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JollyPotato

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Posts posted by JollyPotato

  1. Hey,

    how i can finish this :S

    void CRenderTarget::ViewArmor(BYTE bJob, DWORD dwVnum)
    {
    
    	SelectModel(bJob);
    	ChangeArmor(dwVnum);
    }

     

    now i need a Code in CPythonRenderTargetModule.cpp

    PyObject* renderTargetViewArmor(PyObject* poSelf, PyObject* poArgs)
    {
    
    
    ??????????????
    
    }

     

     

     

  2. Hey,

    if i start my Client in Debug Mode i got spammed by the massage "importing from lib time" do you know how i can solve this Problem?

     

    
    importing from lib time
    importing from lib time
    
    importing from lib time
    importing from lib time
    
    importing from lib time
    importing from lib time
    
    importing from lib time
    importing from lib time
    
    importing from lib time
    importing from lib time

     

    JollyPotato

  3. Hello Devs,
    I have a problem with my Sash when I try to equip it does not happen anything if I change the subtype of 2 to 1 (Subtype of hairstyle), the Sash goes into the slot where the hairstyles come in but not a model (maybe because it is with the Subtype hairstyle )

    I hope you can help me with the problem

    No Syserr Client and Serverside

    Syslog:

    Spoiler

    Dec 25 16:06:15 :: Syteria: USE_ITEM Meisterband (einfach (inven 1, cell: 16)
    Dec 25 16:06:16 :: Syteria: USE_ITEM Herrscherband (maßgef.) (inven 1, cell: 15)
    Dec 25 16:06:17 :: Syteria: USE_ITEM Herrscherband (einfach) (inven 1, cell: 10)
    Dec 25 16:06:17 :: Syteria: USE_ITEM Meisterband (edel) (inven 1, cell: 17)
    Dec 25 16:06:17 :: Syteria: USE_ITEM Meisterband (edel) (inven 1, cell: 18)
    Dec 25 16:06:18 :: Syteria: USE_ITEM Herrscherband (edel) (inven 1, cell: 13)


    BIN SRC Gametype.h:

    Spoiler

    #pragma once
    #include "../GameLib/ItemData.h"

    struct SAffects
    {
        enum
        {
            AFFECT_MAX_NUM = 32,
        };

        SAffects() : dwAffects(0) {}
        SAffects(const DWORD & c_rAffects)
        {
            __SetAffects(c_rAffects);
        }
        int operator = (const DWORD & c_rAffects)
        {
            __SetAffects(c_rAffects);
        }

        BOOL IsAffect(BYTE byIndex)
        {
            return dwAffects & (1 << byIndex);
        }

        void __SetAffects(const DWORD & c_rAffects)
        {
            dwAffects = c_rAffects;
        }

        DWORD dwAffects;
    };

    extern std::string g_strGuildSymbolPathName;

    const DWORD c_Name_Max_Length = 64;
    const DWORD c_FileName_Max_Length = 128;
    const DWORD c_Short_Name_Max_Length = 32;

    const DWORD c_Inventory_Page_Size = 5*9; // x*y
    const DWORD c_Inventory_Page_Count = 5;
    const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
    const DWORD c_Equipment_Count = 12;

    const DWORD c_Equipment_Start = c_ItemSlot_Count;

    const DWORD c_Equipment_Body    = c_Equipment_Start + 0;
    const DWORD c_Equipment_Head    = c_Equipment_Start + 1;
    const DWORD c_Equipment_Shoes    = c_Equipment_Start + 2;
    const DWORD c_Equipment_Wrist    = c_Equipment_Start + 3;
    const DWORD c_Equipment_Weapon    = c_Equipment_Start + 4;
    const DWORD c_Equipment_Neck    = c_Equipment_Start + 5;
    const DWORD c_Equipment_Ear        = c_Equipment_Start + 6;
    const DWORD c_Equipment_Unique1    = c_Equipment_Start + 7;
    const DWORD c_Equipment_Unique2    = c_Equipment_Start + 8;
    const DWORD c_Equipment_Arrow    = c_Equipment_Start + 9;
    const DWORD c_Equipment_Shield    = c_Equipment_Start + 10;

