Jump to content

xTryhard

Premium
  • Posts

    52
  • Joined

  • Last visited

  • Feedback

    0%

Posts posted by xTryhard

  1. 8 minutes ago, blaxis said:

    No I want to lock the slots with "SetCoverButton", not the item. (As in the picture)

    But for some reason it shows the slot where the item is in as locked. I just want to lock slots that are empty except for the item.

    it is the same with empty slots lock it on the server and send a callback to the client to update the slots

    you should have a basic understanding in C++ and the network if you dont you should not touch an inventory anyway you can destroy alot if you moddify only python

  2. 5 minutes ago, blaxis said:

    The screen in the image is the offline shop screen.

    What I want to do is lock all slots if offline store is not in edit mode and item count is 0.

    Can you show me how to do it through the code I gave? The shop screen has 80 slots and the initial value is 0.

    But when I first open the shop, no matter how many conditions I put, the item on the store screen looks like this.

    if you want to lock an item i recommend to do this on the serverside if someone moddify your client he can still move it if you lock it only on the clientside this is really important when you are done with locking you send a packet back to the client and update the locked slot

  3. 2 hours ago, blaxis said:

    Hi. I'm working on a small edit, but I couldn't solve the problem you see.

     

    spacer.png

    No syserr.

     

    My code:

    	def SlotKontrol(self):
    		if IsEditingOfflineShop():
    			return
            
    		getItemID = shop.GetOfflineShopItemID
    
    		for i in xrange(shop.OFFLINE_SHOP_SLOT_COUNT):
    			if (getItemID(i) <= 0): # only empty slot
    				self.itemSlotWindow.SetCoverButton(i, "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga",\
    					"d:/ymir work/ui/game/belt_inventory/slot_disabled.tga",\
    					"d:/ymir work/ui/game/belt_inventory/slot_disabled.tga",\
    					"d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False)
    				self.itemSlotWindow.SetAlwaysRenderCoverButton(i)

     

    i dont know exactly what you want to do but :
    each item has a size of 1 even if they are 2 or 3 or whatever 
    for example lets take the inventory
    you have in a row 5 slots if you want to disable a sword with 2 size on top left corner you have to disable slot 0 and slot 0 +5

    if you have a inventory with 10 slots in a row it would be slot 0 and slot 0 +10 and so on

    for an item with 3 slots it is :
    slot 0
    slot 0 +5
    slot 0 +10

    • Love 1
  4. 3 hours ago, Petrezselyem said:

    Hi. I can't outrun this message, because my client just doesn't want to load an image. What can/what should I do to fix it?
    A re-open of the pic, and hitting ctrl+s to make it newer doesn't helped. That's why I'm asking it.

    The message: 

     

    0305 17:54:24369 :: ui:2815: RuntimeWarning: tp_compare didn't return -1 or -2 for exception

    0305 17:54:24371 :: 
    uiInventory.py(line:295) __LoadWindow
    ui.py(line:2808) LoadScriptFile
    ui.py(line:2998) LoadChildren
    ui.py(line:2998) LoadChildren
    ui.py(line:2815) LoadChildren

    InventoryWindow.LoadWindow.LoadObject - <type 'exceptions.RuntimeError'>:Failed to load image (filename: d:/ymir work/ui/pattern/titlebar_inv_refresh_baseframe.tga)

    0305 17:54:24371 :: ============================================================================================================
    0305 17:54:24371 :: Abort!!!!



    python and C++ is case sensitive

    Spoiler

  5. when you click on a item the client will send a packet to the server and leads you to CHARACTER::UseItemEx for example you have a wolf seal with the VNUM 500

    use in this function (CHARACTER::UseItemEx) a switch statement for each vnum you want to mount

    the code should look like this :

     

    bool CHARACTER::UseItemEx(LPITEM item, TItemPos DestCell)
    {
    	if (item == NULL) return;
    	DWORD ItemID = item->GetVnum();
    
    	switch (ItemID)
    	{
    	case 500: 
    		if(this->IsRiding())
    		{
    			this->MountVnum(0);
    			return true;
    		}
    		else
    		{
    			this->MountVnum(101);
    			return true;
    		}
    		break; 
    	default: break;
    	}

