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Tasho

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Posts posted by Tasho

  1. What your type of the sashes?
    costume(type:28) with costume_sash(subtype:3)?

    You have to correct this statement for your system:

    #ifdef __ACCE_COSTUME_SYSTEM__
    							if (ITEM_COSTUME != item2->GetType() && COSTUME_HAIR < item2->GetSubType())
    #else
    							if (ITEM_COSTUME != item2->GetType())
    #endif
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

    Like this:

    							if (ITEM_COSTUME != item2->GetType() || (item2->GetSubType() != COSTUME_BODY && item2->GetSubType() != COSTUME_HAIR))
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

     

    type 28 subtype 2 thanks for share

    the costume_body is subtype2 so that isn't possible ... 

  2. #nosupport #noreply #nopm #doityourself :)

    Here is mine with new use subtypes, Official like:

    This is the hidden content, please

    #Edit: I will not edit the download but here is a little fix, about ymir's fail:

    Search these lines in uiInventory.py:

    if player.GetItemAttribute(dstSlotPos, i) != 0:

    And replace with:

    if player.GetItemAttribute(dstSlotPos, i)[0] != 0:

    Why?
    Easy, because the player.GetItemAttribute give back 2 values as always in standard case (0, 0) which is a tuple, the comparison is return true every times.

    sorry for doublepost, I corrected something and the system works.

    Good job Penger.

  3. 29n9pc5.png

    item_proto client/server 

    85001		ITEM_USE	USE_SPECIAL	1	ANTI_DROP | ANTI_GIVE | ANTI_MYSHOP	QUEST_USE_MULTIPLE | LOG	NONE	NONE	0	0	0	0	0	LIMIT_NONE	0	LIMIT_NONE	0	APPLY_NONE	0	APPLY_NONE	0	APPLY_NONE	0	0	0	0	0	0	0	100	0	0

    playersettingmodule:

    chrmgr.RegisterAttachingBoneName(chr.PART_WING, "equip_right_hand")

    what I did wrong this time?

    ​same

  4. Hi guys, I was trying to compile the vanilla source but I got a little stuck :

     

    Game: 

     

    compile BattleArena.cpp with g++49 -Wall -fuse-linker-plugin -fuse-ld=gold -O2 -m32 -pipe -fexceptions -D_THREAD_SAFE -Wl,-rpath=/usr/local/lib32/metin2 -std=c++11 -static -static-libgcc -static-libstdc++ -Wno-strict-aliasing -g -ggdb -DNDEBUG -ffast-math -funsafe-loop-optimizations -ftracer -fira-loop-pressure -funroll-loops -finline-functions -funswitch-loops -fpredictive-commoning -fgcse-after-reload -ftree-loop-distribution -ftree-partial-pre -ftree-vectorize -ftree-loop-vectorize -ftree-loop-distribute-patterns -ftree-slp-vectorize -fipa-cp-clone -mtune=i686 -march=i686 -mssse3
    compile FSM.cpp with g++49 -Wall -fuse-linker-plugin -fuse-ld=gold -O2 -m32 -pipe -fexceptions -D_THREAD_SAFE -Wl,-rpath=/usr/local/lib32/metin2 -std=c++11 -static -static-libgcc -static-libstdc++ -Wno-strict-aliasing -g -ggdb -DNDEBUG -ffast-math -funsafe-loop-optimizations -ftracer -fira-loop-pressure -funroll-loops -finline-functions -funswitch-loops -fpredictive-commoning -fgcse-after-reload -ftree-loop-distribution -ftree-partial-pre -ftree-vectorize -ftree-loop-vectorize -ftree-loop-distribute-patterns -ftree-slp-vectorize -fipa-cp-clone -mtune=i686 -march=i686 -mssse3
    g++49: error: unrecognized command line option '-ftree-loop-vectorize'
    g++49: error: unrecognized command line option '-ftree-loop-vectorize'
    gmake: *** [OBJDIR/FSM.o] Error 1
    gmake: *** Waiting for unfinished jobs....
    gmake: *** [OBJDIR/BattleArena.o] Error 1
    root@host:/usr/src/mainline/Srcs/Server/game/src #
    