    // 새로 추가된 신규 반지 & 벨트
    // 장착형 아이템에 할당할 수 있는 위치가 기존 장비, 채기랍 퀘스트 보상, 코스튬 시스템 등으로 인해서 공간이 잘려있다.
    // 이게 다 채기랍 보상 버프를 장착아이템처럼 구현한 ㅅㄲ 때문에 난리났따... ㅆㅂ
    //
    // 정리하면, 기존 장비창들은 서버DB상 아이템 포지션이 90 ~ 102 이고,
    // 2013년 초에 새로 추가되는 슬롯들은 111 ~ 부터 시작한다. 착용 장비에서 최대로 사용할 수 있는 값은 121 까지이고, 122부터는 용혼석에서 사용한다.
    #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
        #ifdef ENABLE_COSTUME_WEAPON
        const DWORD c_New_Equipment_Start = c_Equipment_Start + 24;
        #else
        const DWORD c_New_Equipment_Start = c_Equipment_Start + 23;
        #endif
        const DWORD c_New_Equipment_Count = 3;
        const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 1;
        const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 2;
        const DWORD c_Equipment_Belt = c_New_Equipment_Start + 0;
    #endif

    enum EDragonSoulDeckType
    {
        DS_DECK_1,
        DS_DECK_2,
        DS_DECK_MAX_NUM = 2,
    };

    enum EDragonSoulGradeTypes
    {
        DRAGON_SOUL_GRADE_NORMAL,
        DRAGON_SOUL_GRADE_BRILLIANT,
        DRAGON_SOUL_GRADE_RARE,
        DRAGON_SOUL_GRADE_ANCIENT,
        DRAGON_SOUL_GRADE_LEGENDARY,
        DRAGON_SOUL_GRADE_MAX,

    };

    enum EDragonSoulStepTypes
    {
        DRAGON_SOUL_STEP_LOWEST,
        DRAGON_SOUL_STEP_LOW,
        DRAGON_SOUL_STEP_MID,
        DRAGON_SOUL_STEP_HIGH,
        DRAGON_SOUL_STEP_HIGHEST,
        DRAGON_SOUL_STEP_MAX,
    };

    #ifdef ENABLE_COSTUME_SYSTEM
        const DWORD c_Costume_Slot_Start    = c_Equipment_Start + 19;    // [주의] 숫자(19) 하드코딩 주의. 현재 서버에서 코스츔 슬롯은 19부터임. 서버 common/length.h 파일의 EWearPositions 열거형 참고.
        const DWORD    c_Costume_Slot_Body        = c_Costume_Slot_Start + 0;
        const DWORD    c_Costume_Slot_Hair        = c_Costume_Slot_Start + 1;
        const DWORD c_Costume_Slot_Acce        = c_Costume_Slot_Start + 2;
        const DWORD c_Costume_Slot_Mount    = c_Costume_Slot_Start + 3;
        #ifdef ENABLE_COSTUME_WEAPON
        const DWORD    c_Costume_Slot_Weapon    = c_Costume_Slot_Start + 4;
        const DWORD c_Costume_Slot_Count    = 5;
        #else
        const DWORD c_Costume_Slot_Count    = 4;
        #endif
        const DWORD c_Costume_Slot_End        = c_Costume_Slot_Start + c_Costume_Slot_Count;
    #endif

    // [주의] 숫자(32) 하드코딩 주의. 현재 서버에서 용혼석 슬롯은 32부터임.
    // 서버 common/length.h 파일의 EWearPositions 열거형이 32까지 확장될 것을 염두하고(32 이상은 확장 하기 힘들게 되어있음.),
    // 그 이후부터를 용혼석 장착 슬롯으로 사용.
    const DWORD c_Wear_Max = 32;
    const DWORD c_DragonSoul_Equip_Start = c_ItemSlot_Count + c_Wear_Max;
    const DWORD c_DragonSoul_Equip_Slot_Max = 6;
    const DWORD c_DragonSoul_Equip_End = c_DragonSoul_Equip_Start + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM;

