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Posts posted by Zoom
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Have you core in channel folder/db folder or sysser?
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11 hours ago, Ropen said:
Sorry , but do u mean that any pet or mount that I want to hide I will have to put his Vnum in the blockID[] ?
Yes.
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36 minutes ago, Paikei said:
it definitely works, maybe it was your mistake
I added this twice, 0 errors, i edited values and nothing happen. I have mob_scale on some mobs and i have to change height of their name. I saw thread on this forum, someone tryed this solution but for him doesn't work too.
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Try this:
Open PythonMiniMap and search this:
Spoilerfloat fDistanceFromCenter = sqrtf(fDistanceFromCenterX * fDistanceFromCenterX + fDistanceFromCenterY * fDistanceFromCenterY );
if ( fDistanceFromCenter >= m_fMiniMapRadius )
continue;TMarkPosition aMarkPosition;
Then, after this add:
Spoilerint blockID[] = {101, 102};
for (int i = 0; i < _countof(blockID); i++)
{
if (pkInstEach->GetRace() != blockID[i])
return;
}Just insert your ID in array blockID.
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11 minutes ago, Mali61 said:
are you talking about this?:
Something like this, but this didn't work for me.
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Hello, anyone has a solution or idea, how i can manage height of mob name per VNUM?
Best regards.
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On 1/14/2021 at 9:44 PM, dattg1337 said:
@Zoom did you edit correctly applytypes in clientside item_proto ?
Yes, bonuses work perfectly.
On 1/14/2021 at 9:48 PM, Hunger said:Show the python part.
In python i have only new class of UI in uiiinventory and functions for open this gui with button.
Uitooltip:
elif item.ITEM_TYPE_RUNE == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot)
Uiscriptfile and that's all in python part.
Edit: I fixed my problem, thank you both of us for trying help
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9 minutes ago, dattg1337 said:
try this in uitooltip
you can edit the vnum of items
Thanks for this example but i want "repair" my problem. I don't want makes this in this way
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5 hours ago, Hunger said:
AppendAttributeInformation Missing.
I have this in my if.
self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot)
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Hello, i created new type of item and i have a little problem.
I have bonuses on mysql and bonuses are working but i don't see them on description (uitooltip).
I compared code of ITEM_BELT with my new item and i don't see that something is missing.
Somebody know, in which file i can looking for problem/missing part? Best regards.
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Hello, i have a problem with skills on dungeons, like Enchanted Blade or shaman buff skills.
When i use the skills and join to dungeon, skill icon (left-corner) disapears, when i use skills again, icons doesn't shows.
When i finish dungeon, function teleporting me to village and i teleport to m1, skills icons are showing.
When i use skills on city, icons are showing, when i teleporting to city or anyelse map, i have icons, problem is only on dungeon.
Anybody have a solution for this or idea how to fix this, or where i can find some information for this in source?
Best regards.
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Problem fixed, close.
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I have a function from Koray that check if player standing next to water.
bool CHARACTER::IsNearWater() const { if (!GetSectree()) return false; for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { if (IS_SET(GetSectree()->GetAttribute(GetX() + x * 100, GetY() + y * 100), ATTR_WATER)) return true; } } return false; }
I need to use this function in quest, so i maked something like this:
int pc_near_water(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (ch) lua_pushboolean(L, ch->IsNearWater()); return 0; }
That's all i have but when i try fishing nex to water or anywhere i want, i can't.
Anybody can help me?
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Hello, i have a quest function (topic title).
My problem is that, i can't fishing if i next to water, somebody know what's wrong in code?
Function: https://pastebin.com/CQz9SkFt
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I have that what i wanted, close
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Hello.
Is there a function that checks if a player is using emotions?
For example: when player using emotion "dance" he can't use item.
I looking for a function in src game.
Best regards.
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Problem solved, if anybody else will have this problem, just delete all files in OBJDIR folder and recompile again
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Hi, i have problem with compilation.
When i try compile my game, i have this lines:
I deleted my changes in code but this didn't help, somebody have idea what's wrong?
gmake dep and gmake clean didn't help.
Best regard.
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1 hour ago, WeedHex said:
Yee, i like it too, but i don't understand?
Edit: Solved, @Cunoo helped me
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When i change my line of "if" to "if not pc.get_skill_group() == 1 and pc.get_job()== 0 or pc.get_job() == 4 then
i doesn't work, when i change pc.get_skill_group() == 1 to pc.get_skill_group() == 2 (MENTAL) i can use item.
Thanks for quests but in my case i can't use like this:
if bla bla
bla bla
else <---- with else
bla bla
I have to include this "if" to this list:
when xxx.use begin
if pc.get_skill_group() == 0 then
syschat("...")
return
endif table.getn(vnum_list) == 0 then
syschat("...")
return
end
if pc.count_item(50513) == 0 then
syschat("..")
return
end
if not pc.can_warp() then
syschat("..")
return
end----- HERE TO SPEACE FOR IF --
"if" must end with return end
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Hi, i have a problem with "if" in my quest.
This quest looks like:
when xxx.use begin [...] if pc.get_skill_group() != 1 and pc.get_job() != 0 or pc.get_job() != 4 then syschat("["..item.get_name().."]".." you are not a warrior body") return end
Translate: When im not a BODY and WARRIOR MEN or WOMAN, return...
but when i try use item on warrior with skills BODY, i got syschat "you are not a warrior body"
Really i don't know why this doesn't work, this is a simple function, somebody have idea whats wrong?
Best regards.
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PM me on discord: Zoom #8271
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Very good work, keep it up
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Group Bug Stats
in Community Support - Questions & Answers
Posted
I have this too but only with HP.