Itachi
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Posts posted by Itachi
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ikarus offlineshop.
very good and clean code.
highly recommended.- 1
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I see it simpler to add a sub type to use normal and infinite and you can now use blende normally and also be able to add infinities with the same code.
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Do not use that.
It is badly done. -
This is not something free. unless those who have been able to develop them decide to make it public, or it leaks. It is difficult for it to be published of its own accord.
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I think it is a great idea
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it works perfectly. but it works for you even by compiling the library you have followed the turorial badly.
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Severity Code Description Project Project category File Line Status deleted
Error C1047 The object or library file '.. \ .. \ extern \ lib \ libconfig ++. Lib' was created with a previous compiler to other objects; recompile libraries and old objects UserInterface 3 \ new base \ client \ Srcs \ Client \ UserInterface \ LINK 1
Following the tutorial this is the error that gives first hand. -
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There is a similar switchbot for sale but I don't know if I also publish it in this forum.
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En 9/11/2017 a las 13:04, Galet dijo:
Dude at least read the code, you just had to remove one tab (same for the if condition) instead of posting a screen here. Just look at the original code
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]# <!> globalSlotNumber may be different <!>
globalSlotNumber
replace
slotNumber -
hello developers
I have a problem as such
I tried to change the board
of ConnectingDialog
but it does not take the call in ConnectingDialog.py
check all the intrologin.py
and I did not see where I defined the board separately.
Does anyone have any idea of this? -
I have an error placing the item description code
1114 14: 57: 39854 :: Traceback (most recent call last):1114 14: 57: 39854 :: File "game.py", line 1390, in SetPCTargetBoard
1114 14: 57: 39854 :: File "uiTarget.py", line 604, in Open
1114 14: 57: 39854 :: File "uiTarget.py", line 681, in ResetTargetBoard
1114 14: 57: 39854 :: AttributeError
1114 14: 57: 39854 :::
1114 14: 57: 39854 :: 'TargetBoard' object has not attribute 'elementImageToolTip'
1114 14: 57: 39854 ::this says it is not found
self.elementImageToolTip = uiToolTip.ToolTip ()
self.elementImageToolTip.ClearToolTip ()they are within the definition
if you put it in initializate
the sysser disappears
but it does not work -
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error extern
(libraries of your source code) -
good afternoon developer community
I encountered the following problem
and I have not found the solution
It consists of packet error
or that tells me the sysser
Channel is not turned off and does not generate game.core
SYSERR: Oct 8 11:26:07 :: pid_init: Start of pid: 21551 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 0 mob 3596 skill 257 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 1 mob 3596 skill 258 SYSERR: Oct 8 11:26:10 :: LoadMotion: cannot find accumulation data in file 'data/monster/metinstone_egg/loop.msa' SYSERR: Oct 8 11:26:10 :: LoadMotion: Motion: Load failed vnum(34009) motion(2) file(data/monster/pwahuang1_2/walk.msa) SYSERR: Oct 8 11:27:58 :: Analyze: login phase does not handle this packet! header 80
I have read all the code and I do not find the error
Anyone have the faintest idea where I can look?
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hace 52 minutos, riku11 dijo:
I think I have not fully understood your request
be able to use different effects on each type of sash
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show some capture wherever you see some part of the code
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hace 10 minutos, marwan dijo:
i think it is LeNnT version
v1 or v2?
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what version do you use?
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hace 1 hora, riku11 dijo:
I think I found the hitch :
eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } if(!eAcce) it not possible because eAcce = eAcce + 65536; -> eAcce is never 0 so.. replace this part with eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if ( eAcce == 65536) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; }
you are right with it is solved the refresh error
sorry the annoyance has any idea how to attach a definition
for various effects? -
hace 6 horas, riku11 dijo:
I want to see this func :
__ClearAcceRefineEffect
void CInstanceBase::__ClearAcceRefineEffect() { if (!m_acceEffect) return; __EffectContainer_DetachEffect(m_acceEffect); m_acceEffect = 0; }
hace 12 horas, xDiiZeRx dijo:Hello! I have a problem too, and i fixed. Change SASH with ACCE
In InstanceBase.h, Search:
And change this:
With this Example 31:
And Playersettingmodule.py change what you did:
is not correct the topic is not the visualization of the efect
but refreshingof equipment or not
try to define it differently and how it should be correctly and does not take the functions
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I have the following problem of not working correctly the effect when equipping the costumee
continuous effect permanently equipped or not costumee
effect disappears only when dying
bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { __EffectContainer_AttachEffect(m_acceEffect); m_acceEffect = EFFECT_REFINED+EFFECT_ACCE_SPECIAL; __EffectContainer_AttachEffect(m_acceEffect); DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; } } return true; }
other methods none works
bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; __GetRefinedEffect(pItemData); } else __ClearAcceRefineEffect(); } return true; } case CItemData::ITEM_TYPE_COSTUME: __ClearAcceRefineEffect(); if (pItem->GetSubType() == CItemData::COSTUME_ACCE) { case CItemData::COSTUME_ACCE: { m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; break; } if (m_acceEffect) m_acceEffect = __AttachEffect(m_acceEffect); break; }
kind regards -
Very well worked
The spectacular truth would only change something on the buttons but excellent work
Input K Format in Pick Money Dialog
in Features & Metin2 Systems
Posted
problems solved