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mindfreak99

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Everything posted by mindfreak99

  1. Hello, I have a Error on my Binary Details: python22 Picture: system.py import sys import app import dbg sys.path.append("lib") class TraceFile: def write(self, msg): dbg.Trace(msg) class TraceErrorFile: def write(self, msg): dbg.TraceError(msg) dbg.RegisterExceptionString(msg) class LogBoxFile: def __init__(self): self.stderrSave = sys.stderr self.msg = "" def __del__(self): self.restore() def restore(self): sys.stderr = self.stderrSave def write(self, msg): self.msg = self.msg + msg def show(self): dbg.LogBox(self.msg,"Error") sys.stdout = TraceFile() sys.stderr = TraceErrorFile() # # pack file support (must move to system.py, systemrelease.pyc) # import marshal import imp import pack class pack_file_iterator(object): def __init__(self, packfile): self.pack_file = packfile def next(self): tmp = self.pack_file.readline() if tmp: return tmp raise StopIteration _chr = __builtins__.chr class pack_file(object): def __init__(self, filename, mode = 'rb'): assert mode in ('r', 'rb') if not pack.Exist(filename): raise IOError, 'No file or directory' self.data = pack.Get(filename) if mode == 'r': self.data=_chr(10).join(self.data.split(_chr(13)+_chr(10))) def __iter__(self): return pack_file_iterator(self) def read(self, len = None): if not self.data: return '' if len: tmp = self.data[:len] self.data = self.data[len:] return tmp else: tmp = self.data self.data = '' return tmp def readline(self): return self.read(self.data.find(_chr(10))+1) def readlines(self): return [x for x in self] __builtins__.pack_open = pack_open = pack_file _ModuleType = type(sys) old_import = __import__ def _process_result(code, fqname): # did get_code() return an actual module? (rather than a code object) is_module = isinstance(code, _ModuleType) # use the returned module, or create a new one to exec code into if is_module: module = code else: module = imp.new_module(fqname) # insert additional values into the module (before executing the code) #module.__dict__.update(values) # the module is almost ready... make it visible sys.modules[fqname] = module # execute the code within the module's namespace if not is_module: exec code in module.__dict__ # fetch from sys.modules instead of returning module directly. # also make module's __name__ agree with fqname, in case # the "exec code in module.__dict__" played games on us. module = sys.modules[fqname] module.__name__ = fqname return module module_do = lambda x:None def __pack_import(name,globals=None,locals=None,fromlist=None): if name in sys.modules: return sys.modules[name] filename = name + '.py' if pack.Exist(filename): dbg.Trace('importing from pack %sn' % name) newmodule = _process_result(compile(pack_file(filename,'r').read(),filename,'exec'),name) module_do(newmodule) return newmodule #return imp.load_module(name, pack_file(filename,'r'),filename,('.py','r',imp.PY_SOURCE)) else: dbg.Trace('importing from lib %sn' % name) return old_import(name,globals,locals,fromlist) def splitext(p): root, ext = '', '' for c in p: if c in ['/']: root, ext = root + ext + c, '' elif c == '.': if ext: root, ext = root + ext, c else: ext = c elif ext: ext = ext + c else: root = root + c return root, ext class PythonExecutioner: def Run(kPESelf, sFileName, kDict): if kPESelf.__IsCompiledFile__(sFileName): kCode=kPESelf.__LoadCompiledFile__(sFileName) else: kCode=kPESelf.__LoadTextFile__(sFileName) exec(kCode, kDict) def __IsCompiledFile__(kPESelf, sFileName): sBase, sExt = splitext(sFileName) sExt=sExt.lower() if sExt==".pyc" or sExt==".pyo": return 1 else: return 0 def __LoadTextFile__(kPESelf, sFileName): sText=pack_open(sFileName,'r').read() return compile(sText, sFileName, "exec") def __LoadCompiledFile__(kPESelf, sFileName): kFile=pack_open(sFileName) if kFile.read(4)!=imp.get_magic(): raise kFile.read(4) kData=kFile.read() return marshal.loads(kData) def execfile(fileName, dict): kPE=PythonExecutioner() kPE.Run(fileName, dict) def exec_add_module_do(mod): global execfile mod.__dict__['execfile'] = execfile import __builtin__ __builtin__.__import__ = __pack_import module_do = exec_add_module_do """ # # PSYCO installation (must move to system.py, systemrelease.pyc) # try: import psyco #from psyco.classes import * def bind_me(bindable_list): try: for x in bindable_list: try: psyco.bind(x) except: pass except: pass _prev_psyco_old_module_do = module_do def module_bind(module): _prev_psyco_old_module_do(module) #print 'start binding' + str(module) try: psyco.bind(module) except: pass for x in module.__dict__.itervalues(): try: psyco.bind(x) except: pass #print 'end binding' dbg.Trace("PSYCO installedn") except Exception, msg: bind_me = lambda x:None dbg.Trace("No PSYCO support : %sn" % msg) """ def GetExceptionString(excTitle): (excType, excMsg, excTraceBack)=sys.exc_info() excText="" excText+=_chr(10) import traceback traceLineList=traceback.extract_tb(excTraceBack) for traceLine in traceLineList: if traceLine[3]: excText+="%s(line:%d) %s - %s" % (traceLine[0], traceLine[1], traceLine[2], traceLine[3]) else: excText+="%s(line:%d) %s" % (traceLine[0], traceLine[1], traceLine[2]) excText+=_chr(10) excText+=_chr(10) excText+="%s - %s:%s" % (excTitle, excType, excMsg) excText+=_chr(10) return excText def ShowException(excTitle): excText=GetExceptionString(excTitle) dbg.TraceError(excText) app.Abort() return 0 def RunMainScript(name): try: execfile(name, __main__.__dict__) except RuntimeError, msg: msg = str(msg) import locale if locale.error: msg = locale.error.get(msg, msg) dbg.LogBox(msg) app.Abort() except: msg = GetExceptionString("Run") dbg.LogBox(msg) app.Abort() import debugInfo debugInfo.SetDebugMode(__DEBUG__) loginMark = "-cs" app.__COMMAND_LINE__ = __COMMAND_LINE__ RunMainScript("prototype.py")
