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Padulcheck

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  1. Hello does anyone of you have a fix for this when I ride longer on a mount the npcs spawn very delayed. If I ride for example on Map1 the gemi needs 30 seconds until I see them again. what I have already done I have given the mobs folder (Lion) unfortunately this has brought only a minimal success.
  2. Hello devs, First of all using martysama serverfiles, I just added the extend-stack-items feature, but i seem to have a problem. i added the system fully and verified it again. I've set the ITEM_MAX_COUNT to 1000 But whatever i do, i get 232 stacks max and the items continue to stack and dissapear up to 232, so i am still in the Byte Limitation segment with the stacks. In every channel config file i have ITEM_COUNT_LIMIT by default. What i have tried: 1.1 If i comment the ITEM_COUNT_LIMIT, i have the limit of only 200 stacks. 1.2 If i change from ITEM_COUNT_LIMIT to ITEM_MAX_COUNT , the item max count is not getting called, it is like commenting the item_count_limit, so i am stuck at 200 again. in game/config.cpp i have: BYTE g_bItemCountLimit = 200; and no Item_max_count Tried changing from BYTE g_bItemCountLimit = 200; to WORD g_bItemCountLimit = 1000; and i can't compile it anymore. Any ideas? Thank you!
  3. [Hidden Content] i have this Problem anyone have a idea
  4. i have ediit the star_postion.cpp In file included from start_position.cpp:2: ./start_position.h:62:16: error: use of undeclared identifier 'JOB_WOLFMAN' return (j == JOB_WOLFMAN) ? g_wolfman_create_position[e][0] : g_create_position[e][0]; ^ ./start_position.h:72:16: error: use of undeclared identifier 'JOB_WOLFMAN' return (j == JOB_WOLFMAN) ? g_wolfman_create_position[e][1] : g_create_position[e][1]; ^ 2 errors generated. start_pstition.h #pragma once #include "locale_service.h" extern char g_nation_name[4][32]; extern DWORD g_start_position[4][2]; extern long g_start_map[4]; extern DWORD g_create_position[4][2]; extern DWORD g_create_position_canada[4][2]; extern DWORD g_wolfman_create_position[4][2]; inline const char* EMPIRE_NAME( BYTE e) { return LC_TEXT(g_nation_name[e]); } inline DWORD EMPIRE_START_MAP(BYTE e) { return g_start_map[e]; } inline DWORD EMPIRE_START_X(BYTE e) { if (1 <= e && e <= 3) return g_start_position[e][0]; return 0; } inline DWORD EMPIRE_START_Y(BYTE e) { if (1 <= e && e <= 3) return g_start_position[e][1]; return 0; } inline DWORD CREATE_START_X(BYTE e) { if (1 <= e && e <= 3) { return g_create_position[e][0]; } return 0; } inline DWORD CREATE_START_Y(BYTE e) { if (1 <= e && e <= 3) { return g_create_position[e][1]; } return 0; } inline DWORD CREATE_START_X(BYTE e, BYTE j) { if (1 <= e && e <= 3) { return (j == JOB_WOLFMAN) ? g_wolfman_create_position[e][0] : g_create_position[e][0]; } return 0; } inline DWORD CREATE_START_Y(BYTE e, BYTE j) { if (1 <= e && e <= 3) { return (j == JOB_WOLFMAN) ? g_wolfman_create_position[e][1] : g_create_position[e][1]; } return 0; }
  5. Hello, how can I adjust the Lycan in the start_position.cpp so that it does not start on Map1 but on the colony Info I use the Fliege V3 Files thank you for your help
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