    Note : you have to add your own Logic with Bonus Attributes and so on 

  6. 1 hour ago, epirazvan said:
    C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char.cpp (6 hits)
    	Line 6022: 			LPITEM item = ITEM_MANAGER::instance().CreateItem(pItems->vnum, pItems->count, pItems->id);
    	Line 6119: 			LPITEM item = ITEM_MANAGER::instance().CreateItem(pItems->vnum, pItems->count, pItems->id);
    	Line 8177: 			LPITEM item = ITEM_MANAGER::instance().CreateItem(shop->vnum, shop->count, id, false, -1, true);
    	Line 8358: 			LPITEM item = ITEM_MANAGER::instance().CreateItem(shop->vnum, shop->count, 0, false, -1, true);
    	Line 8958: 			LPITEM pkItem = ITEM_MANAGER::instance().CreateItem(dwItemVnum, 1, 0, false);
    	Line 9668: 	LPITEM item = ITEM_MANAGER::instance().CreateItem(dwVnum, bCount);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_battle.cpp (5 hits)
    	Line 623: 			if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
    	Line 653: 			if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
    	Line 698: 				else if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
    	Line 732: 			if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
    	Line 1682: 				if ((item = ITEM_MANAGER::instance().CreateItem(1, dwGold / iSplitCount)))
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_item.cpp (9 hits)
    	Line 1442: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(result_vnum, 1, 0, false);
    	Line 1686: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(result_vnum, 1, 0, false);
    	Line 1728: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(result_fail_vnum, 1, 0, false);
    	Line 2004: 		LPITEM item2 = ITEM_MANAGER::instance().CreateItem(item->GetVnum(), 1);
    	Line 5468: 										LPITEM item2 = ITEM_MANAGER::instance().CreateItem( item->GetVnum(), 1 );
    	Line 7194: 		pkItemToDrop = ITEM_MANAGER::instance().CreateItem(item->GetVnum(), bCount);
    	Line 7274: 	LPITEM item = ITEM_MANAGER::instance().CreateItem(1, gold);
    	Line 7482: 			LPITEM item2 = ITEM_MANAGER::instance().CreateItem(item->GetVnum(), count);
    	Line 8917: 	LPITEM item = ITEM_MANAGER::instance().CreateItem(dwItemVnum, bCount, 0, true);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_general.cpp (1 hit)
    	Line 1249: 				LPITEM item = ITEM_MANAGER::instance().CreateItem(vnum, count, 0, true);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_gm.cpp (34 hits)
    	Line 535: 	LPITEM item = ITEM_MANAGER::instance().CreateItem(dwVnum, iCount, 0, true);
    	Line 2755: 		LPITEM item = ITEM_MANAGER::instance().CreateItem(70104, 1, 0, true);
    	Line 4373: 			item = ITEM_MANAGER::instance().CreateItem(11699);
    	Line 4376: 			item = ITEM_MANAGER::instance().CreateItem(13049);
    	Line 4379: 			item = ITEM_MANAGER::instance().CreateItem(15189 );
    	Line 4382: 			item = ITEM_MANAGER::instance().CreateItem(189 );
    	Line 4385: 			item = ITEM_MANAGER::instance().CreateItem(12529 );
    	Line 4388: 			item = ITEM_MANAGER::instance().CreateItem(14109 );
    	Line 4391: 			item = ITEM_MANAGER::instance().CreateItem(17209 );
    	Line 4394: 			item = ITEM_MANAGER::instance().CreateItem(16209 );
    	Line 4402: 			item = ITEM_MANAGER::instance().CreateItem(11299);
    	Line 4405: 			item = ITEM_MANAGER::instance().CreateItem(13049);
    	Line 4408: 			item = ITEM_MANAGER::instance().CreateItem(15189 );
    	Line 4411: 			item = ITEM_MANAGER::instance().CreateItem(3159 );
    	Line 4414: 			item = ITEM_MANAGER::instance().CreateItem(12249 );
    	Line 4417: 			item = ITEM_MANAGER::instance().CreateItem(14109 );
    	Line 4420: 			item = ITEM_MANAGER::instance().CreateItem(17109 );
    	Line 4423: 			item = ITEM_MANAGER::instance().CreateItem(16109 );
    	Line 4431: 			item = ITEM_MANAGER::instance().CreateItem(11899);
    	Line 4434: 			item = ITEM_MANAGER::instance().CreateItem(13049);
    	Line 4437: 			item = ITEM_MANAGER::instance().CreateItem(15189 );
    	Line 4440: 			item = ITEM_MANAGER::instance().CreateItem(7159 );
    	Line 4443: 			item = ITEM_MANAGER::instance().CreateItem(12669 );
    	Line 4446: 			item = ITEM_MANAGER::instance().CreateItem(14109 );
    	Line 4449: 			item = ITEM_MANAGER::instance().CreateItem(17209 );
