Jump to content

Dievs

Member
  • Posts

    17
  • Joined

  • Last visited

  • Feedback

    0%

About Dievs

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Dievs's Achievements

Explorer

Explorer (4/16)

  • First Post
  • Collaborator
  • Conversation Starter
  • One Month Later
  • Week One Done

Recent Badges

29

Reputation

  1. Fixed, the error is due to the offline store, there is an error that allows creating ghost objects
  2. Hi, i have a problem that I don't really understand, sometimes rarely my server crashes strangely, debugging with lldb I get this info: Has anyone experienced this error or has any idea what it could be? I haven't found much in previously created threads Thanks
  3. Dievs

    Baguette Set

    @Tatsumaruapparently the set is damaged, I have tried to download it by all means but this error always appears: [Hidden Content] The error occurs when I open it with granny viewer, if I try to place it directly into the game it is not seen. The Shopping Fan has no problems
  4. You must make an invoice of the amount to be charged, you can write to support for a simple invoice template that you can fill out
  5. Thanks to Distraught for posting his code, it works perfect.
  6. Hi. A few weeks ago I was testing the inbuilt animation published by B4RC0D3 in this same forum, it caused me a lot of curiosity and I tried to adapt it for the sash system but I had no luck, I even tried to contact him to ask if he had managed to finish this part and there was no reply. My question is, is it possible to make weapons/sash have this inbuilt animation function and how difficult could it be to adapt it? Maybe a programming professional on this forum would like to give some clue as to how this could be possible. Original topic I mentioned: I appreciate your attention, thanks for reading.
  7. Solved, thanks to VegaS for their help. If anyone ever wants to do something similar, they could use something like this: for (int i = 0; i < 30; ++i) { if (dwEff == i) m_swordRefineEffectRight = EFFECT_REFINED + 110 + (dwEff * 4); } The code is adequate to what I have, so you should change the number 110 and * 4 depending on what you want to do Many thanks to the two people who responded, special thanks to Vegas.
  8. I currently have them like this: EFFECT_SMALLSWORD_EFF1, //dagger, fan, bell EFFECT_SMALLSWORD_EFF1_LEFT, //dagger, fan, bell EFFECT_BOW_EFF1, //bow EFFECT_SWORD_EFF1, // sword, two hand EFFECT_SMALLSWORD_EFF2, //dagger, fan, bell EFFECT_SMALLSWORD_EFF2_LEFT, //dagger, fan, bell EFFECT_BOW_EFF2, //bow EFFECT_SWORD_EFF2, // sword, two hand EFFECT_SMALLSWORD_EFF3, //dagger, fan, bell EFFECT_SMALLSWORD_EFF3_LEFT, //dagger, fan, bell EFFECT_BOW_EFF3, //bow EFFECT_SWORD_EFF3, // sword, two hand EFFECT_SMALLSWORD_EFF4, //dagger, fan, bell EFFECT_SMALLSWORD_EFF4_LEFT, //dagger, fan, bell EFFECT_BOW_EFF4, //bow EFFECT_SWORD_EFF4, // sword, two hand
  9. Thanks for answering. What I am trying to do is replace this: if (dwEff == 1) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF1; else if (dwEff == 2) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF2; else if (dwEff == 3) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF3; else if (dwEff == 4) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF4; else if (dwEff == 5) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF5; else if (dwEff == 6) m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_EFF6; **About 30 or 40 more** for this: for (int i = 0; i < 30; ++i) { if (dwEff == i) { char szEff[256]; sprintf(szEff, "EFFECT_REFINED+EFFECT_SWORD_EFF%d", i); m_swordRefineEffectRight = szEff; } } dwEff is an int value that identifies the value of the effect to give a weapon. I guess I'll have to leave the long code as is, I thought it might be possible to reduce it to a for. Thank you
  10. Hello, I am trying to do the following: for (int i = 0; i < 30; ++i) { if (dwEff== i) { char szEff[256]; sprintf(szEff, "EFFECT_REFINED+EFFECT_SWORD_EFF%d", i); m_swordRefineEffectRight = szEff; } } But when I compile I get the error that it couldn't convert char to uint32_t. How could I make this possible? Thank you
  11. char_battle.cpp search: if (GetDesc() != NULL) { ... } add: if (pkKiller && pkKiller->IsPC()) { if(IsPC()) { if (isDuel || isAgreedPVP) { pkKiller->ResetSkillCoolTimes(); } } No tested.
  12. It's a render target bug, go to EterLib/CRenderTarget.cpp and change RenderBackground Anyway, I advise you to go to the original post and look for some fixes found there
  13. Check that the files are in the correct path D:\ymir work\effect\mehok\eff_4.dds
  14. effect_02.dds no exist
  15. void CInstanceBase::SetSash(DWORD dwSash) OR void CInstanceBase::SetAcce(DWORD dwAcce)
×
×
  • 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.