Dievs
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Fixed, the error is due to the offline store, there is an error that allows creating ghost objects
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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
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@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
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E-payouts method payment
Dievs replied to monsterd2w4's topic in Community Support - Questions & Answers
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 -
Inbuilt animation on weapons/sashs
Dievs replied to Dievs's topic in Community Support - Questions & Answers
Thanks to Distraught for posting his code, it works perfect. -
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.
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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.
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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
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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
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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
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char_battle.cpp search: if (GetDesc() != NULL) { ... } add: if (pkKiller && pkKiller->IsPC()) { if(IsPC()) { if (isDuel || isAgreedPVP) { pkKiller->ResetSkillCoolTimes(); } } No tested.
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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
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Check that the files are in the correct path D:\ymir work\effect\mehok\eff_4.dds
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effect_02.dds no exist
- 21 replies
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void CInstanceBase::SetSash(DWORD dwSash) OR void CInstanceBase::SetAcce(DWORD dwAcce)
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