    	Line 4452: 			item = ITEM_MANAGER::instance().CreateItem(16209 );
    	Line 4460: 			item = ITEM_MANAGER::instance().CreateItem(11499);
    	Line 4463: 			item = ITEM_MANAGER::instance().CreateItem(13049);
    	Line 4466: 			item = ITEM_MANAGER::instance().CreateItem(15189 );
    	Line 4469: 			item = ITEM_MANAGER::instance().CreateItem(1139 );
    	Line 4472: 			item = ITEM_MANAGER::instance().CreateItem(12389 );
    	Line 4475: 			item = ITEM_MANAGER::instance().CreateItem(14109 );
    	Line 4478: 			item = ITEM_MANAGER::instance().CreateItem(17189 );
    	Line 4481: 			item = ITEM_MANAGER::instance().CreateItem(16189 );
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cuberenewal.cpp (3 hits)
    	Line 442: 				pItem = ITEM_MANAGER::instance().CreateItem(materialInfo.reward.vnum,(materialInfo.reward.count*count_item));
    	Line 488: 				pItem = ITEM_MANAGER::instance().CreateItem(materialInfo.reward.vnum,(materialInfo.reward.count*total_items_give));
    	Line 547: 			LPITEM item = ITEM_MANAGER::instance().CreateItem(materialInfo.reward.vnum, materialInfo.reward.count);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\DragonSoul.cpp (5 hits)
    	Line 374: 		LPITEM pDH = ITEM_MANAGER::instance().CreateItem(DRAGON_HEART_VNUM);
    	Line 617: 	LPITEM pResultItem = ITEM_MANAGER::instance().CreateItem(MakeDragonSoulVnum(ds_type, (BYTE)result_grade, 0, 0));
    	Line 771: 	LPITEM pResultItem = ITEM_MANAGER::instance().CreateItem(MakeDragonSoulVnum(ds_type, grade_idx, (BYTE)result_step, 0));
    	Line 953: 		pResult = ITEM_MANAGER::instance().CreateItem(MakeDragonSoulVnum(bType, bGrade, bStep, bStrength + 1));
    	Line 978: 			pResult = ITEM_MANAGER::instance().CreateItem(MakeDragonSoulVnum(bType, bGrade, bStep, bStrength - 1));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_game.cpp (5 hits)
    	Line 111: 		LPITEM item = ITEM_MANAGER::instance().CreateItem(item_vnum, count);
    	Line 137: 			item = ITEM_MANAGER::instance().CreateItem((DWORD) lua_tonumber(L, 1));
    	Line 141: 			item = ITEM_MANAGER::instance().CreateItem((DWORD) lua_tonumber(L, 1), (int) lua_tonumber(L, 2));
    	Line 184: 			item = ITEM_MANAGER::instance().CreateItem((DWORD) lua_tonumber(L, 1));
    	Line 188: 			item = ITEM_MANAGER::instance().CreateItem((DWORD) lua_tonumber(L, 1), (int) lua_tonumber(L, 2));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_item.cpp (1 hit)
    	Line 408: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(vnum, 1, 0, false);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_pc.cpp (3 hits)
    	Line 1645: 			LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(item->GetRefinedVnum(), 1, 0, false);
    	Line 2769: 		LPITEM item = ITEM_MANAGER::instance().CreateItem( MobInfo->m_table.dwPolymorphItemVnum );
    	Line 3073: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(m_vnum, 1, 0, false);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\shop.cpp (3 hits)
    	Line 280: 		item = ITEM_MANAGER::instance().CreateItem(r_item.vnum, r_item.count);
    	Line 346: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(r_item.vnum, r_item.count);
    	Line 723: 		item = ITEM_MANAGER::instance().CreateItem(r_item.vnum, r_item.count);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\shopEx.cpp (1 hit)
    	Line 178: 	item = ITEM_MANAGER::instance().CreateItem(r_item.vnum, r_item.count);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\fishing.cpp (2 hits)
    	Line 908: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(rod->GetRefinedVnum(), 1);
    	Line 938: 		LPITEM pkNewItem = ITEM_MANAGER::instance().CreateItem(rod->GetValue(4), 1);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\input_db.cpp (1 hit)
    	Line 1663: 		LPITEM item = ITEM_MANAGER::instance().CreateItem(p->vnum, p->count, p->id);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\mining.cpp (3 hits)
    	Line 133: 		LPITEM item = ITEM_MANAGER::instance().CreateItem(dwRawOreVnum, GetFractionCount());
    	Line 263: 			LPITEM pkNewPick = ITEM_MANAGER::instance().CreateItem(rkOldPick.GetRefinedVnum(), 1);
    	Line 289: 			LPITEM pkNewPick = ITEM_MANAGER::instance().CreateItem(rkOldPick.GetValue(4), 1);

