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Posts posted by felipeard1
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I need to do debugging to .exe
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Sorry for the English.
Can someone help or give a tip to make a pack to an .exe?
I already tried ide pro but it is complicated.
I appreciate the help!
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Add skype: felipe.ardila8
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good job !!
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Good Work
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It is when I import an image appears that
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Hi
I have a problem
import an image and this line appears
He had seen a missing driver or something on my pc
I appreciate the help!!
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but I do not want it to be dungeon, so use the function regen_in_map
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Hi
I have a problem with the function regen_in_map
the problem is to kill the mob does not regenerate as does the role of regen in dungeon
if anyone can help me I appreciate it
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HI
I need help with this
mysql_query / It works perfect
Spoilerfunction Getlinebanco()
local rows = mysql_query("SELECT COUNT(id) FROM x.x WHERE id='"..pc.get_player_id().."'")
return tonumber(rows[1][1])
endmysql_direct_query / error
Spoilerfunction Getlinebanco()
local res1,rows = mysql_direct_query("SELECT COUNT(id) FROM x.x WHERE id='"..pc.get_player_id().."'limit 1;")
return tonumber(rows[1][1])
endIn mysql_direct_query it does not work
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36 minutes ago, giorgosrodos1 said:
if you unpack the files from official mayble dont work. try to change them from unpacked object and propertys...
I can explain better, sorry
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I have put everything right, there's this folder dawnmistwood_dungeon and mt_thunder_dungeon
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very good
I have a problem with maps MetinBeta
screen:
2.
everything is perfectly placed
sorry english
Greetings!
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m_resManager.RegisterResourceNewFunctionPointer("png", NewImage);
I gues.
yez, edited
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It serves to open PNG
Source Client
1. Open folder ScriptLib
1. Open file Resource.cpp and look m_resManager.RegisterResourceNewFunctionPointer ("TGA" NewImage); and put down
m_resManager.RegisterResourceNewFunctionPointer("png", NewImage);
that can be opened with png images in png textures python and put in granny
sorry speak english
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You can do this for a GM too
I guess this is so
if (IsGameMaster()) { __AttachSelectEffectMonster(); // Effect Example }
nice idea ... but like this you can't attach the horse with any of this effects .
I guess this is so
if (IsMounting()) { __AttachSelectEffectMonster(); // Effect Example }
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Thx Nice
:)
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Spoiler
Is the color that appears to each character when selected or give click, this color is changed depending on the kingdom which is the pj, this same applies to the NPC.
The mobs appear with a different effect to common and is a matter of each effect changes the color depending on individual taste
[Source Binary]
1. open InstanceBase.cpp in UserInterface
Spoiler1.Search CInstanceBase :: OnSelected and replace everything:
void CInstanceBase::OnSelected() { #ifdef __MOVIE_MODE__ if (!__IsExistMainInstance()) return; #endif if (IsStoneDoor()) return; if (IsDead()) return; if (IsEnemy()) { __AttachSelectEffectMonster(); } if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) // Shinshoo { __AttachSelectEffectShinsoo(); } else if (m_dwEmpireID == 2) // chunjo { __AttachSelectEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnos { __AttachSelectEffectJinnos(); } } }
2.Search CInstanceBase :: OnUnselected () and replace everything:
void CInstanceBase::OnUnselected() { //__DetachSelectEffect(); if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __DetachSelectEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __DetachSelectEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __DetachSelectEffectJinnos(); } } if (IsEnemy()) { __DetachSelectEffectMonster(); } }
3. Search CInstanceBase :: OnTargeted () and replace everything:
void CInstanceBase::OnTargeted() { #ifdef __MOVIE_MODE__ if (!__IsExistMainInstance()) return; #endif if (IsStoneDoor()) return; if (IsDead()) return; if (IsEnemy()) { __AttachTargetEffectMonster(); } if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __AttachTargetEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __AttachTargetEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __AttachTargetEffectJinnos(); } } }
4. Search CInstanceBase :: OnUntargeted () and replace everything:
void CInstanceBase::OnUntargeted() { if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __DetachTargetEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __DetachTargetEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __DetachTargetEffectJinnos(); } } if (IsEnemy()) { __DetachTargetEffectMonster(); } }
2. Open InstanceBase.h in UserInterface
