Aerrow
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Posts posted by Aerrow
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I added the EMobRanks enum. No other changes.
Spoiler#pragma once /* * NPC µ¥ÀÌÅÍ ÇÁ·ÎÅä ŸÀÙÀ» °ü¸® ÇÑ´Ù. */ class CPythonNonPlayer : public CSingleton<CPythonNonPlayer> { public: enum EClickEvent { ON_CLICK_EVENT_NONE = 0, ON_CLICK_EVENT_BATTLE = 1, ON_CLICK_EVENT_SHOP = 2, ON_CLICK_EVENT_TALK = 3, ON_CLICK_EVENT_VEHICLE = 4, ON_CLICK_EVENT_MAX_NUM, }; enum EMobEnchants { MOB_ENCHANT_CURSE, MOB_ENCHANT_SLOW, MOB_ENCHANT_POISON, MOB_ENCHANT_STUN, MOB_ENCHANT_CRITICAL, MOB_ENCHANT_PENETRATE, MOB_ENCHANTS_MAX_NUM }; enum EMobResists { MOB_RESIST_SWORD, MOB_RESIST_TWOHAND, MOB_RESIST_DAGGER, MOB_RESIST_BELL, MOB_RESIST_FAN, MOB_RESIST_BOW, MOB_RESIST_FIRE, MOB_RESIST_ELECT, MOB_RESIST_MAGIC, MOB_RESIST_WIND, MOB_RESIST_POISON, MOB_RESISTS_MAX_NUM }; enum EMobRanks { MOB_RANK_PAWN, MOB_RANK_S_PAWN, MOB_RANK_KNIGHT, MOB_RANK_S_KNIGHT, MOB_RANK_BOSS, MOB_RANK_KING, }; #define MOB_ATTRIBUTE_MAX_NUM 12 #define MOB_SKILL_MAX_NUM 5 #pragma pack(push) #pragma pack(1) typedef struct SMobSkillLevel { DWORD dwVnum; BYTE bLevel; } TMobSkillLevel; typedef struct SMobTable { DWORD dwVnum; char szName[CHARACTER_NAME_MAX_LEN + 1]; char szLocaleName[CHARACTER_NAME_MAX_LEN + 1]; BYTE bType; // Monster, NPC BYTE bRank; // PAWN, KNIGHT, KING BYTE bBattleType; // MELEE, etc.. BYTE bLevel; // Level BYTE bSize; DWORD dwGoldMin; DWORD dwGoldMax; DWORD dwExp; DWORD dwMaxHP; BYTE bRegenCycle; BYTE bRegenPercent; WORD wDef; DWORD dwAIFlag; DWORD dwRaceFlag; DWORD dwImmuneFlag; BYTE bStr, bDex, bCon, bInt; DWORD dwDamageRange[2]; short sAttackSpeed; short sMovingSpeed; BYTE bAggresiveHPPct; WORD wAggressiveSight; WORD wAttackRange; char cEnchants[MOB_ENCHANTS_MAX_NUM]; char cResists[MOB_RESISTS_MAX_NUM]; DWORD dwResurrectionVnum; DWORD dwDropItemVnum; BYTE bMountCapacity; BYTE bOnClickType; BYTE bEmpire; char szFolder[64 + 1]; float fDamMultiply; DWORD dwSummonVnum; DWORD dwDrainSP; DWORD dwMonsterColor; DWORD dwPolymorphItemVnum; TMobSkillLevel Skills[MOB_SKILL_MAX_NUM]; BYTE bBerserkPoint; BYTE bStoneSkinPoint; BYTE bGodSpeedPoint; BYTE bDeathBlowPoint; BYTE bRevivePoint; } TMobTable; #pragma pack(pop) typedef std::list<TMobTable *> TMobTableList; typedef std::map<DWORD, TMobTable *> TNonPlayerDataMap; public: CPythonNonPlayer(void); virtual ~CPythonNonPlayer(void); void Clear(); void Destroy(); bool LoadNonPlayerData(const char * c_szFileName); const TMobTable * GetTable(DWORD dwVnum); bool GetName(DWORD dwVnum, const char ** c_pszName); bool GetInstanceType(DWORD dwVnum, BYTE* pbType); BYTE GetEventType(DWORD dwVnum); BYTE GetEventTypeByVID(DWORD dwVID); DWORD GetMonsterColor(DWORD dwVnum); const char* GetMonsterName(DWORD dwVnum); // Function for outer void GetMatchableMobList(int iLevel, int iInterval, TMobTableList * pMobTableList); protected: TNonPlayerDataMap m_NonPlayerDataMap; };
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Hi all.