    ADDTOGROUP

      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_battle.cpp (9 hits)
    	Line 628: 				item->AddToGround(GetMapIndex(), pos);
    	Line 658: 				item->AddToGround(GetMapIndex(), pos);
    	Line 703: 					item->AddToGround(GetMapIndex(), pos);
    	Line 743: 				item->AddToGround(GetMapIndex(), pos);
    	Line 838: 			item->AddToGround(GetMapIndex(), pos);
    	Line 893: 					item->AddToGround(GetMapIndex(), pos);
    	Line 921: 					item->AddToGround(GetMapIndex(), pos);
    	Line 1125: 			item->AddToGround(GetMapIndex(), pos);
    	Line 1693: 					item->AddToGround(GetMapIndex(), pos);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_item.cpp (4 hits)
    	Line 7206: 	if (pkItemToDrop->AddToGround(GetMapIndex(), pxPos))
    	Line 7280: 		if (item->AddToGround(GetMapIndex(), pos))
    	Line 8850: 		item->AddToGround (GetMapIndex(), GetXYZ());
    	Line 9012: 		item->AddToGround(GetMapIndex(), GetXYZ());
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_game.cpp (3 hits)
    	Line 123: 		item->AddToGround(ch->GetMapIndex(), pos);
    	Line 171: 		item->AddToGround(ch->GetMapIndex(), pos);
    	Line 225: 		item->AddToGround(ch->GetMapIndex(), pos);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_pc.cpp (1 hit)
    	Line 3107: 					pkNewItem->AddToGround(ch->GetMapIndex(), pos);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\input_db.cpp (1 hit)
    	Line 1743: 			item->AddToGround(ch->GetMapIndex(), coord);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\item.cpp (1 hit)
    	Line 516: bool CItem::AddToGround(long lMapIndex, const PIXEL_POSITION & pos, bool skipOwnerCheck)
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\item.h (1 hit)
    	Line 102: 		bool		AddToGround(long lMapIndex, const PIXEL_POSITION & pos, bool skipOwnerCheck = false);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\mining.cpp (1 hit)
    	Line 145: 		item->AddToGround(ch->GetMapIndex(), pos);

