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HueHue

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  1. Thank you so much for all the replies but I would like to do that in a way that if im using the costume i have 10% change of doubling the drop. so not always doubling. only 10% chance for a double drop.
  2. Thank you for that and I've managed to narrow it down to the following: In player.sql there is a column named "horse_riding". I know that the "horse_riding" is in ClientManagerPlayer.cpp. I know that it's connected to horse.bRiding and then to m_Horse.bRiding. When there is a value 1 to any of the player in player.sql I DO GET THE STATS but when it's 0 I don't. If I do the horse ride and log out and restart the server the value goes to 1. So the "horse_riding" doesn't update when I ride on a horse. Any ideas?
  3. Hi, I wonder how this table works as it doesn't give any stats when riding according to that table. Any ideas how to fix it? See table below: horse_rider.cpp THorseStat c_aHorseStat[HORSE_MAX_LEVEL+1] = { { 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 25, 20101, 3, 4, 26, 35, 18, 9, 54, 43, 64, 32 }, { 25, 20101, 4, 4, 27, 36, 18, 9, 55, 44, 66, 33 }, { 25, 20101, 5, 5, 28, 38, 19, 9, 56, 44, 67, 33 }, { 25, 20101, 7, 5, 29, 39, 19, 10, 57, 45, 68, 34 }, { 25, 20101, 8, 6, 30, 40, 20, 10, 58, 46, 69, 34 }, { 25, 20101, 9, 6, 31, 41, 21, 10, 59, 47, 70, 35 }, { 25, 20101, 11, 7, 32, 42, 21, 11, 60, 48, 72, 36 }, { 25, 20101, 12, 7, 33, 44, 22, 11, 61, 48, 73, 36 }, { 25, 20101, 13, 8, 34, 45, 22, 11, 62, 49, 74, 37 }, { 25, 20101, 15, 10, 35, 46, 23, 12, 63, 50, 75, 37 }, { 35, 20104, 18, 30, 40, 53, 27, 13, 69, 55, 82, 41 }, { 35, 20104, 19, 35, 41, 54, 27, 14, 70, 56, 84, 42 }, { 35, 20104, 21, 40, 42, 56, 28, 14, 71, 56, 85, 42 }, { 35, 20104, 22, 50, 43, 57, 28, 14, 72, 57, 86, 43 }, { 35, 20104, 24, 55, 44, 58, 29, 15, 73, 58, 87, 43 }, { 35, 20104, 25, 60, 44, 59, 30, 15, 74, 59, 88, 44 }, { 35, 20104, 27, 65, 45, 60, 30, 15, 75, 60, 90, 45 }, { 35, 20104, 28, 70, 46, 62, 31, 15, 76, 60, 91, 45 }, { 35, 20104, 30, 80, 47, 63, 31, 16, 77, 61, 92, 46 }, { 35, 20104, 32, 100, 48, 64, 32, 16, 78, 62, 93, 46 }, { 50, 20107, 35, 120, 53, 71, 36, 18, 84, 67, 100, 50 }, { 50, 20107, 36, 125, 55, 74, 37, 18, 86, 68, 103, 51 }, { 50, 20107, 37, 130, 57, 76, 38, 19, 88, 70, 105, 52 }, { 50, 20107, 38, 135, 59, 78, 39, 20, 90, 72, 108, 54 }, { 50, 20107, 40, 140, 60, 80, 40, 20, 91, 72, 109, 54 }, { 50, 20107, 42, 145, 61, 81, 40, 20, 92, 73, 110, 55 }, { 50, 20107, 44, 150, 62, 83, 42, 21, 94, 75, 112, 56 }, { 50, 20107, 46, 160, 63, 84, 42, 21, 95, 76, 114, 57 }, { 50, 20107, 48, 170, 65, 87, 43, 22, 97, 77, 116, 58 }, { 50, 20107, 50, 200, 67, 89, 45, 22, 99, 79, 118, 59 } };
  4. I'm getting this error. Could someone help please. desc_manager.cpp: In lambda function: desc_manager.cpp:610:31: error: passing 'const std::vector<int>' as 'this' argument discards qualifiers [-fpermissive] 610 | night_hours.emplace_back(i); | ^ In file included from /usr/local/lib/gcc10/include/c++/vector:72, from ../../../Extern/include/msl/utils.h:21, from ../../common/utils.h:4, from stdafx.h:15, from desc_manager.cpp:1: /usr/local/lib/gcc10/include/c++/bits/vector.tcc:109:7: note: in call to 'std::vector<_Tp, _Alloc>::reference std::vector<_Tp, _Alloc>::emplace_back(_Args&& ...) [with _Args = {const int&}; _Tp = int; _Alloc = std::allocator<int>; std::vector<_Tp, _Alloc>::reference = int&]' 109 | vector<_Tp, _Alloc>:: | ^~~~~~~~~~~~~~~~~~~ desc_manager.cpp: In lambda function: desc_manager.cpp:634:2: warning: implicit capture of 'this' via '[=]' is deprecated in C++20 [-Wdeprecated] 634 | [=] { | ^ desc_manager.cpp:634:2: note: add explicit 'this' or '*this' capture desc_manager.cpp: In lambda function: desc_manager.cpp:642:2: warning: implicit capture of 'this' via '[=]' is deprecated in C++20 [-Wdeprecated] 642 | [=] { | ^ desc_manager.cpp:642:2: note: add explicit 'this' or '*this' capture
  5. Hi, How can i get an item count shown when the item is on the ground. Example: I have full stack of Purple Potions (200x Purple Potions) and when I throw them on the ground how can I have text of Purple Potions x200 instead of just Purple Potions. I hope that makes sense. Thank you
  6. Hi, is it possible to have a 1 costume for both male and the female for all characters (like an armor - 1 item for all characters and both male and female) instead of having 2 items separetly? What needs to be changed etc. Does it have anything to do with the number of ShapeIndex being the same in male and female .msm file? Thank you
  7. HueHue

    Fishing Map

    Nevermind solved. Had to change from "Tree" to "tree". Just the capital letters messed everything up.
  8. HueHue

    Fishing Map

    The map works lovely but I've got some property loading problems. How to fix selected properties and how do I know which one is number 45 or 6 or 8 etc... 0710 10:59:06387 :: CArea::LoadObject Property(45) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(6) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(8) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(17) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(26) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(30) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(38) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(51) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(53) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(68) Load ERROR 0710 10:59:06387 :: CArea::LoadObject Property(10) Load ERROR
  9. Hi, I want to create like a pickaxe costume that has a 10% chance of doubling the drop from the veins. Is that already somewhere in files or does it need implementation of new functions etc.
  10. Hi, I'm trying to create a "Mining" map but I DO NOT want to allow any pvp on there. As soon as I set NON-PVP zone in world editor I can't spawn any of the Veins (I know becuase they are classifed as a mob) but even if I do they don't drop anything upon succesful mining. Is there a way to set up a NON-PVP zone on which I can spawn Veins that drop items assigned in game?
  11. Hi, Is there a way to change the drop of the item to be on the ground under the character instead of droping on the ground under the mob. So basically all of the items that drop are underneath the character instead of everwhere around him.
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