I would like to include PythonNonPlayer.h into ActorInstance.cpp to automate the IS_HUGE_RACE method.
Something like:
bool IS_HUGE_RACE(unsigned int vnum) { const CPythonNonPlayer::TMobTable* mobTable = CPythonNonPlayer::instance().GetTable(vnum); if (mobTable && mobTable->bRank >= CPythonNonPlayer::MOB_RANK_BOSS) return true; return false; }
But I got the following errors:
I guess it is not possible to use the files in UserInterface outside the folder.
Any workaround?
Thank you in advance!
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Frist of all thank you for the release, it is nice system.
Just I can remember more than 10 years before when I played on GF my lvl 10-15 character was not able to go to the Monkey dungeon, the port simple did nothing when I wanted to go in. But when I reached higher level (at least 20) I was able to go inside. So I believe some kind of level check should already exist in the source. Or I'm wrong? Maybe they completely removed this feature or just my memories not correct?
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Images are dead, request for reupload.
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There is an exploit in the system, probably this is why ymir refused to use it. If you fulfill the required stat, then you just switch your gear, so you no longer fulfill it, the game not auto unequip the item. Currently I'm looing for solutions to fix this.
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Thanks, but change for what? The server and client side fiels are identical, and I know the numbers probably come from the .gr2 files, I'm not sure exactly where.
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Any update on this topic?
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Any update on this topic?
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Any update on this topic? No one still not know how to solve this? I'm currently trying to fix that with not much luck.
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Nope, it is a real bug.
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On 6/18/2015 at 5:45 PM, Koray said:
I think this bug due from mount so is not energy
Nope, the problem within the energy system, not for the mounts.
For example:
- get naked
- use the energy crystal (51002)
- equip a piece of equipment which has APPLY_ENERGY (18060-18069 has by default)
- equip for example your armor which has 2000 HP
- now start unequip and equip your belt -> your HP will start to decrease each time
The problem probably within the calculation of the energy or something.
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And can we highlight the error and warning words too?
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On 6/21/2018 at 8:06 PM, WeedHex said:
10 React == New Release about Korean Errors!
We reached it!
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1 hour ago, Raylee said:
Yeah because i added it...
Best regards
RayleeAh, then that two guy can apology from me..
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2 hours ago, Galet said:
Dude are you serious ?
I swear I watched but I didn't see anything under it.
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On 1/5/2018 at 2:52 PM, Galet said:
open your eyes ><
What? There are no link, either this topic or what he linked.
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Works very well, thanks!
On 8/2/2018 at 6:03 AM, Dean said:Hi there Werwolf, I have tested the potential bug you mentioned and I failed to encounter it.
The only aspect of the script which I'm still working on is the possibility to hide the cooldown whilst holding down Alt.
It's not a bug, just a simple adjustment I'd like to add in the future to assure 100% functionability.Thank you all for the warm feedback, it gladdens me knowing my scripts are useful.
Keep me posted if potential bugs arise.
Cheers!
And I solve your problem!
First of all we don't need this:
elif not player.IsSkillCoolTime(Position): self.cooldownText[slotNumber].Hide()
Then search for this:
slotNumber = i+startNumber
And paste under this:
self.cooldownText[slotNumber].Hide()
That's all.
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Gosh, right, I didn't notice that...
Keep skill cooldown after warp/relog
in Community Support - Questions & Answers
Posted
Yo guys.
Every skill refresh after relog or warp. I'm looking for a way to keep the skills cooldown.
Any idea?