    AUTOGIVEITEM

      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\wedding.cpp (2 hits)
    	Line 93: 			//ch->AutoGiveItem(27003, 5);
    	Line 94: 			ch->AutoGiveItem(27002, 5);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\battle_pass.cpp (2 hits)
    	Line 513: 					pkChar->AutoGiveItem(missionInfo[i].aRewardList[j].dwVnum, missionInfo[i].aRewardList[j].bCount);
    	Line 602: 		pkChar->AutoGiveItem(rewardInfo[i].dwVnum, rewardInfo[i].bCount);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char.cpp (2 hits)
    	Line 6348: 	LPITEM item = AutoGiveItem(50300);
    	Line 10162: 		AutoGiveItem(dwRewardVnum);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char.h (2 hits)
    	Line 1245: 		LPITEM			AutoGiveItem(DWORD dwItemVnum, BYTE bCount=1, int iRarePct = -1, bool bMsg = true);
    	Line 1246: 		void			AutoGiveItem(LPITEM item, bool longOwnerShip = false);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_cards.cpp (3 hits)
    	Line 325: 		AutoGiveItem(71194); //Golden box
    	Line 327: 		AutoGiveItem(71195); //Silver box
    	Line 329: 		AutoGiveItem(71196); //Bronze box
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_item.cpp (14 hits)
    	Line 1927: 					AutoGiveItem(socket);
    	Line 3249: 										AutoGiveItem(bi[i].vnum, bi[i].count);
    	Line 3421: 														AutoGiveItem(info[i].dwVnum, info[i].count);
    	Line 3467: 										AutoGiveItem(27002);
    	Line 3583: 										AutoGiveItem(27990);
    	Line 3601: 											AutoGiveItem(27992);
    	Line 3606: 											AutoGiveItem(27993);
    	Line 3611: 											AutoGiveItem(27994);
    	Line 4980: 									LPITEM pItemReward = AutoGiveItem(socket.top());
    	Line 6483: 						AutoGiveItem(number(28000, 28013));
    	Line 6552: 							AutoGiveItem(item->GetValue(0));
    	Line 8781: void CHARACTER::AutoGiveItem(LPITEM item, bool longOwnerShip)
    	Line 8869: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, BYTE bCount, int iRarePct, bool bMsg)
    	Line 9455: 					item_get = AutoGiveItem(dwVnum, dwCount, iRarePct);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_general.cpp (3 hits)
    	Line 3912: 		ch->AutoGiveItem(RewardChests[Number], 1);
    	Line 4289: 	ch->AutoGiveItem(ch->MysteryBoxPrizeVnum, ch->MysteryBoxPrizeCount);
    	Line 4413: 	ch->AutoGiveItem(rewardVnum, rewardCount);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_gm.cpp (2 hits)
    	Line 2184: 	LPITEM item = ch->AutoGiveItem(50300);
    	Line 2929: 		LPITEM item = ch->AutoGiveItem(dwVnum);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\db.cpp (1 hit)
    	Line 993: 						LPITEM pkItem = ch->AutoGiveItem(pdw[0], pdw[1]);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\DragonSoul.cpp (6 hits)
    	Line 390: 		ch->AutoGiveItem(pDH, true);
    	Line 491: 				LPITEM pByProduct = ch->AutoGiveItem(dwByProduct, true);
    	Line 644: 	ch->AutoGiveItem(pResultItem, true);
    	Line 797: 	ch->AutoGiveItem(pResultItem, true);
    	Line 971: 		ch->AutoGiveItem(pResult, true);
    	Line 998: 			ch->AutoGiveItem(pResult, true);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\polymorph.cpp (1 hit)
    	Line 131: 	LPITEM pItem = pChar->AutoGiveItem(POLYMORPH_BOOK_ID, 1);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_pc.cpp (4 hits)
    	Line 565: 		LPITEM item = ch->AutoGiveItem(dwVnum, icount);
    	Line 616: 		LPITEM item = ch->AutoGiveItem(dwVnum, icount);
    	Line 671: 		LPITEM item = ch->AutoGiveItem(dwVnum, icount);
    	Line 3414: 		LPITEM item = ch->AutoGiveItem(50300);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questpc.cpp (1 hit)
    	Line 651: 					ch->AutoGiveItem(it->value1, it->value2);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\fishing.cpp (10 hits)
    	Line 641: 								ch->AutoGiveItem(ITEM_FISH_EVENT_BOX_SPECIAL, 1, -1, false);
    	Line 643: 								ch->AutoGiveItem(ITEM_FISH_EVENT_BOX, 5, -1, false);
    	Line 647: 							ch->AutoGiveItem(ITEM_FISH_EVENT_BOX, 5, -1, false);
    	Line 658: 					LPITEM item = ch->AutoGiveItem(item_vnum, 1, -1, false);
    	Line 799: 		ch->AutoGiveItem(fish_info[idx].dead_vnum);
    	Line 804: 		ch->AutoGiveItem(FISH_BONE_VNUM);
    	Line 822: 				ch->AutoGiveItem(SHELLFISH_VNUM);
    	Line 827: 				ch->AutoGiveItem(EARTHWORM_VNUM);
    	Line 831: 				ch->AutoGiveItem(fish_info[idx].used_table[u_index]);
    	Line 870: 	ch->AutoGiveItem(fish_info[idx].grill_vnum, count);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\item_manager.cpp (2 hits)
    	Line 1707: 		pkKiller->AutoGiveItem (xmas_sock, 1);
    	Line 1713: 		pkKiller->AutoGiveItem (xmas_sock, 1);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\mining.cpp (1 hit)
    	Line 451: 			ch->AutoGiveItem(dwRefinedVnum, 1);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\Mystery_Box.cpp (1 hit)
    	Line 41: 		// item_get = ch->AutoGiveItem(dwVnum, dwCount);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\OXEvent.cpp (1 hit)
    	Line 427: 			pkChar->AutoGiveItem(dwItemVnum, count);

