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ARiver

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About ARiver

  • Birthday November 17

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    France
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    French

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  1. Hello and thanks a lot it was driving me crazy, thinking i've done something wrong deleting the packet to send NPC pos ! I still have a slight issue : it works fine on the big map as shown in your topic, but I still have an offset on the minimap , I've tried to solved it but couldn't ! Thanks again ! EDIT : I've find something to correct the offset in the minimpa too but i don't know if it's good :
  2. for working it the other way around : change the appearence of a costume into an armor
  3. you mean the python or CPP part ?
  4. That's amazing thanks a lot !
  5. Thank you for your answer, it was already done, i have added already a lot of subtypes for different items or systems that's why i didn't understand why it will Always be kept at 0 but i just figure it out : duplicate line in proto with material_leather as subtypes coming from a time when i added a bunch of items. I have deleted the lines and it works fine now, Thanks for your time
  6. Hello, I have a stupid issue that is rocking my brain : whatever i do i can't seem to add a new material subtype fo the DS_CHANGE_ATTR system, DB in navicat have the right value Serverside seem to have it right too, I think it's coming from Dump_proto but i can't seem to find the issue because i'vre tried to remove unused material to see if the values would changes or if they were a limitation of any kind that i didn't see, and they do change actually but the subtype for the change attribute item still stay on 0 Client side. Can someone ever had the same issue or help me understand where the isssue might be coming from ?
  7. Hello, thanks for the system i have the same issue impossible to change attributes someone might know why? i've tried different things nothing seems to work EDIT the problem seems to come from the fact that the subtype MATERIAL_DS_CHANGE_ATTR is missread in the Client part the subtype of the item is set to 0 in client but in 8 by the server i can't seems to understand why as i've redo plenty of time the addition in client src and dump proto i can't seems to find the issue if someone can help.
  8. for the 5 people who might use this I have made a little bug correction : I updated the files because in transmutation.cpp there was a problem with the chatpacket line who made the check useless/malfunctionning. DL links are up to date.
  9. This one can be solved by replacing : const auto& night_hours = makerange(); //with auto night_hours = makerange(); Thanks a lot for this, i love the snow part, day/Night special day ... this is cool !
  10. hello, first of all many thanks to Mali for this system, Owsap for the costume support and to all other people sharing the part for the costume weapon. I have notice that official let you transmute a costume weapon or costume armor with a skin of a weapon or armor and that it couldn't be done with this system or i least it wasn't showing the right skin to make that possible I have made those changes I hope they are fine : To sumarize i have added a "if (badd)" condition to the costume part. The limitation for armor being transmuted as costume is the sex of the costume. To show that in game i needed to modify client/root/uitooltip.py that way : Also in Owsap version you might have some trouble compiling with TMP4 sources because of those parts in char_item.cpp : the compiler tell you that GetType() or/and GetAntiFlags() are not members of SItemTable ( in table.h) i don't know I we can make function in this table so i have fixed it by changing the "GetType()" into "bType" and "GetAntiFlags()" into dwAntiFlags as such :
