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Pisti95

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Pisti95 last won the day on January 6 2016

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About Pisti95

  • Birthday 01/01/1995

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  1. You need to extend this definition like this: def __OnSelectEmptySlot(self, selectedSlotPos): isAttached = mouseModule.mouseController.isAttached() if isAttached: attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() mouseModule.mouseController.DeattachObject() ###if player.SLOT_TYPE_INVENTORY != attachedSlotType: if (player.SLOT_TYPE_INVENTORY != attachedSlotType and player.SLOT_TYPE_DRAGON_SOUL_INVENTORY != attachedSlotType and player.SLOT_TYPE_SKILL_BOOK_INVENTORY != attachedSlotType and player.SLOT_TYPE_UPGRADE_ITEMS_INVENTORY != attachedSlotType and player.SLOT_TYPE_STONE_INVENTORY != attachedSlotType and player.SLOT_TYPE_BOX_INVENTORY != attachedSlotType and player.SLOT_TYPE_EFSUN_INVENTORY != attachedSlotType and player.SLOT_TYPE_CICEK_INVENTORY != attachedSlotType): return for slotPos, invenPos in self.cubeItemInfo.items(): if invenPos == attachedSlotPos: del self.cubeItemInfo[slotPos] self.cubeItemInfo[selectedSlotPos] = attachedSlotPos net.SendChatPacket("/cube add %d %d" % (selectedSlotPos, attachedSlotPos)) self.Refresh()
  2. You need to add Costume Weapon in uitooltip.py for RENDER_TARGET definition. I will attach my solution. EDIT: (uitooltip.py) elif itemSubType == 3: #costume_weapon if item.GetValue(3) == 0: #sword if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.GetValue(3) == 1 or item.GetValue(3) == 2: #dagger 1 - bow 2 if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.GetValue(3) == 3: #two-handed if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.GetValue(3) == 4 or item.GetValue(3) == 5: #bell 4 - fan 5 if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace())
  3. Hello, I have it this render target.
  4. Hello i have 8-9. bonuses system for sell. I made this system, and doesn't have bug. My system has own add bonus item and change bonus item. This system have separate item_attr_rare table, that you can setting your bonus for items. If you need this system, message for me. Discord: pisti95. Skype: pisti95-spectra Pisti95
  5. Fast Fix: uiinventory.py Search for: def __UseItem(self, slotIndex): Add it below: if shop.IsOpen(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.CANNOT_EQUIP_IN_SHOP) return What you showed should work, but it doesn't. ?
  6. // UserInterface/PythonApplication.h // Find this: #include "MovieMan.h" // Add after this: #include "PythonConfig.h" // Find this: CPythonSystem m_pySystem; // Add after this: #ifdef ENABLE_CONFIG_MODULE CPythonConfig m_pyConfig; #endif //locale_inc.h // Add #define ENABLE_CONFIG_MODULE // Enable configuration module for saving settings Userinterface.cpp //search for extern "C" { extern int _fltused; volatile int _AVOID_FLOATING_POINT_LIBRARY_BUG = _fltused; }; // replace to #ifdef ENABLE_NEW_MODULE_CONFIG #include "PythonConfig.h" #include "minIni.h" #endif extern "C" { #include "minIni.c" extern int _fltused; volatile int _AVOID_FLOATING_POINT_LIBRARY_BUG = _fltused; }; RENAME minIni.c in minIni.cpp //minIni.cpp //search for #if defined NDEBUG #define assert(e) #else #include <assert.h> #endif // replace to #include "StdAfx.h" #include "minIni.h" #include "PythonApplication.h" #include "PythonConfig.h" #if defined NDEBUG #define assert(e) #else #include <assert.h> #endif Source: just4metin
