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SussyFlore96

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  1. Hello! How we can fix name sort for multilanguage? I used this function for name sort, but it doesn't work. The system read only default language "English". Return for name sort: return std::strcmp(i1->GetLocaleName(), i2->GetLocaleName()) < 0; item.cpp function: const char* CItem::GetLocaleName(BYTE bLocale) { if (bLocale == LOCALE_MAX_NUM) { if (m_pOwner != NULL) bLocale = m_pOwner->GetLanguage(); else { if (GetDesc()) bLocale = GetDesc()->GetLanguage(); else bLocale = LOCALE_DEFAULT; } } return m_pProto ? LC_ITEM_NAME(GetVnum(), bLocale) : NULL; }
  2. Sorry. Seems I have missed this part of the code initially. So to answer to myself: In CPythonTextTail::ShowCharacterTextTail change bRandomTitleColor to false. This stops the tiles to be randomly generated, and therefore the alignment's color is not changed anymore.
  3. It works this way, also the buttons worked just fine first time I tried them. Not sure what might have happened.
  4. Any tips on how to do not to change the alignment's color as well? I want only the effect in place, but changing the color of the alignment looks a bit pokemonish.
  5. Hi. It's been working for me with no issues when I added the system, but now it's only working to switch off and on the night mode Using the snow or snow texture buttons doesn't do anything. No sysser or any suggestive errors. I've triple checked anything client and server side and I can't understand why. Any clues/hints please?
  6. Guys, one small question. It seems that it's working only for B1 map (chunjo town), but not for other maps as well. Also it's being switched off and on wheter I'm using night more or not. Strange things Is it possible that my other maps use other lamp objects rather than 'ob-b1-013-lamp02.gr2'?
  7. Thanks for your answer, but stil doesn't work, same error. In item_manager.h no need to add something? I don't know how to fix this...
  8. I have c++2a, can't be adapted for this?
  9. Thanks, Syreldar. It indeed seems to be very nicely done and I have tried to test it, maybe I could enhance and use it in the future. Few things I have noticed: global variables did not work for me, even with ./pre_qc, so I had to put them directly in the functions that uses them, as I got an error stating the quest must start with quest... Furthermore, I found one little bug - the counter of the mobs killed did not work. I've tried multiple things, and what did the trick was to edit the when statement within "in_mission". From: when kill with not npc.is_pc() and npc.get_race() == pc.getqf("to_kill") begin pc.setqf("killed", pc.getqf("killed")+1); To: when kill with not npc.is_pc() and pc.getqf("to_kill") begin notice_all(string.format("to_kill: %d, killed: %d", pc.getqf("to_kill"), pc.getqf("killed"))); -- test how many monsters you have to kill, and how many you have killed so far pc.setqf("killed", pc.getqf("killed")+1); Not sure why did you use npc.get-race() = pc.getqf("to_kill), yet I'm more than open to learn and understand the logic, if you're down and willing to detail a little.
  10. Hello! Can you let me a tutorial for rarity in this system? Thank you!
  11. There are few things that could be improved, I didn't test it, but it should be something like this: quest daily_quest begin state start begin when login or levelup with pc.get_level() >= 50 begin if pc.getqf("daily_cd") < get_global_time() then set_state(daily) end end when letter with pc.get_level() >= 50 begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") if (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time() > 0) then local remaining_wait_time = (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time()) say("You must wait for timer") say_reward("You can repeat in: "..get_time_remaining(remaining_wait_time)..'[ENTER]') return end say("Now you can repeat the quest.") set_state(daily) end end state daily begin when letter begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") say("Daily quest active") end // mission when 101.kill begin chat("daily quest completed.") pc.setqf("daily_cd", get_global_time() + (60 * 60 * 24)); set_state(start) end end end Or even better, lets supposedly say that we have a given array with mobs and items from which we can randomly pick both the vnum of the monster and how many to be killed, and a random reward as well: quest daily_quest begin state start begin when login or levelup with pc.get_level() >= 50 begin if pc.getqf("daily_cd") < get_global_time() then set_state(daily) end end when letter with pc.get_level() >= 50 begin send_letter("Daily Quest") end when button or info begin say_title("Daily Quest") if (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time() > 0) then local remaining_wait_time = (pc.getqf("daily_cd") + (60 * 60 * 24) - get_global_time()) say("You must wait for timer") say_reward("You can repeat in: "..get_time_remaining(remaining_wait_time)..'[ENTER]') return end say("Now you can repeat the quest.") set_state(daily) end end state daily begin // define the array of monsters and rewards local monsters = {101, 102, 103, 104, 105}; local rewards = {{"itemVnum", 19, 1}, {"itemVnum", 19, 2}, {"itemVnum", 19, 3}, {"itemVnum", 19, 4}, {"itemVnum", 19, 5}}; // pick a random monster and reward. By using math.random() function, this will randomly select a monster and reward from the defined arrays every time the quest is taken, making the quest different each time it is taken. local random_monster = monsters[math.random(1, #monsters)]; local random_reward = rewards[math.random(1, #rewards)]; when letter begin send_letter("Daily Quest", "Kill "..random_monster.." monsters and receive "..random_reward[1].." "..random_reward[2].." x"..random_reward[3]) end when button or info begin say_title("Daily Quest") say("Kill "..random_monster.." monsters and receive "..random_reward[1].." "..random_reward[2].." x"..random_reward[3]) end // mission when random_monster.kill with pc.count_item(random_reward[2]) < random_reward[3] begin pc.give_item2(random_reward[2], random_reward[3]) chat("daily quest completed.") pc.setqf("daily_cd", get_global_time() + (60 * 60 * 24)); set_state(start) end end end Again, not sure it will work. Maybe @ VegaS™ can spare few minutes to shade some light for both of us
  12. Fixed, the problem was from interface.
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