    // NOTE: 2013년 2월 5일 현재... 용혼석 데크는 2개가 존재하는데, 향후 확장 가능성이 있어서 3개 데크 여유분을 할당 해 둠. 그 뒤 공간은 벨트 인벤토리로 사용
    const DWORD c_DragonSoul_Equip_Reserved_Count = c_DragonSoul_Equip_Slot_Max * 3;        

    #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
        // 벨트 아이템이 제공하는 인벤토리
        const DWORD c_Belt_Inventory_Slot_Start = c_DragonSoul_Equip_End + c_DragonSoul_Equip_Reserved_Count;
        const DWORD c_Belt_Inventory_Width = 4;
        const DWORD c_Belt_Inventory_Height= 4;
        const DWORD c_Belt_Inventory_Slot_Count = c_Belt_Inventory_Width * c_Belt_Inventory_Height;
        const DWORD c_Belt_Inventory_Slot_End = c_Belt_Inventory_Slot_Start + c_Belt_Inventory_Slot_Count;

        const DWORD c_Inventory_Count    = c_Belt_Inventory_Slot_End;
    #else
        const DWORD c_Inventory_Count    = c_DragonSoul_Equip_End;
    #endif

    // 용혼석 전용 인벤토리
    const DWORD c_DragonSoul_Inventory_Start = 0;
    const DWORD c_DragonSoul_Inventory_Box_Size = 32;
    const DWORD c_DragonSoul_Inventory_Count = CItemData::DS_SLOT_NUM_TYPES * DRAGON_SOUL_GRADE_MAX * c_DragonSoul_Inventory_Box_Size;
    const DWORD c_DragonSoul_Inventory_End = c_DragonSoul_Inventory_Start + c_DragonSoul_Inventory_Count;

    enum ESlotType
    {
        SLOT_TYPE_NONE,
        SLOT_TYPE_INVENTORY,
        SLOT_TYPE_SKILL,
        SLOT_TYPE_EMOTION,
        SLOT_TYPE_SHOP,
        SLOT_TYPE_EXCHANGE_OWNER,
        SLOT_TYPE_EXCHANGE_TARGET,
        SLOT_TYPE_QUICK_SLOT,
        SLOT_TYPE_SAFEBOX,
        SLOT_TYPE_PRIVATE_SHOP,
        SLOT_TYPE_MALL,
        SLOT_TYPE_DRAGON_SOUL_INVENTORY,
        SLOT_TYPE_MAX,
    };

    enum EWindows
    {
        RESERVED_WINDOW,
        INVENTORY,                // 기본 인벤토리. (45칸 짜리가 2페이지 존재 = 90칸)
        EQUIPMENT,
        SAFEBOX,
        MALL,
        DRAGON_SOUL_INVENTORY,
        GROUND,                    // NOTE: 2013년 2월5일 현재까지 unused.. 왜 있는거지???
        BELT_INVENTORY,            // NOTE: W2.1 버전에 새로 추가되는 벨트 슬롯 아이템이 제공하는 벨트 인벤토리
        
        WINDOW_TYPE_MAX,
    };

    enum EDSInventoryMaxNum
    {
        DS_INVENTORY_MAX_NUM = c_DragonSoul_Inventory_Count,
        DS_REFINE_WINDOW_MAX_NUM = 15,
    };

    #pragma pack (push, 1)
    #define WORD_MAX 0xffff

    typedef struct SItemPos
    {
        BYTE window_type;
        WORD cell;
        SItemPos ()
        {
            window_type =     INVENTORY;
            cell = WORD_MAX;
        }
        SItemPos (BYTE _window_type, WORD _cell)
        {
            window_type = _window_type;
            cell = _cell;
        }

