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DasSchwarzeT

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Posts posted by DasSchwarzeT

  1. vor 23 Stunden schrieb Cunoo:

    I dont know what is it for what?

    This is only for lags.. Better edit source for all drop in inventory, like quest..

    This is very horrible.

    What the heck are you talking about? Why should this produce any lags?! Every second the client sends so many packets to the server, 10 more don't matter, lol.

    • Love 1
  2. Hello guys,

    I need some help. I want to create an item which has two functionalities:

    1. you can drag the item to another item (named item2) to interact with item2 (e.g. change bonus of the item2)

    2. you can right click (means use) the item and receive anything (like a treasure or sth)

    At the moment I got this idea:

    					case USE_NEW_ITEM:
    					{
    						LPITEM item2;
    						if (!IsValidItemPosition(DestCell))
    							return false;
    						if (!(item2 = GetItem(DestCell))) { //item right clicked
    							if (test_server) ChatPacket(CHAT_TYPE_INFO, "item used");
    						}
    						else { //item dropped to pet seal
    							if (!item2) return false;
    							if (item2->IsExchanging() || item2->IsEquipped())
    								return false;
    							if (test_server) ChatPacket(CHAT_TYPE_INFO, "item dragged");
    
    						}
    						break;
    					}

    With this code only the dragging works but the using (rightclicking) does not.

     

    Do you know anything I could change?

    solved myself: the problem was that I tried to check 

    if (!IsValidItemPosition(DestCell))
    							return false;

    before making sure I really drag the item on another item

  3. 2 hours ago, xtrue13 said:

    Hi,

    i've seen this thread: 

    All users don't recommend that guy.

    Does anybody know where i can get the following systems?: Mobs informationsSet equipment collecting, Textures changing.

     

    2 hours ago, Exygo said:

    He's not the only guy who i see with this system  Mobs informations , i would like this system too :D because it's genius, players are asking too many questions about drops

    If you both are willing to pay for mobs information system I can make a finde version for you. Just message me.

    • Love 1
  4. 24 minutes ago, Socialized said:

    We accomplished this by adding a pet equipment slot.

    If you want to do it without source modification (quest only) you could save the item id in a questflag when summoning the pet in the first place -> item.get_id()

    When you'll relog or teleport the questflag will still hold the unique item_id which you can use to set your current used quest item -> item.select(pc.getqf('pet_item_id'))

    After that you can just use pet.summon() because CQuestManager::instance().GetCurrentItem() is now returning a valid LPITEM instance (by our previously defined item.select(pc.getqf('pet_item_id')) )

     

     

    Well I prefer a solution using the source code

  5. 34 minutes ago, ѕeмa™ said:

    Put a qf when u click the item pet with the vnum ex;

    local mob_vnum = pet_info[1] <-- here vnum of pet.

    pc.setqf("pet_vnum", mob_vnum)
    And other qf when is summon = 1 and unssummon = 0

    when login with pc.getqf("pet_summon") == 1 begin
     pet.summon(pc.getqf("pet_vnum"), ......)
    end

    its just an example, but you can do easy if you play with the qf's.

     

    Good luck.

    That is exactly what I did and I already wrote in this topic that is not working because the Pet Summon function needs to have a selected item which is the seal to summon the pet.

  6. Hey,

     

    as man of you should know some servers (World of Metin, Baria) have a "system" which summons the pet which was summoned last after teleportation.

    I tried it using quest flags in the summon quest but it doesn't work because the quest function pet.summon() needs a item which was selected short before.

    So here is my question: Does anyone know how to do this via game source or even has a tip where to search? I searched the whole Petsystem.cpp but didn't get any idea where to start.

     

    Thanks in advance

  7. 1 minute ago, VegaS said:

    Are you serious? xD

    
    void CInstanceBase::__AttachEmpireEffect(DWORD eEmpire) 
    
    
     
    
    	if (IsVIP())
    	        return;    
    
    
     

    Well if you are from another kingdom and VIP there would be two effects and this won't look good. I guess that's why he did this.

     

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