it without the useless lycan part please, you have many mismatches bc of the lycan shit in it... some lines doesnt make sense.

     

    #ifdef ENABLE_CONQUEROR_LEVEL
    #ifdef ENABLE_WOLFMAN_CHARACTER
    		if (GetSkillMasterType(dwSkillVnum) != SKILL_MASTER && (dwSkillVnum >= SKILL_FINISH && dwSkillVnum <= SKILL_ILIPUNGU))
    #else
    		if (GetSkillMasterType(dwSkillVnum) != SKILL_MASTER && (dwSkillVnum >= SKILL_FINISH && dwSkillVnum <= SKILL_CHEONUN))
    #endif
    #ifdef ENABLE_CONQUEROR_LEVEL
    #ifdef ENABLE_WOLFMAN_CHARACTER
    			if (GetSkillMasterType(pkSk->dwVnum) != SKILL_MASTER && (pkSk->dwVnum<= SKILL_FINISH | pkSk->dwVnum>= SKILL_ILIPUNGU))
    #else
    			if (GetSkillMasterType(pkSk->dwVnum) != SKILL_MASTER && (pkSk->dwVnum<= SKILL_FINISH | pkSk->dwVnum>= SKILL_ILIPUNGU))
    #endif

     

     

    why is above SKILL_ILIPUNGU and another skill, next code part is the same line??

     

    and this part... bruh i could cry, pls dont use lycan lines, literally no one has lycan..

     

    //Search in bool CHARACTER::IsUsableSkillMotion(DWORD dwMotionIndex) const
    
    #ifdef ENABLE_WOLFMAN_CHARACTER
    	const DWORD SKILL_NUM = 176;
    #else
    	const DWORD SKILL_NUM = 158;
    #endif
    
    //Replace with
    
    #ifdef ENABLE_CONQUEROR_LEVEL
    	const DWORD SKILL_NUM = 184;
    #else
    #ifdef ENABLE_WOLFMAN_CHARACTER
    	const DWORD SKILL_NUM = 176;
    #else
    	const DWORD SKILL_NUM = 158;
    #endif
    #endif

     

     

    • Not Good 2
  4. On 7/21/2020 at 3:16 PM, monsterd2w4 said:

    do you have 9.5k HP  reset stats point and UP 4k hp why ?  why 1 player 13.5k hp and another player with 10k hp ?   Bugg  = reset status x5 = HP 5k up :) 

    hey, no. For me it isnt like this. You have this random hp but it isnt even 1k, for me, i tried like 10 times, here +300, there -200, here +420, sometimes -400 so its pending on 10500 to 10750 to 10200 but never more like this. With your changes (only removed the randomHp function) my hp only changes on base from my status points (vit), but yeah its no bug. I think you also have another bugs in your source wich leads to this giant random hp

  5. 4 hours ago, monsterd2w4 said:

    For refresh point with reset reset point 2* fix  you go test :) 

    First test :) fix 100% reset stats :) 

    only used one computepoints and it also works. But its not a bug what you fixxed there, the random hp is normal for the game, every char got random hp on creating and on resetting, even on official gameforge server so i dont know what you mean with "bugfix" ?

  6. On 7/14/2020 at 4:56 PM, Distraught said:

    That was just an example, it's not a tutorial for that specific stuff.

    But put it in CPythonNetworkStream::RecvPointChange in the if (PointChange.Type == POINT_GOLD) condition.

    yeah thats what i was trying but it didnt worked for me, it didnt change anything ingame.

    can you show the full edit function how it would work? i tried some changes but no effect on it, so i dont know if i made mistaks or if the system doesnt work

  7. On 7/12/2020 at 8:31 PM, Distraught said:

    Hey guys,

    It was really a long ago I did any activity on a forum so I decided to release a small but usefull class.

    This can be used to place functions you want to run on every frame for a period of time with a progress on a "timeline". This can be used for example to roll the yang up or down when changing it (a normal way and not creating threads or wtf others doing) or anything else when you animating something in code.

    So add this 2 files (download link at the end of this post) to your project and go to PythonApplication.cpp and find the Process function.