  11. I have find another workaround but it's not that good I don't know if official server allow you to fish on their standing mount but my workaround can't make that append so here is the workaround for not being able to attack with the fish rod : //In InstanceBase.cpp : // find : BOOL CInstanceBase::IsHoldingPickAxe() { const int c_iPickAxeStart = 29101; const int c_iPickAxeEnd = 29110; return m_awPart[CRaceData::PART_WEAPON] >= c_iPickAxeStart && m_awPart[CRaceData::PART_WEAPON] <= c_iPickAxeEnd; } //Add: #ifdef ENABLE_STANDING_MOUNT BOOL CInstanceBase::IsHoldingFishRod() { const int c_iFishRodStart = 27400; const int c_iFishRodEnd = 27590; return m_awPart[CRaceData::PART_WEAPON] >= c_iFishRodStart && m_awPart[CRaceData::PART_WEAPON] <= c_iFishRodEnd; } #endif //check that you just have fishrod vnum between 27400 and 27590 //find in bool CInstanceBase::CanAttack(): if (IsHoldingPickAxe()) return false; //add: if (IsHoldingFishRod() && IsMountingHoverBoard()) return false; I don't see what you mean with aura of sword though could you send a video ? Best regards
  12. Im not sure but you should find it here
  13. So ... I don't know why but i made it works, i need explanation on the why though if anyone read this post ... I was playing with the SetScale function ( create a mimic function SeScaleTry and changing some stuff in it ), I was trying to change the "D3DXMatrixScaling(&m_ScaleMatrix, m_v3Scale.x, m_v3Scale.y, m_v3Scale.z);" in the setscale function from lennt scaling system : i've tried to change Scale_Matrix with m_woldMatrix it wasn't working but it did work with m_PositionMatrix: void CGraphicObjectInstance::SetScaleTry(float x, float y, float z) { m_v3Scale.x = x; m_v3Scale.y = y; m_v3Scale.z = z; D3DXMatrixScaling(&m_PositionMatrix, m_v3Scale.x, m_v3Scale.y, m_v3Scale.z); } But why ???? PositionMatrix is an empty matrix only used in Transform() but Transform() is only called when you are in game so i don't understand how it could change the scaling from introselect...
  14. Hello everyone, I have an issue regarding this line in introselect.py : if chr.RaceToJob(race) == JOB_WOLFMAN: chr.SetScale(0.50,0.50,0.50) I can't make this work or at least scaling does nothing ... here is the pythoncharactermodule.cpp part that i've create for that purpose: PyObject* chrSetScale(PyObject* poSelf, PyObject* poArgs) { float fScaleX; if (!PyTuple_GetFloat(poArgs, 0, &fScaleX)) return Py_BuildException(); float fScaleY; if (!PyTuple_GetFloat(poArgs, 1, &fScaleY)) return Py_BuildException(); float fScaleZ; if (!PyTuple_GetFloat(poArgs, 2, &fScaleZ)) return Py_BuildException(); CInstanceBase* pCharacterInstance = CPythonCharacterManager::Instance().GetSelectedInstancePtr(); if (!pCharacterInstance) return Py_BuildNone(); pCharacterInstance->GetGraphicThingInstanceRef().SetScale(fScaleX, fScaleY, fScaleZ); return Py_BuildNone(); } Since I have Lennt Acce and Scaling system I have tried with his SetScale(fScaleX, fScaleY, fScaleZ, true) function too but same result scaling is not affected. I have also tried to let the basic SetScale function alone (creating a different SetScaleAcce function for the acce scaling with the same logic using another vector than m_v3Scale like the obj scaling system SetScale function, eveything works fine for acce scaling) but nothing works for character scaling ... Hope I could get some help here, Thanks anyway ! Best regards !
  15. Download alternative link Hello, I wanted to share something I have done recently while adding Young Heroes Weapons, i've noticed some Antiflags i've never seen and tried to "reverse" them so here is my work that i wanted to share. Explanation about they purpose: ANTI_REINFORCE & ANTI_ENCHANT: look at Abel(Tiger) post (link below) those are for adding / changing bonuses ANTI_MAIL: Prevent Sending an item through Mailbox ANTI_ACCE: Prevent an item to be used for being absorb into a Sash. ANTI_ENERGY: Prevent an item to be turned into energy shard at the Alchemist. ANTI_APPLY: Prevent to add a metin stone to an item. This one I also use to add REAL_TIME limit on weapons (young heroes one) without having errors. ANTI_CHANGELOOK: Prevent an item to be use in the transmutation system. I get the idea from this post : So a big thanks to Abel(Tiger) for this, I guess you have to install this before for ANTI_REINFORCE and ANTI_ENCHANT. I have make ANTI_MAIL, ANTI_CHANGELOOK with Mali Mailbox and transmutation system so a huge thanks to him too for those big systems and everything he released. ANTI_ACCE is made for Lennt acce system i don't know if it does the same for other systems but it's got to be similar. ANTI_APPLY and ANTI_ENERGY are from my little brain so I hope you eyes will not bleed and please let me know if anything is missing of malfunctionning. Best regards !
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