    ADDTOCARACTER

      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char.cpp (8 hits)
    	Line 8202: 				item->AddToCharacter(this, shop->pos);
    	Line 8381: 				item->AddToCharacter(this, shop->pos);
    	Line 8978: 			pkItem->AddToCharacter(this, TItemPos(INVENTORY, wCell));
    	Line 9704: 			item->AddToCharacter(this, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 9707: 			item->AddToCharacter(this, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 9709: 			item->AddToCharacter(this, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 9711: 			item->AddToCharacter(this, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 9714: 			item->AddToCharacter(this, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\char_item.cpp (31 hits)
    	Line 1468: 			pkNewItem->AddToCharacter(this, TItemPos(INVENTORY, bCell));
    	Line 1712: 			pkNewItem->AddToCharacter(this, TItemPos(INVENTORY, bCell));
    	Line 1754: 			pkNewItem->AddToCharacter(this, TItemPos(INVENTORY, bCell));
    	Line 2010: 			item2->AddToCharacter(this, TItemPos(INVENTORY, pos));
    	Line 5469: 										item2->AddToCharacter(this, TItemPos(INVENTORY, pos));
    	Line 7487: 			item2->AddToCharacter(this, DestCell);
    	Line 7906: 					item->AddToCharacter(this, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyCell));
    	Line 7909: 					item->AddToCharacter(this, TItemPos(UPGRADE_INVENTORY, iEmptyCell));
    	Line 7911: 					item->AddToCharacter(this, TItemPos(BOOK_INVENTORY, iEmptyCell));
    	Line 7913: 					item->AddToCharacter(this, TItemPos(STONE_INVENTORY, iEmptyCell));
    	Line 7916: 					item->AddToCharacter(this, TItemPos(INVENTORY, iEmptyCell));
    	Line 8035: 				item->AddToCharacter(owner, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyCell));
    	Line 8038: 				item->AddToCharacter(owner, TItemPos(UPGRADE_INVENTORY, iEmptyCell));
    	Line 8040: 				item->AddToCharacter(owner, TItemPos(BOOK_INVENTORY, iEmptyCell));
    	Line 8042: 				item->AddToCharacter(owner, TItemPos(STONE_INVENTORY, iEmptyCell));
    	Line 8045: 				item->AddToCharacter(owner, TItemPos(INVENTORY, iEmptyCell));
    	Line 8165: 			item2->AddToCharacter(this, TItemPos(INVENTORY, bInvenCell));
    	Line 8177: 		item1->AddToCharacter(this, TItemPos(INVENTORY, bCell2));
    	Line 8178: 		item2->AddToCharacter(this, TItemPos(INVENTORY, bCell1));
    	Line 8210: 		item->AddToCharacter(this, TItemPos(DRAGON_SOUL_INVENTORY, pos));
    	Line 8213: 		item->AddToCharacter(this, TItemPos(INVENTORY, pos));
    	Line 8821: 			item->AddToCharacter(this, TItemPos(DRAGON_SOUL_INVENTORY, cell));
    	Line 8824: 			item->AddToCharacter(this, TItemPos(UPGRADE_INVENTORY, cell));
    	Line 8826: 			item->AddToCharacter(this, TItemPos(BOOK_INVENTORY, cell));
    	Line 8828: 			item->AddToCharacter(this, TItemPos(STONE_INVENTORY, cell));
    	Line 8831: 			item->AddToCharacter(this, TItemPos(INVENTORY, cell));
    	Line 8984: 			item->AddToCharacter(this, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyCell));
    	Line 8987: 			item->AddToCharacter(this, TItemPos(UPGRADE_INVENTORY, iEmptyCell));
    	Line 8989: 			item->AddToCharacter(this, TItemPos(BOOK_INVENTORY, iEmptyCell));
    	Line 8991: 			item->AddToCharacter(this, TItemPos(STONE_INVENTORY, iEmptyCell));
    	Line 8994: 			item->AddToCharacter(this, TItemPos(INVENTORY, iEmptyCell));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_general.cpp (2 hits)
    	Line 1265: 							item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 1289: 							item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cmd_gm.cpp (6 hits)
    	Line 545: 				item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 566: 				item->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 581: 				item->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 596: 				item->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 612: 				item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
    	Line 2763: 				item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\cuberenewal.cpp (5 hits)
    	Line 492: 					pItem->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 499: 					pItem->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 504: 					pItem->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 509: 					pItem->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 514: 					pItem->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\DragonSoul.cpp (2 hits)
    	Line 443: 			pItem->AddToCharacter(ch, DestCell);
    	Line 473: 			pItem->AddToCharacter(ch, DestCell);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_item.cpp (1 hit)
    	Line 419: 			pkNewItem->AddToCharacter(pChar, TItemPos(INVENTORY, bCell));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\questlua_pc.cpp (3 hits)
    	Line 1669: 				// some tuits need here -_- pkNewItem->AddToCharacter(this, bCell);
    	Line 2790: 		item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyCell));
    	Line 3096: 					pkNewItem->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyCell));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\shop.cpp (20 hits)
    	Line 358: 				pkNewItem->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 361: 				pkNewItem->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 363: 				pkNewItem->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 365: 				pkNewItem->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 368: 				pkNewItem->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
    	Line 422: 			item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 425: 			item->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 427: 			item->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 429: 			item->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 432: 			item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
    	Line 796: 			item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 799: 			item->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 801: 			item->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 803: 			item->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 806: 			item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
    	Line 831: 			item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 834: 			item->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 836: 			item->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 838: 			item->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 879: 				item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\shopEx.cpp (5 hits)
    	Line 226: 		item->AddToCharacter(ch, TItemPos(DRAGON_SOUL_INVENTORY, iEmptyPos));
    	Line 229: 		item->AddToCharacter(ch, TItemPos(UPGRADE_INVENTORY, iEmptyPos));
    	Line 231: 		item->AddToCharacter(ch, TItemPos(BOOK_INVENTORY, iEmptyPos));
    	Line 233: 		item->AddToCharacter(ch, TItemPos(STONE_INVENTORY, iEmptyPos));
    	Line 236: 		item->AddToCharacter(ch, TItemPos(INVENTORY, iEmptyPos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\exchange.cpp (5 hits)
    	Line 564: 			item->AddToCharacter(victim, TItemPos(DRAGON_SOUL_INVENTORY, empty_pos));
    	Line 567: 			item->AddToCharacter(victim, TItemPos(UPGRADE_INVENTORY, empty_pos));
    	Line 569: 			item->AddToCharacter(victim, TItemPos(BOOK_INVENTORY, empty_pos));
    	Line 571: 			item->AddToCharacter(victim, TItemPos(STONE_INVENTORY, empty_pos));
    	Line 574: 			item->AddToCharacter(victim, TItemPos(INVENTORY, empty_pos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\fishing.cpp (2 hits)
    	Line 915: 			pkNewItem->AddToCharacter(ch, TItemPos (INVENTORY, bCell));
    	Line 944: 			pkNewItem->AddToCharacter(ch, TItemPos(INVENTORY, bCell));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\input_db.cpp (3 hits)
    	Line 1699: 					item->AddToCharacter(ch, TItemPos(p->window, p->pos));
    	Line 1704: 				item->AddToCharacter(ch, TItemPos(p->window, p->pos));
    	Line 1748: 			item->AddToCharacter(ch, TItemPos(INVENTORY, pos));
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\input_main.cpp (5 hits)
    	Line 2224: 		pkItem->AddToCharacter(ch, DestPos);
    	Line 2247: 		pkItem->AddToCharacter(ch, DestPos);
    	Line 2269: 		pkItem->AddToCharacter(ch, DestPos);
    	Line 2291: 		pkItem->AddToCharacter(ch, DestPos);
    	Line 2317: 		pkItem->AddToCharacter(ch, p->ItemPos);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\item.cpp (5 hits)
    	Line 410: bool CItem::AddToCharacter(LPCHARACTER ch, TItemPos Cell)
    	Line 421: 			sys_err("CItem::AddToCharacter: cell overflow: %s to %s cell %d", m_pProto->szName, ch->GetName(), m_wCell);
    	Line 429: 			sys_err("CItem::AddToCharacter: cell overflow: %s to %s cell %d", m_pProto->szName, ch->GetName(), m_wCell);
    	Line 439: 			sys_err("CItem::AddToCharacter:switchbot cell overflow: %s to %s cell %d", m_pProto->szName, ch->GetName(), m_wCell);
    	Line 450: 			sys_err("CItem::AddToCharacter: cell overflow: %s to %s cell %d", m_pProto->szName, ch->GetName(), m_wCell);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\item.h (1 hit)
    	Line 98: 		bool		AddToCharacter(LPCHARACTER ch, TItemPos Cell);
      C:\Users\danyf\Desktop\Serverfiles Project v11.3\source_pvm\Server\game\src\mining.cpp (2 hits)
    	Line 268: 				pkNewPick->AddToCharacter(ch, TItemPos(INVENTORY, bCell));
    	Line 295: 				pkNewPick->AddToCharacter(ch, TItemPos(INVENTORY, bCell));

