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.Avenue™

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Everything posted by .Avenue™

  1. 1>.InstanceBaseEffect.cpp(683) : error C2552: 'titles' : non-aggregates cannot be initialized with initializer list 1> 'std::basic_string<_Elem,_Traits,_Ax>' : Types with a base are not aggregate 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char>, 1> _Ax=std::allocator<char> 1> ] 1>.InstanceBaseEffect.cpp(684) : error C2552: 'titles' : non-aggregates cannot be initialized with initializer list 1> 'std::basic_string<_Elem,_Traits,_Ax>' : Types with a base are not aggregate 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char>, 1> _Ax=std::allocator<char> 1> ] 1>.InstanceBaseEffect.cpp(685) : error C2552: 'titles' : non-aggregates cannot be initialized with initializer list 1> 'std::basic_string<_Elem,_Traits,_Ax>' : Types with a base are not aggregate 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char>, 1> _Ax=std::allocator<char> 1> ] if I do string titles [] = ...
  2. char titles[] = { {"Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text"}, {"Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text"}, {"Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text", "Text"}, }; 1>.InstanceBaseEffect.cpp(683) : error C2440: 'initializing' : cannot convert from 'const char [15]' to 'char' 1> There is no context in which this conversion is possible 1>.InstanceBaseEffect.cpp(683) : error C2078: too many initializers 1>.InstanceBaseEffect.cpp(684) : error C2440: 'initializing' : cannot convert from 'const char [8]' to 'char' 1> There is no context in which this conversion is possible 1>.InstanceBaseEffect.cpp(685) : error C2440: 'initializing' : cannot convert from 'const char [7]' to 'char' 1> There is no context in which this conversion is possible 1>.InstanceBaseEffect.cpp(689) : error C2109: subscript requires array or pointer type why?
  3. I haven't seen this tutorial.. And how can I read out a grid of player.player (e.g "kills") like the normal data is used?
  4. How can I do this?: I click a Button -> Button uses Binary function -> Binary function sends it to Gamefile And: I do something -> Gamefile sends it to Client
  5. That's already done too. enum ECostumeSubTypes { COSTUME_BODY = ARMOR_BODY, // [Áß¿ä!!] ECostumeSubTypes enum value´Â Á¾·ùº°·Î EArmorSubTypesÀÇ ±×°Í°ú °°¾Æ¾ß ÇÔ. COSTUME_HAIR = ARMOR_HEAD, // ÀÌ´Â ÄÚ½ºÃõ ¾ÆÀÌÅÛ¿¡ Ãß°¡ ¼Ó¼ºÀ» ºÙÀÌ°Ú´Ù´Â »ç¾÷ºÎÀÇ ¿äû¿¡ µû¶ó¼­ ±âÁ¸ ·ÎÁ÷À» È°¿ëÇϱâ À§ÇÔÀÓ. // COSTUME WEAPONS COSTUME_SWORD = ...., // COSTUME WEAPONS [END] COSTUME_NUM_TYPES, };
  6. Assertion failed: (index < row->size()), function AsStringByIndex, file CsvReader.cpp, line 395. I just changed this before: static string arSub28[] = { "COSTUME_BODY", "COSTUME_HAIR", "COSTUME_SWORD", "COSTUME_DAGGER", "COSTUME_BOW", "COSTUME_TWO_HANDED", "COSTUME_BELL", "COSTUME_FAN" };
  7. linking ../game_r40250_32... OBJDIR/BattleArena.o: In function `CBattleArena::Start(int)': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/BattleArena.cpp:247: undefined reference to `BroadcastNotice(char const*, bool)' /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/BattleArena.cpp:248: undefined reference to `BroadcastNotice(char const*, bool)' OBJDIR/BattleArena.o: In function `battle_arena_event(boost::intrusive_ptr<event>, long)': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/BattleArena.cpp:122: undefined reference to `BroadcastNotice(char const*, bool)' /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/BattleArena.cpp:112: undefined reference to `BroadcastNotice(char const*, bool)' /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/BattleArena.cpp:105: undefined reference to `BroadcastNotice(char const*, bool)' OBJDIR/castle.o:/usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/castle.cpp:800: more undefined references to `BroadcastNotice(char const*, bool)' follow gmake: *** [../game_r40250_32] Error 1 I'm using mainline_released €dit: after gmake clean & then gmake I get new error: linking ../game_r40250_32... OBJDIR/main.o: In function `ShutdownOnFatalError()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/main.cpp:190: undefined reference to `SendNotice(char const*)' /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/main.cpp:192: undefined reference to `SendNotice(char const*)' /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/main.cpp:194: undefined reference to `SendNotice(char const*)' gmake: *** [../game_r40250_32] Error 1
  8. 16>fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207' 16>LINK : fatal error LNK1257: code generation failed I get this error if I want to compile UserInterface
