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4peppe

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  • Birthday 01/01/2000

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  1. Unfortunately, also with this correction (in my case the second one), if you try to add more gems to multiple items and then click “No” or close the window, the previous items will remain locked until you move something in your inventory
  2. Hi, this fix are by Zenu: [Hidden Content] Fix - Gameforge 16.2 I think he is banned from the forum, but idk the reason.
  3. This is a little guide for add a language selector for the config.ini: In FormConfig.cs search for private const string m_StringINIFileName = "config.ini"; and transform into: private string m_StringINIFileName = "config.ini"; After the modified text, add public void SetupLanguagePath() { string cfgPath = "locale.cfg"; // change with ur name string langCode = "en"; // backup language try { if (File.Exists(cfgPath)) { string content = File.ReadAllText(cfgPath).Trim(); if (content.Length >= 2) { langCode = content.Substring(content.Length - 2).ToLower(); } } } catch { /* backup on en */ } // Change with your directory m_StringINIFileName = Path.Combine("config", langCode, "config.ini"); } Now search InitializeComponent(); And add under SetupLanguagePath(); Done! Now all you have to do is create a “config” folder in your client and add the various subfolders (for example, config/en/config.ini) containing the .ini files translated into different languages.
  4. can u help how to use it after installed?
  5. solved, u just have to go to src -> game -> input_login.cpp and comment this line. OFC after this u need the file into the client with the new structure or the client don't load npc info SECTREE_MANAGER::instance().SendNPCPosition(ch);
  6. Edit: it works but only on refine windows, is correct?
  7. I applied it correctly but nothing changes from the original, can somebody me?
  8. Good evening people, I leave you as an attachment the map A1 and C1 with the obj-0010.gr2 (Lanternes) swapped with ob-b1-013-lamp02.gr2; In A1 the position of the lanterns is the same, in C1 the ymir have placed only 1 lantern (and not 6 like the others Kingdoms) so i have add another 5 to be fair; Just have to download the .eix and .epk and place in your pack folder; Requirements (also Effect Day Type) : Spoiler Pictures: [Hidden Content] [Hidden Content] Link: Download or [Hidden Content]
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  9. when u press change character with this, the client crash
  10. I misspoke, when I try to collect items I get the system error message regardless of whether the filter is on/off. "No loot will be collected as the loot filter is deactivated."
  11. @ Mali I implemented everything correctly (apparently), it works perfectly on the graphic side, if I activate the premium system with the item and effect it works too, the syerr both client and server side are empty however regardless of how I set the filter it doesn't pick up any items for me (only the yang). The only difference from ur guide and my files is src -> client-> UserInterface -> pythonitem.cpp // Fix for picking up items // [Hidden Content] int DISTANCE_APPROX(int dx, int dy) { int min, max; if (dx < 0) dx = -dx; if (dy < 0) dy = -dy; if (dx < dy) { min = dx; max = dy; } else { min = dy; max = dx; } // coefficients equivalent to ( 123/128 * max ) and ( 51/128 * min ) return (((max << 8) + (max << 3) - (max << 4) - (max << 1) + (min << 7) - (min << 5) + (min << 3) - (min << 1)) >> 8); } bool CPythonItem::GetCloseItem(const TPixelPosition& c_rPixelPosition, DWORD* pdwItemID, DWORD dwDistance) { DWORD dwCloseItemID = 0; DWORD dwCloseItemDistance = 0; int aproMin = 0; TGroundItemInstanceMap::iterator i; for (i = m_GroundItemInstanceMap.begin(); i != m_GroundItemInstanceMap.end(); ++i) { TGroundItemInstance* pInstance = i->second; int iDist = DISTANCE_APPROX((int)c_rPixelPosition.x - (int)pInstance->v3EndPosition.x, (int)c_rPixelPosition.y - (-(int)pInstance->v3EndPosition.y)); if (aproMin == 0) aproMin = iDist; #if defined(__BL_OFFICIAL_LOOT_FILTER__) // I applied here the verify for loot_filter if (aproMin >= iDist && !IsLootFilteredItem(i->first)) { #else if (aproMin >= iDist) { #endif aproMin = iDist; dwCloseItemID = i->first; dwCloseItemDistance = iDist; } } if (dwCloseItemDistance > 300) return false; *pdwItemID = dwCloseItemID; return true; }
  12. If applied correctly, everything works fine; To also have the translations of the items in the strings you need to replace in server -> conf -> item_names.txt the item names with [IN;VALUEOFITEM] The only flaw I'm finding is that it translates the names of the mobs but not those of the npcs;
  13. @blaxis The fix for the problem is the following: go to Client -> src -> UserInterface -> GameType.h // search for typedef struct packet_shop_item // and make sure the order of the variables is as follows typedef struct packet_shop_item { DWORD vnum; DWORD price; BYTE count; BYTE display_pos; long alSockets[ITEM_SOCKET_SLOT_MAX_NUM]; TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; #if defined(__BL_SHOP_SOLD__) // this if with the following variables must be the last char szBuyerName[/*CHARACTER_NAME_MAX_LEN*/24 + 1]; char szBuyTime[19 + 1]; #endif } TShopItemData; go to Server -> game -> src -> packet.h // look for struct packet_shop_item // and make sure the order is the same as the file edited before struct packet_shop_item { DWORD vnum; DWORD price; BYTE count; BYTE display_pos; long alSockets[ITEM_SOCKET_MAX_NUM]; TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_MAX_NUM]; #if defined(__BL_SHOP_SOLD__) char szBuyerName[CHARACTER_NAME_MAX_LEN + 1]; char szBuyTime[19 + 1]; #endif };
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