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Lupetto

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Everything posted by Lupetto

  1. I have the problem explained with your code and i fixed it using this : void CQuestManager::Dead(unsigned int pc, unsigned int npc) { PC * pPC; sys_log(0, "CQuestManager::OnDead QUEST_DEAD_EVENT (pc=%d, npc=%d)", pc, npc); if (pPC = GetPC(pc)) { if (!CheckQuestLoaded(pPC)) return; if(npc > 0) m_mapNPC[npc].OnDead(*pPC); if (m_mapNPC[QUEST_NO_NPC].OnDead(*pPC)) return; } else sys_err("QUEST: no such pc id : %d", pc); } Anyway i really thank you for your reply on a my request and now i have learned something new Thank 's you again, Lup.
  2. I Think this is not correct, the quest name is "dead" but you use the kill event.. All writed by Zonni is working good, but there is a bug, that the event "dead" is called two times, maybe is the same bug as "kill" counted twiche, i'll investigate on it and let you know
  3. Thanks for you help Zonni, i have just a little problem: The event is triggeret 2 times, i try to explain better: when dead begin syschat("You are death.") end I will get the text "You are death" 2 times. Any ideas about? In the code you give to me i dont understand this part : m_mapNPC[npc].OnDead(*pPC); if (m_mapNPC[QUEST_NO_NPC].OnDead(*pPC)) return;
  4. already exist a functions called pc.is_death, i have to check it every X seconds with a timer.. I Think working on game source we can make a better solution that trigger "death" event automatically so in quest we can use when die begin -- Some stuff End
  5. when kill begin is triggered when you kill another player. I need to handle my character death
  6. Is there a way to make a function to do this in quests? when (player_die) begin -- Stuff to do when player_die event is triggered end lot of people say me to use a timer and to check pc.is_death, but i think this is not a correct solution.. Hope someone can help me Thanks, Lup.
  7. M2 Download Center Download Here ( Internal ) Hello, i think that will be nice to know how much slot add every belt. So i have investigated a little bit about that and i have done a mod. You need to change just uitooltip.py in the root. Search WARP_SCROLLS = [22011, 22000, 22010] And add this after: extra_slot = [0,1,2,4,6,9,12,16] Now search elif item.ITEM_TYPE_BELT == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_BELT_MATERIAL_VNUM(itemVnum)) And replace with elif item.ITEM_TYPE_BELT == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) self.AppendTextLine("Extra slots : %s " % extra_slot[item.GetValue(0)], self.SPECIAL_POSITIVE_COLOR) self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_BELT_MATERIAL_VNUM(itemVnum)) As you can see, just a textline has added. self.AppendTextLine("Extra slots : %s " % extra_slot[item.GetValue(0)], self.SPECIAL_POSITIVE_COLOR) Here you can change the text, and the color (self.SPECIAL_POSITIVE_COLOR) Hope that will be nice for you, Lup.
  8. Hello, Sorry for the bad title of the topic but i dont know how to explain in a single row. I'm working on the game source, and i can compile it whitout any errors. After i have edited something in char.cpp, it look like had lost the original encoding. Here is the result ingame: Some strings are in korean (All from char.cpp) and will display in korean cause in locale_string.txt there arent korean strings. Other strings, from other files (not char.cpp) will display correctly. Here is how i see char.cpp strings in my editor: They look in the right charset encoding ( I take just a part of strings, but they are same of locale_string.txt) When i compile the game and run the server, i get the result of the first screen. What do you think can be the problem? Thanks in advance, Lup.
  9. Total agree with you. About the topic, you can try to search on this forum or google it. There are some public releases, but i'm not sure if they have backdoor or security fix. You can ever build your own or ask to someone if you want to buy it.
  10. Hello, i'm doing an item-shop script. Usually i give items to players directly in "item" tab, but i have noticed there is an "item_award" table. Someone know what is the use of this table? Thanks in advance, Lup.
  11. Here is the Attack Speed check: input_main.cpp if (CheckSpeedHack) { int iDelta = (int) (pinfo->dwTime - ch->GetDesc()->GetClientTime()); int iServerDelta = (int) (dwCurTime - ch->GetDesc()->GetClientTime()); iDelta = (int) (dwCurTime - pinfo->dwTime); // ½Ã°£ÀÌ ´Ê°Ô°£´Ù. ÀÏ´Ü ·Î±×¸¸ ÇصдÙ. ÁøÂ¥ ÀÌ·± »ç¶÷µéÀÌ ¸¹ÀºÁö üũÇؾßÇÔ. TODO if (iDelta >= 30000) { sys_log(0, "SPEEDHACK: slow timer name %s delta %d", ch->GetName(), iDelta); ch->GetDesc()->DelayedDisconnect(3); } // 1ÃÊ¿¡ 20msec »¡¸® °¡´Â°Å ±îÁö´Â ÀÌÇØÇÑ´Ù. else if (iDelta < -(iServerDelta / 50)) { sys_log(0, "SPEEDHACK: DETECTED! %s (delta %d %d)", ch->GetName(), iDelta, iServerDelta); ch->GetDesc()->DelayedDisconnect(3); } } U can remove all this part or you can comment just ch->GetDesc()->DelayedDisconnect(3); if you want the check and the log. Hope to have helped you, Lup =)
  12. Your thing look plausible, I'm doing some modifications on the code and if i found a fix i will share to the community so everyone can fix if they have the same issue. Thanks to all that have reply to the topic. Lup.
  13. Already done that, nothing changed : I'm looking on something inside the sourcecode, i'll post updates. If you have some ideas, post here. Thanks, Lup.
  14. I think it is the official movement "speedhack" check, that warp back if it detect you are using this. Any ideas about it?
  15. Hello, I have got a problem. When i run with a mount, or poly to something that encrease the movement speed, i get warped back. I'm using 40250 src and i have already look at the SPEED_HACK things in the source, but it regard the attack speed. Someone of you have any idea of that? Thanks in advance, Lup.
  16. Very nice and helpful Thanks.
  17. maybe wrong format, make it empty (save a backup first) and try
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