    I try to find them here,but i don't know where.It's the first time when i can't find the drop in the code.

    you have to find the Event when the drop happens look inside the Event for the functions which I told you 

  7. 4 hours ago, epirazvan said:

    It's work that code with 0 , but i have another problem. I have the same problem with mobs , they don't have drop when you check but they drop add bonus and switch bonus . Where can i find that drop ?

    search for :

    ITEM_MANAGER::instance().CreateItem
    AddToGround
    AutoGiveItem
    AddToCharacter


     

  8. 4 hours ago, Debloat said:

    what I don't understand is the code that crashes the client is exactly the same in other files. I'm really lost 

    the debugger dont show you in every case the position where it is crashing i mean he shows you but it is not always the position where the problem is 
    you have to look into where the crash will happen in this case you have to look first into python what will happen if you press the "relog" button this will lead you into the client source and you have to debug from there every step 

    i believe if you press the button you send a CMD command to the server maybe a Packet is wrong when the server answers you

  9. 5 hours ago, Debloat said:

    Seems like the memory leak is in the same place, but notice that this is only the top of the call stack, there are many things in the Call Stack that I don't understand well.

    b5c0cd09262afa9f4495f5cd7476469c.png

    you are using 477MB Memory right now shown on your screenshot that means you are not out of memory even if there is a leak you still have memory and this is not the reason why your client close when you relog 

    • Good 1
  10. 52 minutes ago, spectrum said:

    i have problem when i moved player the offline shop name does not remain fixed by the shop

    https://metin2.download/picture/O2lVsQhATjKeEZhZ31oK5wUDj0z1k9mJ/.png

    is there a solution please?

    i dont know exactly what you mean with "moved player" when you relog you have to load the shop string again and update the python window

  11. 9 hours ago, mamiyt78 said:

    Hi Sir,
    I want to remove the maximum damage limit so players can do millions of damage, how can I do that?

    you have to increase the datatypes to 32 bit in server source client source and database if you use DWORD you can have 4294967295 max. its a unsigned int if it is not enough use 64bit

     

    Note :

    if you use a unsigned datatype and you go over the max. value the value will be 0
    if you use a signed datatype and you go over the max value the value will be - 

  12. 1 minute ago, TonisBoss said:

    Sorry for bothering, but could this reset the reward and give the quest again? I want to "delete" the collect_quest_lv92 & collect_quest_lv94 from all players because many of them did the bug. For a new start.

    yes this will reset the quest again if you do it like this if you want to "delete" the quest after complete the task just use something like this
     

    	set_state(end)
    
    state end begin
    end

     

  13. 8 minutes ago, TonisBoss said:

    no you can do it like this

     

    quest test begin
    	state start begin
    		when login with pc.get_quest_flag("Test") ==0 begin
    		
    		end
    	end
    end

    when you complete the task you set the quest flag "Test" to 1 and you can reset it in the database

  14. On 2/4/2022 at 5:45 PM, Cryptex said:

    i have this bug after instaling this system by mali 

    https://github.com/blackdragonx61/Metin2-Extended-Safebox

    everythink is oke, no errors

    spacer.png

    you have to check the size from the item if it takes more than 1 slot you can not put it to the slot from 39 to 44

  15. Just now, TonisBoss said:

    Isn't this set the state to complete the task? 

    					set_state( check_reset_able )

     

