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Pisti95 last won the day on January 6 2016
Pisti95 had the most liked content!
About Pisti95
- Birthday 01/01/1995
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Pisti95 started following Render Target Remastered , Block item use when shop window is opened? , problem with skill color and 5 others
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Block item use when shop window is opened?
Pisti95 replied to ReFresh's topic in Community Support - Questions & Answers
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. -
problem with skill color
Pisti95 replied to Micro's topic in Community Support - Questions & Answers
// 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 -
Dragon god attack (icon on left corner)
Pisti95 replied to DaNy3LL's topic in Community Support - Questions & Answers
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 -
Keep Buffs and Support Skills After Die in PvM
Pisti95 replied to Papix's topic in Programming & Scripts
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. -
Keep Buffs and Support Skills After Die in PvM
Pisti95 replied to Papix's topic in Programming & Scripts
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) -
Problem hide costume system OSWAP
Pisti95 replied to Malbeth's topic in Community Support - Questions & Answers
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 -
Use BeltInventory slots without Belt
Pisti95 replied to redscoutyt2's topic in Programming & Scripts
@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 ) -
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)
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Enable use of Enter key
Pisti95 replied to ReFresh's topic in Community Support - Questions & Answers
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. -
Render Target background bug
Pisti95 replied to Pisti95's topic in Community Support - Questions & Answers
Solved. Solution: I didn’t change RenderTarget files in binary source, and I changed it, and the background has fixed. -
hi all. Can you help me? That’s my problem: [Hidden Content]
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hi all. Can you help me? That’s my problem with background: [Hidden Content]
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Pisti95 started following [Drop Bug] Item drop when its not in drop
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[Drop Bug] Item drop when its not in drop
Pisti95 replied to Truman7321's topic in Community Support - Questions & Answers
does anyone know the solution? where should i look? -
Sanchez Patcher has an virus?
Pisti95 replied to goodallman14's topic in Community Support - Questions & Answers
This program write in C# and many antivirus have fake report viruses. Antivirus is delete neccessery files for Patcher. -
Use BeltInventory slots without Belt
Pisti95 replied to redscoutyt2's topic in Programming & Scripts
if use char_item.cpp from martysama : Plus additional: Search for: // @fixme141 BEGIN if (TItemPos(item->GetWindow(), item->GetCell()).IsBeltInventoryPosition()) { LPITEM beltItem = GetWear(WEAR_BELT); if (NULL == beltItem) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you have no equipped belt."); return false; } if (false == CBeltInventoryHelper::IsAvailableCell(item->GetCell() - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you don't upgrade your belt."); return false; } } // @fixme141 END Make it look like this: // @fixme141 BEGIN if (TItemPos(item->GetWindow(), item->GetCell()).IsBeltInventoryPosition()) { /*LPITEM beltItem = GetWear(WEAR_BELT); if (NULL == beltItem) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you have no equipped belt."); return false; } if (false == CBeltInventoryHelper::IsAvailableCell(item->GetCell() - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) { ChatPacket(CHAT_TYPE_INFO, "<Belt> You can't use this item if you don't upgrade your belt."); return false; }*/ return true; } // @fixme141 END Good luck!