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SorinSmon

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Posts posted by SorinSmon

  1. 21 hours ago, iFreakTime~.~ said:

    Hmm.. I will test something in my test server and i come with a solution.

    test it because if you use same gaya system like me you will have a problem.. and is a BIG problem can destroy the hole gameplay this little function.

     

    PS: is a high chance to have same system gaya like me.. because i ask a friend and he builds the gameplay with gaya and guesses what.. this friend have the same problem as me and he didn't notice.. test it also for you sir on your server to see if is the same. (OFICIAL WORKS IS: after buying an item to replace with another.. but for me, i like also do not have access to buy another or to remain an empty slot.. one of this all 3 is perfect)

  2. On 1/10/2020 at 9:16 PM, ManiacRobert said:
    
    void CHARACTER::GemShopBuy(BYTE bPos)
    {
    	if (bPos >= GEM_SLOTS_MAX_NUM){
    		ChatPacket(CHAT_TYPE_INFO, LC_TEXT("[Gaya] Slot overflow."));
    		return;
    	}
    	
    	DWORD	dwVnum = CShopManager::instance().GemShopGetVnumById(m_gemItems[bPos].bItemId);
    	BYTE	bCount = CShopManager::instance().GemShopGetCountById(m_gemItems[bPos].bItemId);
    	DWORD	dwPrice = CShopManager::instance().GemShopGetPriceById(m_gemItems[bPos].bItemId);
    	
    	if (GetGem() < (int) dwPrice){
    		ChatPacket(CHAT_TYPE_INFO, LC_TEXT("[Gaya] Nu ai suficient Gaya."));
    		return;
    	}
    	
    	if(m_gemItems[bPos].bSlotStatus == 1){
    		ChatPacket(CHAT_TYPE_INFO, LC_TEXT("[Gaya] Acest slot nu este deblocat."));
    		return;
    	}
    	
    	LPITEM item = AutoGiveItem(dwVnum, bCount);
    	
    	if(item)
    		PointChange(POINT_GEM, -dwPrice, false);
    
    	RefreshGemShopItems();
    }

     

    Hello sir. thanks for trying to help me with this little problem!

     

     

    UPDATE: i test this code and no result.. :(

     

  3. hmm.. i like to see my idea start to have so many different methods of implementation...  Thanks all for doing this! respect.

    Another idea for you guys xD and this can be a little complicated i think :D

    "The storage can now be opened without the password. In addition, it will not close automatically as soon as you run a bit."

  4. Hello, dear community!

    I come here with this problem... and i dont have any idea how to solve it..

    Video:

    .gif

    Hmm, how to explain.. i want after the player x buy the item he chooses.. to disappear the item or appear another... 
    And if you ask why.. is simple they will exploit on this.. they gather 999 gaya and wait for the best item to appear and buy with all gaya money the same item over and over.. and destroy the whole concept of gaya system.. and is sad :(

     

    Any help guys please?

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  5. idk if will solve your problem but i will fix you another bug but try also this so see if have any effect .. what i give you now is only the fix for storage and work the same

    lets start:

    Search in input_main.cpp

    Quote

    if (!pkSafebox || !pkItem) return;

    and bellow add:

    Quote

    if (pkItem->IsEquipped() && pkItem->GetType() == ITEM_WEAPON && ch->GetWear(WEAR_COSTUME_WEAPON)) { if (!ch->UnequipItem(ch->GetWear(WEAR_COSTUME_WEAPON))) return; }

     

     

     

    ALSO for pickaxe and fishrod

    Search in char_item.cpp:

    else if (item->GetValue(3) != pkItem->GetSubType()) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<Weapon System> Arma din inventar si aceasta nu coincid,trebuie sa fie acelasi tip.")); return false; }

     

    and bellow add:

    else if(pkItem->GetType() == ITEM_ROD){ ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<Weapon System> Unditele nu au skin (-_-).")); return false; }else if(pkItem->GetType() == ITEM_PICK){ ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<Weapon System> Tarnacoapele nu au skin (-_-).")); return false; }

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