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ARISE

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    one_arise

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  1. Well then it’s the missing libs, if you have the old vdi I suggest you get the libs from there, or install new ones, the ones ur source needs
  2. Well if you own the client source you can check the LZO keys and unpack the root…
  3. You have some target functions in that file, maybe its missing an if or something can you paste your pythonplayerskill.cpp code?
  4. FIX Search in UserInterface/PythonNetworkStreamPhaseGameActor.cpp for: void __SetWeaponPower(IAbstractPlayer& rkPlayer, DWORD dwWeaponID) { ... } Replace it with: void __SetWeaponPower(IAbstractPlayer& rkPlayer, DWORD dwWeaponID) { DWORD minPower = 0; DWORD maxPower = 0; DWORD minMagicPower = 0; DWORD maxMagicPower = 0; DWORD addPower = 0; CItemData* pkWeapon; #if defined(ENABLE_WEAPON_COSTUME_SYSTEM) || defined(__BL_TRANSMUTATION__) if (CItemManager::Instance().GetItemDataPointer(CPythonPlayer::Instance().GetItemIndex(TItemPos(INVENTORY, c_Equipment_Weapon)), &pkWeapon)) #else if (CItemManager::Instance().GetItemDataPointer(dwWeaponID, &pkWeapon)) #endif { if (pkWeapon->GetType() == CItemData::ITEM_TYPE_WEAPON) { minPower = pkWeapon->GetValue(3); maxPower = pkWeapon->GetValue(4); minMagicPower = pkWeapon->GetValue(1); maxMagicPower = pkWeapon->GetValue(2); addPower = pkWeapon->GetValue(5); } #ifdef ENABLE_WEAPON_COSTUME_SYSTEM else if (pkWeapon->GetType() == CItemData::ITEM_TYPE_COSTUME) { dwWeaponID = rkPlayer.GetItemIndex(TItemPos(INVENTORY, c_Equipment_Weapon)); CItemData* pkWeaponReal; if (CItemManager::Instance().GetItemDataPointer(dwWeaponID, &pkWeaponReal)) { if (pkWeaponReal->GetType() == CItemData::ITEM_TYPE_WEAPON) { minPower = pkWeaponReal->GetValue(3); maxPower = pkWeaponReal->GetValue(4); minMagicPower = pkWeaponReal->GetValue(1); maxMagicPower = pkWeaponReal->GetValue(2); addPower = pkWeaponReal->GetValue(5); } } } #endif } rkPlayer.SetWeaponPower(minPower, maxPower, minMagicPower, maxMagicPower, addPower); } That will fix it. Kind Regards, ONE
  5. Are you also using the same VDI? Because you might have some libs missing...
  6. HOW TO FIX For those who are using ENABLE_CANSEEHIDDENTHING_FOR_GM: UserInterface/InstanceBaseEffect.cpp Search in bool CInstanceBase::Create if (c_iGuildSymbolRace == GetRace()) { std::string strFileName = GetGuildSymbolFileName(m_dwGuildID); if (IsFile(strFileName.c_str())) m_GraphicThingInstance.ChangeMaterial(strFileName.c_str()); } Add under #ifdef ENABLE_CANSEEHIDDENTHING_FOR_GM if (IsAffect(AFFECT_INVISIBILITY) && __MainCanSeeHiddenThing()) m_GraphicThingInstance.BlendAlphaValue(0.5f, 0.5f); m_GraphicThingInstance.ShowAllAttachingEffect(); #endif I also suggest you add this Fix so when you TP your item effects and GM symbol remain hidden: After you have Ikarus Stealth Invisible fix set up, follow this step: UserInterface/InstanceBaseEffect.cpp Search in void CInstanceBase::SetAffectFlagContainer __SetNormalAffectFlagContainer(c_rkAffectFlagContainer); Add under #ifdef __ENABLE_STEALTH_FIX__ if (!__MainCanSeeHiddenThing() && (c_rkAffectFlagContainer.IsSet(AFFECT_INVISIBILITY) || c_rkAffectFlagContainer.IsSet(AFFECT_REVIVE_INVISIBILITY) || c_rkAffectFlagContainer.IsSet(AFFECT_EUNHYEONG)) ) m_GraphicThingInstance.HideAllAttachingEffect(); #endif That's it...
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