ScriptMan
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Posts posted by ScriptMan
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2 hours ago, Papix said:
Hello community,
I needed to remove the collision from all the monsters and decided to share with you how to do it.
Anything included in mob_proto from vnum 101 to 99999 loses the collision.
The collision is removed, but when you are attacking it continues to exist.
Step by StepHidden Content-
#Binary
@GameLib/ActorInstanceCollisionDetection.cpp
After:BOOL CActorInstance::TestActorCollision(CActorInstance& rVictim) { if (rVictim.IsDead()) return false;
Add:#ifdef REMOVE_MOB_COLLISION if (rVictim.GetRace() >= 101 && rVictim.GetRace() <= 99999 && !isAttacking()) return false; #endif
@Locale_inc.h
Add:#define REMOVE_MOB_COLLISION
WTF Bro?if (rVictim.GetActorType() == TYPE_ENEMY || rVictim.GetActorType() == TYPE_NPC) return FALSE;
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I didn't mean to attack you! Thank you for expressing your opinion!
@ Owsap -
@ Owsap Why man why?
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6 minutes ago, Owsap said:
I still don't understand...
When you unmount all bonuses are removed.-- Quest when 31071.use begin if pc.is_polymorphed() then return syschat("You can't ride while transformed.") end if pc.is_riding() or pc.is_mount() then pc.unmount() else if horse.is_summon() then horse.unsummon() end pc.mount(22006, 3600) pc.mount_bonus(apply.MOV_SPEED, 60, 3600) end end
// @ questlua_pc.cpp int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (ch && ch->GetMountVnum()) { ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; } int pc_unmount(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); ch->RemoveAffect(AFFECT_MOUNT); ch->RemoveAffect(AFFECT_MOUNT_BONUS); if (ch->IsHorseRiding()) ch->StopRiding(); return 0; }
Yes but! Use ctrl+g or h or j.
And Dizer not use Costume mount system.
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8 minutes ago, Owsap said:
What do you mean with "Status don't clear, only if you click them" and what are you trying todo with this function?
If you're trying to add a bonus to the mount your using you can use this function: pc.mount_bonus(type, value, duration)local mount_vnum = 22006 -- Mount Vnum local affect_duration = 3600 -- 1h pc.mount(mount_vnum, affect_durration) pc.mount_bonus(apply.MOV_SPEED, 20, affect_durration) -- Apply bonus with +20 move speed
No no.
Here is problem this:Base Riding code added for your character riding bonus: str vit etc point..
If you using this code...
pc.mount()
So.. Now stop riding and check your Character window ingame. (Bonus cp. VIT, INT, STR ..) -
3 hours ago, Syriza said:
You're tested?
Yes, i am not support!
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I am tested.. Bullshit.
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Quote
0515 11:39:46842 :: File "game.py", line 2636, in OnNewItem
0515 11:39:46842 :: AttributeError
0515 11:39:46842 :: :
0515 11:39:46842 :: 'module' object has no attribute 'NEWITEMS'
0515 11:39:46842 ::game.py--> import constInfo
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Can you know, how to added? Someone?
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This is working?
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Solved! 100% working!
Thy for more help....
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Hey Metin2dev!
How to fix the problem?
I added this code: Okay Card System Official
What is this error?
Here is my code: questlua_pc.cpp. Sorry my english language. I little bit speaking english.
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Ahh link dead... Please, upload this design me.
Fix - Quest item.set_socket(0, Value)
in Programming & Development
Posted · Edited by speze012
Hello! Today I found that in lua the modification of item.set_socket(0, value) does not work.
Fixed:
Original:
Explanation:
If the socket index is 0, it returns and does not run the code... fck logic.