  9. I thank that's 'cause the player-table loads the data from the cache of the running server
  10. Doesn't make damage against metin-stones.
  11. The game chooses the account database instead of the player database, i think. Give a look at your config files.
  12. What did I wrong? my pet attacks me :|
  13. Hey, on my Metin2-PServer the items disappear sometimes. I'm using the Itemshop which is made and released by [sA]Con@Epvp Shields,Pets,Rings, etc disappear after Buy sometimes. Can anyone help me
  14. Yes, I have but it doesn't work.
  15. Hey, maybe this is the wrong board for it, but I know that here are many experienced devloper. So, I've got a problem, but I don't know how to solve it. Error-Code: 0xc000007b "The application was unable to start correctly (0xc000007b). Click Okay to close the application" I'm using Microsoft Windows 8.1 Pro, x64 The Error appears e.g. if I try to run EterNexus, or Metin2Dev-Archvier and many other programs.
  16. What's the best client with nearly all new patches from official servers?
  17. M2 Download Center Download Here ( Internal ) quest_functions: string_in_table item.is_worn item.get_worn_vnum item.get_worn_wearflag item.get_worn_flag item.get_wearflag item.get_flag questlib.lua slottypes = {["armor"] = 90, ["helmet"] = 91, ["shoes"] = 92, ["bracelet"] = 93, ["weapon"] = 94, ["necklace"] = 95, ["earrings"] = 96, ["slot1"] = 97, ["slot2"] = 98, ["shield"] = 100, ["costume_armor"] = 109, ["costume_hair"] = 110, ["costume_weapon"] = 111} function string_in_table(s,t) -- syntax: string_in_table(string, table) return ((t[s] == nil) == false) end function item.is_worn(itype) -- syntax: item.is_worn(itemtype) // e.g.: item.is_worn("helmet") if not string_in_table(itype, slottypes) then return end local itemcell = tonumber(slottypes[itype]) item.select_cell(itemcell) if item.get_cell() == itemcell and item.get_vnum() >= 0 then return true else return false end end function item.get_worn_vnum(itype) -- syntax: item.get_worn_vnum(itemtype) // e.g.: item.get_worn_vnum("helmet") if not string_in_table(itype, slottypes) then return end local itemcell = tonumber(slottypes[itype]) if not item.is_worn(itemcell) then return end item.select_cell(itemcell) return item.get_vnum() end function item.get_worn_wearflag(itype) -- syntax: item.get_worn_wearflag(itemtype) // e.g.: item.get_worn_wearflag("helmet") if not string_in_table(itype, slottypes) then return end local itemcell = tonumber(slottypes[itype]) if not item.is_worn(itemcell) then return end item.select_cell(itemcell) return item.get_wearflag() end function item.get_worn_flag(itype) -- syntax: item.get_worn_flag(itemtype) // e.g.: item.get_worn_flag("helmet") if not string_in_table(itype, slottypes) then return end local itemcell = tonumber(slottypes[itype]) if not item.is_worn(itemcell) then return end item.select_cell(itemcell) return item.get_flag() end function item.get_wearflag() -- syntax: item.get_wearflag() return tonumber(mysql_query("SELECT wearflag FROM player.item_proto WHERE vnum='"..item.get_vnum().."';")[1]) end function item.get_flag() -- syntax: item.get_flag() return tonumber(mysql_query("SELECT flag FROM player.item_proto WHERE vnum='"..item.get_vnum().."';")[1]) end
  18. questlua_pet.cpp:147: error: 'class CHARACTER' has no member named 'GetOwner'
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