        // 기존에 cell의 형을 보면 BYTE가 대부분이지만, oi
        // 어떤 부분은 int, 어떤 부분은 WORD로 되어있어,
        // 가장 큰 자료형인 int로 받는다.
      //  int operator=(const int _cell)
      //  {
            //window_type = INVENTORY;
      //      cell = _cell;
      //      return cell;
      //  }
        bool IsValidCell()
        {
            switch (window_type)
            {
            case INVENTORY:
                return cell < c_Inventory_Count;
                break;
            case EQUIPMENT:
                return cell < c_DragonSoul_Equip_End;
                break;
            case DRAGON_SOUL_INVENTORY:
                return cell < (DS_INVENTORY_MAX_NUM);
                break;
            default:
                return false;
            }
        }
        bool IsEquipCell()
        {
            switch (window_type)
            {
            case INVENTORY:
            case EQUIPMENT:
                return (c_Equipment_Start + c_Wear_Max > cell) && (c_Equipment_Start <= cell);
                break;

            case BELT_INVENTORY:
            case DRAGON_SOUL_INVENTORY:
                return false;
                break;

            default:
                return false;
            }
        }

    #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
        bool IsBeltInventoryCell()
        {
            bool bResult = c_Belt_Inventory_Slot_Start <= cell && c_Belt_Inventory_Slot_End > cell;
            return bResult;
        }
    #endif

        bool operator==(const struct SItemPos& rhs) const
        {
            return (window_type == rhs.window_type) && (cell == rhs.cell);
        }

        bool operator<(const struct SItemPos& rhs) const
        {
            return (window_type < rhs.window_type) || ((window_type == rhs.window_type) && (cell < rhs.cell));
        }
    } TItemPos;
    #pragma pack(pop)

    const DWORD c_QuickBar_Line_Count = 3;
    const DWORD c_QuickBar_Slot_Count = 12;

    const float c_Idle_WaitTime = 5.0f;

    const int c_Monster_Race_Start_Number = 6;
    const int c_Monster_Model_Start_Number = 20001;

    const float c_fAttack_Delay_Time = 0.2f;
    const float c_fHit_Delay_Time = 0.1f;
    const float c_fCrash_Wave_Time = 0.2f;
    const float c_fCrash_Wave_Distance = 3.0f;

    const float c_fHeight_Step_Distance = 50.0f;

    enum
    {
        DISTANCE_TYPE_FOUR_WAY,
        DISTANCE_TYPE_EIGHT_WAY,
        DISTANCE_TYPE_ONE_WAY,
        DISTANCE_TYPE_MAX_NUM,
    };

    const float c_fMagic_Script_Version = 1.0f;
    const float c_fSkill_Script_Version = 1.0f;
    const float c_fMagicSoundInformation_Version = 1.0f;
    const float c_fBattleCommand_Script_Version = 1.0f;
    const float c_fEmotionCommand_Script_Version = 1.0f;
    const float c_fActive_Script_Version = 1.0f;
    const float c_fPassive_Script_Version = 1.0f;

    // Used by PushMove
    const float c_fWalkDistance = 175.0f;
    const float c_fRunDistance = 310.0f;

    #define FILE_MAX_LEN 128

    enum
    {
    #ifdef __ENABLE_MORE_STONE__
        ITEM_SOCKET_SLOT_MAX_NUM = 6,
    #else
        ITEM_SOCKET_SLOT_MAX_NUM = 3,
    #endif
        ITEM_ATTRIBUTE_SLOT_MAX_NUM = 15,
    };

    #pragma pack(push)
    #pragma pack(1)

    typedef struct SQuickSlot
    {
        BYTE Type;
        BYTE Position;
    } TQuickSlot;

    typedef struct TPlayerItemAttribute
    {
        BYTE        bType;
        short       sValue;
    } TPlayerItemAttribute;

    typedef struct packet_item
    {
        DWORD       vnum;
        BYTE        count;
        DWORD        flags;
        DWORD        anti_flags;
        long        alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
        TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
    } TItemData;

    typedef struct packet_shop_item
    {
        DWORD       vnum;
    #ifdef ENABLE_FULL_YANG
        long long    price;            // PC 상점에만 이용
    #else
        DWORD        price;
    #endif
        BYTE        count;
        BYTE        display_pos;
        long        alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
        TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
    } TShopItemData;