    Add this line after like OnUIUpdate();:

    
    Timeline::GetInstance()->DoEvents();
    
    

     

    You can add functions like (it's an example for the mentioned yang stuff):

    
                auto currentGold = rkPlayer.GetStatus(POINT_GOLD);
                auto goldChange = PointChange.value - currentGold;
                Timeline::GetInstance()->AddFunction(0.5f, 
                    [currentGold, goldChange](float p)
                    {
                        CPythonPlayer& rkPlayer = CPythonPlayer::Instance();
                        rkPlayer.SetStatus(POINT_GOLD, currentGold + (goldChange * p));
                    },
                    [currentGold, goldChange]()
                    {
                        CPythonPlayer& rkPlayer = CPythonPlayer::Instance();
                        rkPlayer.SetStatus(POINT_GOLD, currentGold + goldChange);
                    }
                );
    
    

    Download: https://distraught.hu/download/m2dev/Timeline.rar

     

    Good luck!

     

     

    -----------------------

    Oh and if you can't compile it because the compiler does not find ModernSingleton then here it is:

     

    
    template<typename T>
    struct ModernSingleton
    {
        static T* GetInstance()
        {
            static T _instance;
            return &_instance;
        }
    };
    
    

     

    (just add it to like singleton.h)

    where did you put the POINT_GOLD function ?

  8. if value > 0:
    					count = count+1

    nonsense, remove the if value, just add count = count + 1 bc otherwise, weapons or armors with - bonus like toxicsword or smth like this wont get the tooltip.

     

    and for official like, use this:

     

    			if (count > 4 and count < 7) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):
    				self.AppendTextLine(localeInfo.TOOLTIP_ITEM_BONUS_NEXTADD, self.BONUS_COLOR)

    it only shows when you have already 4 bonus in item, not for first bonus. (for me, i use it only to show for 6 and 7. bonus, not for 5th.) if you want for 5th bonus, edit the count > 4 to count > 3.)

  9. it has an small bug, it can sometimes switch double boni

     

    abae812b6f.png

     

    "Kraft der Dunkelheit" switched 2 times on it (Strenght of darkness, new elementar boni)

     

    you need to fix the ClearAttribute function, its bugged from default on, it lefts the fifth bonus always on the item so you can double them.

    better make a new clearattribute function only for DS

  10. On 6/17/2020 at 4:14 PM, WLsj24 said:

    I did not mean that

     

    
    void CButton::OnMouseOverIn()
    {
    	if (!IsEnable())
    		return;
    
    	Over();
    	PyCallClassMemberFunc(m_poHandler, "ShowToolTip", BuildEmptyTuple());
    #ifdef ENABLE_DETAILS_UI
    	PyCallClassMemberFunc(m_poHandler, "OnMouseOverIn", BuildEmptyTuple());
    #endif
    }
    void CButton::OnMouseOverOut()
    {
    	if (!IsEnable())
    		return;
    
    	SetUp();
    	PyCallClassMemberFunc(m_poHandler, "HideToolTip", BuildEmptyTuple());
    #ifdef ENABLE_DETAILS_UI
    	PyCallClassMemberFunc(m_poHandler, "OnMouseOverOut", BuildEmptyTuple());
    #endif
    }

     

    yeah no, it still shows nothing, more is missing^^

  11. On 6/4/2020 at 2:47 AM, WLsj24 said:

    The tooltip in official pythons is not bug. You just need add the "OnMouseOverIn" and "OnMouseOverOut" in PythonWindow.cpp. Is not neccesary a lot of code for show it.

    nope, this function is on default in pythonwindow, but still bugs! there are more changed needed

     

     

    and btw; still doesnt work.

     

  12. On 3/2/2020 at 11:13 PM, tarata12 said:

    I installed the system correctly, but I found a bug. When I call the horse for item 50053 he does nothing or the horse comes. Even with quest. Before the system the horse worked perfectly.

    I have no mistake I have nothing can someone help me?

     

    Sorry my bad inglish :s

    Yes you have mistake. System works fine, im using it for a month now without any bugs. Horse works fine too.

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