    quest collect_quest_reset begin
    	state start begin
    		when login with pc.level >= 92 begin
    		if get_quest_state("collect_quest_lv92") == 557528158 or
    			get_quest_state("collect_quest_lv94") == 557528158 then
    			set_state(check_reset_able)
    		end
    	end
    	state check_reset_able begin
    		when 20091.chat."92LVL RESET" with pc.count_item(30318) > 0 and get_quest_state("task_done") == 1 begin
    			if pc.count_item(30318) > 0 then
    				affect.remove_collect(1, 1000)
    				affect.remove_collect(apply.DEF_GRADE_BONUS, 120)
    				affect.remove_collect(apply.ATT_GRADE_BONUS, 51)
    				local s = select(gameforge.collect_quest_lv92._220_1_select, gameforge.collect_quest_lv92._220_2_select, gameforge.collect_quest_lv92._220_3_select)
    				if 1 == s then
    					affect.add_collect(1, 1000, 60 * 60 * 24 * 365 * 60) --hp index == 1, hp + 1000
    					pc.setqf("reward", 1)
    				elseif 2 == s then
    					affect.add_collect(apply.DEF_GRADE_BONUS, 120, 60 * 60 * 24 * 365 * 60)
    					pc.setqf("reward", 2)
    				elseif 3 == s then
    					affect.add_collect(apply.ATT_GRADE_BONUS, 51, 60 * 60 * 24 * 365 * 60)
    					pc.setqf("reward", 3)
    					pc.remove_item(30318, 1)
    					set_state(check_reset_able)
    					return
    					else
    					return
    				end
    			end
    		end
    	end
    end
    when 20091.chat."94LVL RESET" with pc.count_item(30318) > 0 and get_quest_state("task_done") == 1 begin
    	if pc.count_item(30318) > 0 then
    		affect.remove_collect(1, 1100)
    		affect.remove_collect(apply.DEF_GRADE_BONUS, 140)
    		affect.remove_collect(apply.ATT_GRADE_BONUS, 60)
    		local s = select(gameforge.collect_quest_lv94._230_1_select, gameforge.collect_quest_lv94._230_2_select,  gameforge.collect_quest_lv94._230_3_select)
    		if 1 == s then
    			affect.add_collect(1, 1100, 60 * 60 * 24 * 365 * 60) --hp apply index == 1
    			pc.setqf("reward", 1)
    		elseif 2 == s then
    			affect.add_collect(apply.DEF_GRADE_BONUS, 140, 60 * 60 * 24 * 365 * 60)
    			pc.setqf("reward", 2)
    		elseif 3 == s then
    			affect.add_collect(apply.ATT_GRADE_BONUS, 60, 60 * 60 * 24 * 365 * 60)
    			pc.setqf("reward", 3)
    			pc.remove_item(30318, 1)
    			set_state(check_reset_able)
    			return
    			else
    			return
    		end
    	end
    end

    try this after the task is done you have to set the questflag "task_done" to 1

  16. 6 minutes ago, TonisBoss said:

    No, I want it for multiple times,but i want it to do,when the 92 or 94 quest ends. 

    so use a questflag and ask if the quest is done if it is you can reset if not you cant

    why do you convert the questflag to a string? questflags are Integer you dont have to convert it

  17. 8 hours ago, TonisBoss said:

    I have problem with Seon. I've made a quest for resetting the bonus, but you could reset before even you get the quest and at the 94 lvl you could get double bonus. Also how could I reset them from Navicat -> Quest table.
    Reset quest :
     

    quest collect_quest_reset begin
    	state start begin
    		when login with pc.level >= 92 begin
    			if tostring(get_quest_state("collect_quest_lv92")) == "557528158" or
    				tostring(get_quest_state("collect_quest_lv94")) == "557528158" then 
    				set_state( check_reset_able )
    			end
    		end
    	end
    	
    	state check_reset_able begin
    			when 20091.chat."92LVL RESET" with pc.count_item(30318) > 0  begin
    			if pc.count_item(30318) > 0 then 
    				affect.remove_collect(1, 1000)
    				affect.remove_collect(apply.DEF_GRADE_BONUS, 120)
    				affect.remove_collect(apply.ATT_GRADE_BONUS, 51)
    					local s = select(gameforge.collect_quest_lv92._220_1_select, gameforge.collect_quest_lv92._220_2_select, gameforge.collect_quest_lv92._220_3_select)
    					if 1 == s then
    						affect.add_collect(1,1000,60*60*24*365*60) -- hp index == 1, hp +1000
    						pc.setqf("reward", 1)
    					elseif 2 == s then
    						affect.add_collect(apply.DEF_GRADE_BONUS, 120, 60*60*24*365*60)
    						pc.setqf("reward", 2)
    					elseif 3 == s then 
    						affect.add_collect(apply.ATT_GRADE_BONUS, 51, 60*60*24*365*60)
    						pc.setqf("reward", 3)
    					pc.remove_item(30318, 1)
    					set_state( check_reset_able )
    				return
    				else
    				return
    				end
    			end
    		end
    		when 20091.chat."94LVL RESET" with pc.count_item(30318) > 0  begin
    			if pc.count_item(30318) > 0 then 
    				affect.remove_collect(1, 1100)
    				affect.remove_collect(apply.DEF_GRADE_BONUS, 140)
    				affect.remove_collect(apply.ATT_GRADE_BONUS, 60)
    				local s = select(gameforge.collect_quest_lv94._230_1_select, gameforge.collect_quest_lv94._230_2_select, gameforge.collect_quest_lv94._230_3_select)
    				if 1 == s then
    					affect.add_collect(1, 1100, 60*60*24*365*60) -- hp apply index == 1
    					pc.setqf("reward", 1)
    				elseif 2 == s then
    					affect.add_collect(apply.DEF_GRADE_BONUS, 140, 60*60*24*365*60) 
    					pc.setqf("reward", 2)
    				elseif 3 == s then 
    					affect.add_collect(apply.ATT_GRADE_BONUS, 60, 60*60*24*365*60) 
    					pc.setqf("reward", 3)
    					pc.remove_item(30318, 1)
    					set_state( check_reset_able )
    				return
    				else
    				return
    				end
    			end
    		end
    	end
    end

    Thanks in advance.

    when 20091.chat."92LVL RESET" with pc.count_item(30318) > 0 and pc.get_level() >= 92 begin

×
×
  • 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.