  7. I know this tread is old, but if somebody needs a solution: uiaffectshower.py Search for: MALL_DESC_IDX_START+player.POINT_MALL_ATTBONUS : (localeInfo.TOOLTIP_MALL_ATTBONUS_STATIC, "d:/ymir work/ui/skill/common/affect/att_bonus.sub",), Change for it: MALL_DESC_IDX_START+player.POINT_MELEE_MAGIC_ATT_BONUS_PER : (localeInfo.TOOLTIP_MALL_ATTBONUS_STATIC, "d:/ymir work/ui/skill/common/affect/att_bonus.sub",), PythonPlayerModule.cpp Search for: PyModule_AddIntConstant(poModule, "ENERGY_END_TIME", POINT_ENERGY_END_TIME); Add these: PyModule_AddIntConstant(poModule, "POINT_COSTUME_ATTR_BONUS", POINT_COSTUME_ATTR_BONUS); PyModule_AddIntConstant(poModule, "POINT_MAGIC_ATT_BONUS_PER", POINT_MAGIC_ATT_BONUS_PER); PyModule_AddIntConstant(poModule, "POINT_MELEE_MAGIC_ATT_BONUS_PER", POINT_MELEE_MAGIC_ATT_BONUS_PER); Source: DragonGod attack fix theme
  8. Yes, you are right. Solution: InstanceBase.h Search for: class CInstanceBase { Add to: public: int BuffAffect; InstanceBaseBattle.cpp Search for: void CInstanceBase::Die() In this function search for it: __ClearAffects(); Change for it: //////////////////////////////////////// std::vector<int> BuffAffectList = { AFFECT_JEONGWI, AFFECT_GEOMGYEONG, AFFECT_CHEONGEUN, AFFECT_GYEONGGONG, AFFECT_EUNHYEONG, AFFECT_GWIGEOM, AFFECT_GONGPO, AFFECT_JUMAGAP, AFFECT_HOSIN, AFFECT_BOHO, AFFECT_GICHEON, AFFECT_KWAESOK, AFFECT_HEUKSIN, AFFECT_MUYEONG, AFFECT_JEUNGRYEOK, AFFECT_PABEOP #ifdef ENABLE_WOLFMAN_CHARACTER , AFFECT_RED_POSSESSION, AFFECT_BLUE_POSSESSION #endif }; if (std::find(BuffAffectList.begin(), BuffAffectList.end(), BuffAffect) != BuffAffectList.end()) __ClearAffects(); //////////////////////////////////////// This solution for buffs. The affect left top of corner don't disappear.
  9. uiaffectshower.py Search for: def __AppendAffect(self, affect): Change: image.SetSkillAffectFlag(TRUE) With it: if skillIndex >= 94 and skillIndex <= 96 or skillIndex == 110 or skillIndex == 111: image.SetSkillAffectFlag(FALSE) else: image.SetSkillAffectFlag(TRUE)
  10. My functions in class ToggleButton(Button): def SetToggleUpEvent(self, event, *args): self.eventUp = event self.eventUpArgs = args def SetToggleDownEvent(self, event, *args): self.eventDown = event self.eventDownArgs = args
  11. @Many my cmd_general.cpp: Detail: if (ch->GetHorse() != NULL) { sys_log(1, "[DO_RIDE] start riding"); ch->StartRiding(); return; } for (UINT i=0; i<INVENTORY_AND_EQUIP_SLOT_MAX; ++i) //INVENTORY_MAX_NUM { LPITEM item = ch->GetInventoryItem(i); if (NULL == item) continue; if (item->IsRideItem()) { if ( NULL==ch->GetWear(WEAR_UNIQUE1) || NULL==ch->GetWear(WEAR_UNIQUE2) #ifdef ENABLE_MOUNT_COSTUME_SYSTEM || NULL==ch->GetWear(WEAR_COSTUME_MOUNT) #endif )
  12. Your inventory is 9x7. The default inventory is 9x5. So you should to change everywhere this numbers, where need it. (in server and in binary source)
  13. If someone search it. Solution: Add to your new_introselect.py: def OnIMEReturn(self): self.StartGameButton() return True if you have old char select (introselect.py): Search for it: def OnKeyDown(self, key): Add for this: if 28 == key: id = net.GetAccountCharacterSlotDataInteger(self.slot, net.ACCOUNT_CHARACTER_SLOT_ID) if 0 == id: self.CreateCharacter() else: self.StartGame() That's all.
  14. Solved. Solution: I didn’t change RenderTarget files in binary source, and I changed it, and the background has fixed. ?
  15. hi all. Can you help me? That’s my problem: [Hidden Content]
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