    db:

    compile CsvReader.cpp
    CsvReader.cpp: In member function 'const char* cCsvAlias::operator[](size_t) const':
    CsvReader.cpp:72:25: warning: left operand of comma operator has no effect [-Wunused-value]
             LogToFile(NULL, errortext);
                             ^
    CsvReader.cpp: In member function 'size_t cCsvAlias::operator[](const char*) const':
    CsvReader.cpp:91:25: warning: left operand of comma operator has no effect [-Wunused-value]
             LogToFile(NULL, errortext);
                             ^
    ClientManagerBoot.cpp: In member function 'bool CClientManager::InitializeMobTable()':
    ClientManagerBoot.cpp:460:22: error: aggregate 'std::ostringstream query' has incomplete type and cannot be defined
       std::ostringstream query;
                          ^
    ClientManagerBoot.cpp: In member function 'void CClientManager::CheckItemTable()':
    ClientManagerBoot.cpp:700:21: error: aggregate 'std::ostringstream query' has incomplete type and cannot be defined
      std::ostringstream query;
                         ^
    ClientManagerBoot.cpp:729:22: error: aggregate 'std::ostringstream query2' has incomplete type and cannot be defined
       std::ostringstream query2;
                          ^
    ClientManagerBoot.cpp: In member function 'bool CClientManager::InitializeItemTable()':
    ClientManagerBoot.cpp:1032:22: error: aggregate 'std::ostringstream query' has incomplete type and cannot be defined
       std::ostringstream query;
                          ^
    gmake: *** [.obj/ClientManagerBoot.o] Error 1
    gmake: *** Waiting for unfinished jobs....
    

    Thanks.

     

     

  5. I did it like this :

    start_position.cpp :

    DWORD g_create_position_wolfman[4][2] = 
    {
    {  0,  0 },
    { 808100, 935100 },
    { 859300, 935100 },
    { 910500, 935100 }, 
    };
     
    start_position.h:
    extern DWORD g_create_position_wolfman[4][2];
     
    inline DWORD CREATE_START_X_WOLFMAN(BYTE e)
    {
    if (e >= 1 && e <= 3)
    {
    return g_create_position_wolfman[e][0];
    }
    }
     
    inline DWORD CREATE_START_Y_WOLFMAN(BYTE e)
    {
    if (e >= 1 && e <= 3)
    {
    return g_create_position_wolfman[e][1];
    }
    }
     
    still I need to do somenthing else ... with quest is oke. 
  6. you did nothing with this, the wolfman still take the same map coordonates as the other characters ... and what you did here is incomplet u neet to edit start_position.h to run with [7][2] matrix like this :

    extern DWORD g_start_posirtion[7][2];

    extern long g_start_map[7];
    extern DWORD g_create_position[7][2];
    extern DWORD g_create_position_canada[7][2];
     
    The problem is when you finish doing start_poisition.cpp/.h we need to add something else, but I don't know what.:-?
  7. hi, I made the spawn position for wolf but the problem si that he dosen't use it :

     

    start_position.cpp :

    DWORD g_create_position_wolfman[4][2] = 
    {
    {  0,  0 },
    { 808100, 935100 },
    { 859300, 935100 },
    { 910500, 935100 }, 
    };
     
    start_position.h:
    extern DWORD g_create_position_wolfman[4][2];
     
    inline DWORD CREATE_START_X_WOLFMAN(BYTE e)
    {
    if (e >= 1 && e <= 3)
    {
    return g_create_position_wolfman[e][0];
    }
    }
     
    inline DWORD CREATE_START_Y_WOLFMAN(BYTE e)
    {
    if (e >= 1 && e <= 3)
    {
    return g_create_position_wolfman[e][1];
    }
    }
     
     
    So what is the problem?
     

     

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