    #pragma pack(pop)

    inline float GetSqrtDistance(int ix1, int iy1, int ix2, int iy2) // By sqrt
    {
        float dx, dy;

        dx = float(ix1 - ix2);
        dy = float(iy1 - iy2);

        return sqrtf(dx*dx + dy*dy);
    }

    // DEFAULT_FONT
    void DefaultFont_Startup();
    void DefaultFont_Cleanup();
    void DefaultFont_SetName(const char * c_szFontName);
    CResource* DefaultFont_GetResource();
    CResource* DefaultItalicFont_GetResource();
    // END_OF_DEFAULT_FONT

    void SetGuildSymbolPath(const char * c_szPathName);
    const char * GetGuildSymbolFileName(DWORD dwGuildID);
    BYTE SlotTypeToInvenType(BYTE bSlotType);

     





    Jolly Potato

     

  4. Hello Devs,

    i have a problem to compile my client source..

    i use a v90 source and put a system inside with code v120 now i put my source to v120

    now my error :

    i see that i have a older cryptlib and need to update it but how i can do this ?

    6klyuqs8.png

  5. Hey guys i try to install the new Char Selct with Maxmi 4.1 Client

    now i have this problem

    0823 03:51:15040 :: Failed to load script file : locale/tr/ui/selectcharacterwindow.py
    0823 03:51:15042 ::
    ui.py(line:2769) LoadScriptFile
    system.py(line:192) execfile
    system.py(line:161) Run
    system.py(line:177) __LoadTextFile__

    LoadScriptFile!!!!!!!!!!!!!! - exceptions.SyntaxError:invalid syntax (line 535)

    0823 03:51:15042 :: ============================================================================================================
    0823 03:51:15042 :: Abort!!!!


    0823 03:51:15043 ::
    introSelect.py(line:278) __LoadBoardDialog
    ui.py(line:2786) LoadScriptFile
    exception.py(line:36) Abort

    SelectCharacterWindow.LoadBoardDialog.LoadScript - exceptions.SystemExit:

    0823 03:51:15043 :: ============================================================================================================
    0823 03:51:15043 :: Abort!!!!

     

    I think the problem is selectcharacterwindow.py but i dont

     

     

     

     

     

    selectcharacterwindow.py

  6. okay guys i install now freebsd 9.3 on local pc and now i want to make gmake and have now a another problem


    gcc -Ofast -fomit-frame-pointer -g -march=i686 -msse4 -mssse3 -Wall -I../include      -c -o lapi.o lapi.c
    cc1: error: invalid option argument '-Ofast'
    cc1: error: unrecognized command line option "-msse4"
    <builtin>: recipe for target 'lapi.o' failed
    gmake[2]: *** [lapi.o] Error 1
    gmake[2]: Leaving directory '/root/workspace/mainline/liblua/src'
    Makefile:11: recipe for target 'all' failed
    gmake[1]: *** [all] Error 2
    gmake[1]: Leaving directory '/root/workspace/mainline/liblua'
    Makefile:60: recipe for target 'all' failed
    gmake: *** [all] Error 2

     

     

     

     

    its the Makefile but i dont know what i do false i uploade my makefile ....

     

     

    sory for the best english :D

    JollyPotato

     

    Makefile

     

  7. I have now the problem :


    g++49 -Wall -O2 -pipe -mcpu=i686 -fno-exceptions -fno-rtti -MM *.cc > Depend
    g++49: warning: '-mcpu=' is deprecated; use '-mtune=' or '-march=' instead
    cc1plus: error: CPU you selected does not support x86-64 instruction set
    cc1plus: error: CPU you selected does not support x86-64 instruction set
    cc1plus: error: CPU you selected does not support x86-64 instruction set
    cc1plus: error: CPU you selected does not support x86-64 instruction set
    cc1plus: error: CPU you selected does not support x86-64 instruction set
    Makefile:29: recipe for target 'dep' failed
    gmake[1]: *** [dep] Error 1
    gmake[1]: Leaving directory '/root/workspace/mainline/libpoly'
    Makefile:35: recipe for target 'libpoly' failed
    gmake: *** [libpoly] Error 2
    root@ns517857:~/workspace/mainline #

     

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