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ElBrujoo

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Posts posted by ElBrujoo

  1. I have little time but soon i ll answer with the corrected quest. However reading your error i imagine what to correct:
     

    Spoiler

       when devil_stone1_1.timer begin

                local mapto7= pc.count_item(30302)
                pc.remove_item(30302,mapto7)

                local boxto7= pc.count_item(30300)
                pc.remove_item(30300,boxto7)

                d.new_jump_all(66, special.devil_tower[1][1], special.devil_tower[1][2])
                d.regen_file("data/dungeon/deviltower2_regen.txt")
                d.set_warp_at_eliminate(4, d.get_map_index(), special.devil_tower[2][1], special.devil_tower[2][2], "data/dungeon/deviltower3_regen.txt")
            end

    keeping d new jump ALONE! then put the other dungeon(d) functions in another timer or when clause. In fact he says more or less that the dungeon still does not exist(when you try to call the d regen and d set warp).

     

  2. your launcher checks the size of every lib in client to prevent hacking or similar stuff. You have to open client src, search for the table with all python libs with they sizes and put the new one(that there is in the error). May be you have to edit even the number next to size, you'll get another error about it.

     

    EDIT: the file is UserInterface.cpp and you have to edit a row like this:
    { PYFOLD"/string.pyc", 11809, 3127631426}, <- the first number is the size, the second i didn't informed about it but it has to match anyway ahaha

  3. I think anyone is on the right path. Try checking in inventorywindow.py in locale from which slot starts your equip tab(i mean 90, 180 etc it s a declaration) and then you have to check that in your launcher too(of course has to be the same and of course2 i suppose you can check it in launcher). If can't manage it I'll try to help you on skype -> xelbrujoox

  4. The part that starts the dungeon seems not to have problems(Even because you said that it work at least once). Maybe you changed the quest several times adding or removing things without cleaning the object directory, so i suggest to delete/clear it and recompile all quests you have(quest_list) and then retry

  5. Team Viewer, the sense of the sentence is that if you don't know well what to check, i think it would be a good idea use that application to make a person check it for you. Honestly I don't know if I can solve your problem but if nobody else offers to help you and you don't mind I could try to help you. That's my skype first of all: xelbrujoox. Then we go on with tv

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  6. Maybe your affect collect function is not the same as mine but i don t think that s the case. I ve tested however and all works:
    Before all:

    Spoiler

    d7dfa78de8d247d823a45514f74418ac.png

    Then the npc:

    Spoiler

    163742399584b484db2edf86aece636b.png

    I pressed "Stack mob":

    Spoiler

    2bf197c16fb946d35385f187d42e366b.png

    and then the stack mob 2:

    Spoiler

    bf68cfd3e3f3cee1f41738ff536987c7.jpg

    what they do is this:

            when 20094.chat."stack mob" begin
                say("Ok")
                affect.add_collect(apply.INT,10,60*60*24*300*59)
            end

            when 20094.chat."stack mob 2" begin
                say("Ok")
                affect.add_collect(apply.INT,10,60*60*24*300*59)
                affect.add_collect(apply.INT,10,60*60*24*300*59)
                affect.add_collect(apply.INT,10,60*60*24*300*59)
            end

     

    If u need help i'll wait you on skype

     

    PS: by the way I pressed the mob stack two times more, the stack 2 added only 30 int.

  7. To block potions you have to go in char_item.cpp where potions are used and add a check like this:
    if (ch->GetMapIndex() == 110)
         return false; // or something blocking the rest of code in which he makes the pot working(same thing elixirs)

    To block Horse as well you have to make a check like that before in the function that makes you ride the horse, maybe HorseRide (i can t look on now)
    To block mounts you have to add a check in your quest that calls them like this:
    if pc.get_map_index() == 110 then
         return -- or something blocking the rest of the code in which mount are called
     

    If you have problems managing it by yourself I could help you on skype-> xelbrujoox 

  8. 19 hours ago, HisaoShou said:

    It doesn't stack.

    affect.add_collect() + affect.add_collect() = don't stack

    affect.add_collect() + affect.add() = stack ONCE 

    I need them to be stacking more, like affect.add_collect() + affect.add_collect() + affect.add_collect() + affect.add_collect() and so on

    That's EXACTLY what the affect.add_collect() is supposed to do. However to be 100% sure I tested and it worked stacking a bonus. If you still can't make it work I could help you on skype-> xelbrujoox

  9. Ok, then if "LOG | STACKABLE" makes your item working then try adding ITEM_STACKABLE to the "list" of flags

    -> "LOG | STACKABLE | ITEM_STACKABLE" 

    if still doesn t work i can help you on skype

    PS: on sql you just had to add 4 to the flag value :P

    PPS: better restore the values to 71051 and 71052 because you have to edit them in the source too if you edit in the db in order to have them work

  10. first of all, ensure your db is read from txt, and that you restarted your server. Then the flag is correct(even if i suggest using sql protos, which i found very easier to work on), so if you drop them on the ground and pick on it should stack them. To stack them by dragging you have to edit some things in the client too

  11. if u use 40k file(i suggest that), you will use sql item/mob proto, then you will convert them into txt(or use directly them) and then with a tool named dump_proto.exe (sources are avaiable both on your sources and on internet to change it if u have new things such as lycan, 6 sockets etc) you will convert from txt to proto client. No need to extract the proto client. If u are interested I can pass you those files.

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