Spoiler1.Search EFFECT_EMOTICON_END = EFFECT_EMOTICON + EMOTICON_NUM, and put down:
EFFECT_MONSTER, EFFECT_SHINSOO, EFFECT_CHUNJO, EFFECT_JINNOS, EFFECT_TARGET_SHINSOO, EFFECT_TARGET_JINNOS, EFFECT_TARGET_CHUNJO, EFFECT_TARGET_MONSTER,
2.Search __DetachTargetEffect and put down that:
void __AttachTargetEffectMonster(); void __DetachTargetEffectMonster(); void __AttachSelectEffectMonster(); void __DetachSelectEffectMonster(); void __AttachTargetEffectShinsoo(); void __DetachTargetEffectShinsoo(); void __AttachSelectEffectShinsoo(); void __DetachSelectEffectShinsoo(); void __AttachTargetEffectJinnos(); void __DetachTargetEffectJinnos(); void __AttachSelectEffectJinnos(); void __DetachSelectEffectJinnos(); void __AttachTargetEffectChunjo(); void __DetachTargetEffectChunjo(); void __AttachSelectEffectChunjo(); void __DetachSelectEffectChunjo();
3. Open InstanceBaseEffect.cpp in UserInterface
Spoiler1.Search CInstanceBase :: __ StoneSmoke_Inialize and put up
/////////////////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectMonster() { __EffectContainer_AttachEffect(EFFECT_MONSTER); } void CInstanceBase::__DetachSelectEffectMonster() { __EffectContainer_DetachEffect(EFFECT_MONSTER); } void CInstanceBase::__AttachTargetEffectMonster() { __EffectContainer_AttachEffect(EFFECT_TARGET_MONSTER); } void CInstanceBase::__DetachTargetEffectMonster() { __EffectContainer_DetachEffect(EFFECT_TARGET_MONSTER); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectShinsoo() { __EffectContainer_AttachEffect(EFFECT_SHINSOO); } void CInstanceBase::__DetachSelectEffectShinsoo() { __EffectContainer_DetachEffect(EFFECT_SHINSOO); } void CInstanceBase::__AttachTargetEffectShinsoo() { __EffectContainer_AttachEffect(EFFECT_TARGET_SHINSOO); } void CInstanceBase::__DetachTargetEffectShinsoo() { __EffectContainer_DetachEffect(EFFECT_TARGET_SHINSOO); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectChunjo() { __EffectContainer_AttachEffect(EFFECT_CHUNJO); } void CInstanceBase::__DetachSelectEffectChunjo() { __EffectContainer_DetachEffect(EFFECT_CHUNJO); } void CInstanceBase::__AttachTargetEffectChunjo() { __EffectContainer_AttachEffect(EFFECT_TARGET_CHUNJO); } void CInstanceBase::__DetachTargetEffectChunjo() { __EffectContainer_DetachEffect(EFFECT_TARGET_CHUNJO); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectJinnos() { __EffectContainer_AttachEffect(EFFECT_JINNOS); } void CInstanceBase::__DetachSelectEffectJinnos() { __EffectContainer_DetachEffect(EFFECT_JINNOS); } void CInstanceBase::__AttachTargetEffectJinnos() { __EffectContainer_AttachEffect(EFFECT_TARGET_JINNOS); } void CInstanceBase::__DetachTargetEffectJinnos() { __EffectContainer_DetachEffect(EFFECT_TARGET_JINNOS); } /////////////////////////////////////////////////////////////
4. Open PythonCharacterManagerModule.cpp in UserInterface
Spoiler1.Search EFFECT_CRITICAL and placed under
PyModule_AddIntConstant(poModule, "EFFECT_MONSTER", CInstanceBase::EFFECT_MONSTER); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_MONSTER", CInstanceBase::EFFECT_TARGET_MONSTER); PyModule_AddIntConstant(poModule, "EFFECT_SHINSOO", CInstanceBase::EFFECT_SHINSOO); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_SHINSOO", CInstanceBase::EFFECT_TARGET_SHINSOO); PyModule_AddIntConstant(poModule, "EFFECT_CHUNJO", CInstanceBase::EFFECT_CHUNJO); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_CHUNJO", CInstanceBase::EFFECT_TARGET_CHUNJO); PyModule_AddIntConstant(poModule, "EFFECT_JINNOS", CInstanceBase::EFFECT_JINNOS); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_JINNOS", CInstanceBase::EFFECT_TARGET_JINNOS);
[Python Client]
1. Open playersettingmodule.py in root:
Spoiler1. Look up and place chrmgr.EFFECT_STUN
chrmgr.RegisterCacheEffect(chrmgr.EFFECT_SHINSOO, "", "d:/ymir work/effect/world/shinsoo_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_SHINSOO, "", "d:/ymir work/effect/world/shinsoo_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_CHUNJO, "", "d:/ymir work/effect/world/chunjo_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_CHUNJO, "", "d:/ymir work/effect/world/chunjo_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_JINNOS, "", "d:/ymir work/effect/world/jinnos_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_JINNOS, "", "d:/ymir work/effect/world/jinnos_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_MONSTER, "", "d:/ymir work/effect/world/mob_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_MONSTER, "", "d:/ymir work/effect/world/mob_glow_select.mse")
Finally add eix epk and I leave at Download
Img System
Credits: me
Greetings!
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Spoiler
1. Open game.py in root
Spoiler1.Search onPressKeyDict [app.DIK_Q] and settle down
onPressKeyDict[app.DIK_P] = self.__PressPKey
2.Search app.RotateCamera(app.CAMERA_TO_NEGATIVE) and settle down
def __PressPKey(self): if app.IsPressed(app.DIK_LCONTROL) or app.IsPressed(app.DIK_RCONTROL): if 0==interfaceModule.IsWisperHide: interfaceModule.IsWisperHide = 1 self.interface.HideAllWhisperButton() else: interfaceModule.IsWisperHide= 0 self.interface.ShowAllWhisperButton()
2.Open interfacemodule.py in root
Spoiler1.Search IsQBHide = 0 and settle down
IsWisperHide = 0
Pd: To hide press Ctrl p
Greetings!
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[HELP]Unpack .exe
in Community Support - Questions & Answers
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