  2. Hello, I have a Bug when i upping my sword it was failed. Syslog: OnClick Seon-Pyeong[vnum 20091 ServerUniqueID 134, pid 0] by [ADMIN].Japan Item Proto Refine Proto Video: [Hidden Content] Best Regards, Mindfreak
  3. quest training_grandmaster_skill begin state start begin when 50513.use begin say_title("Fertigkeitstraining des Großmeisters") say ("Mit diesem Stein, erfüllt mit Seelen,") say ("wirst du deine Fertigkeiten verbessern können.") say("") wait() if pc.get_skill_group() == 0 then say("§A¨S¦³¥ô¦ó¾·~."..pc.get_skill_group()) return end if get_time() < pc.getqf("next_time") then -- and not is_test_server() then if pc.is_skill_book_no_delay() then say("Um mit dem Fertigkeitstraining des Großmeister") say("fortzufahren klicke auf 'WEITER'.") say("") wait() say_title("Fertigkeitstraining des Großmeister") else say("Du kannst heute nicht weiter trainieren,") say("außer du benutzt eine Exorzismus-Schriftrolle!") return end end local result = training_grandmaster_skill.BuildGrandMasterSkillList(pc.get_job(), pc.get_skill_group()) local vnum_list = result[1] local name_list = result[2] if table.getn(vnum_list) == 0 then say("Fertigkeitstraining des Großmeister") return end say("Wähle die zu trainierende Fertigkeit!") say("") local menu_list = {} table.foreach(name_list, function(i, name) table.insert(menu_list, name) end) table.insert(menu_list, "Abbrechen") local s=select_table(menu_list) if table.getn(menu_list) == s then return end if pc.count_item(50513)==0 then say("Die magische Kraft der Seelen sind erloschen,") say("da du den Stein verloren hast..") say("") return end local skill_name=name_list[s] local skill_vnum=vnum_list[s] local skill_level = pc.get_skill_level(skill_vnum) local cur_alignment = pc.get_real_alignment() local need_alignment = 1000+500*(skill_level-30) test_chat("²{¦bµ½´c*È: "..cur_alignment) test_chat("»Ý*nµ½´c*È: "..need_alignment) local title=string.format("%s Großmeisterstufe %d Training", skill_name, skill_level-30+1) say_title(title) say("") if cur_alignment<-19000+need_alignment then say_reward("Du hast nicht genügend Rangpunkte") say_reward("für ein erneutes Training.") return end if cur_alignment<0 then say_reward(string.format("Du benötigst %d Rangpunkte -> %d", need_alignment, need_alignment*2)) say_reward("(Wenn du den Seelen bereit bist diese Rangpunkte zu opfern)") say_reward("(drücke 'WEITER'.)") need_alignment=need_alignment*2 elseif cur_alignment<need_alignment then say_reward(string.format("Du benötigst %d Rangpunkte ", need_alignment)) say_reward("(²{¦b*×½mªº¸Ü, ·|¤U*°¨ì®ö¤H¥H¤U.)") else say_reward(string.format("Du benötigst %d Rangpunkte ", need_alignment)) end say("") local s=select("Weiter", "Abbrechen") if s==2 then return end if cur_alignment>=0 and cur_alignment<need_alignment then say_title(string.format("Bestätigen!", title)) say("Wenn du jetzt eine Großmeisterfertigkeit") say("trainierst, könnten deine Rangpunkte unter") say("den Durchschnittslevel fallen, da du bereits zu") say("diesem Zeitpunkt nur wenige besitzt. Wenn du") say("wirklich trainieren willst,") say("gib in das Eingabefeld das Wort") say_reward("Trainieren") say("ein.") say("") say("Willst du nicht trainieren, drücke einfach") say("die Taste 'ENTER'.") local s=input() if s!="Trainieren" then return end end if get_time() < pc.getqf("next_time") then -- and not is_test_server() then if pc.is_skill_book_no_delay() then pc.remove_skill_book_no_delay() else say("[°ª¯Åµ¥¯Å]§Þ¯à*×½m¿ù»~: ¥ð®§¤¤") return end end pc.setqf("next_time", get_time()+time_hour_to_sec(number(8, 12))) if need_alignment>0 then if pc.learn_grand_master_skill(skill_vnum) then pc.change_alignment(-need_alignment) say_title(string.format("Fertigkeitstraining des Großmeister erfolgreich!", title)) if 40 == pc.get_skill_level(skill_vnum) then say(string.format("Fertigkeitstraining", skill_name)) else say(string.format(skill_name, skill_level-30+1+1)) end say("") say_reward("Erfolgreich!") say_reward(string.format("Du hast ein paar Rangpunkte verbraucht!")) say("") else say_title(string.format("Großmeister Fertigkeitstraining fehlgeschlagen!", title)) say ("") say_reward("Fehlgeschlagen!") say("Du hast deine Fertigkeit nicht verbessern") say("können") say_reward("Du hast einige Rangpunkte verloren") say_reward("und den Seelenstein verbraucht.") say("") pc.change_alignment(-number(need_alignment/3, need_alignment/2)) end end pc.removeitem("50513", 1) end function BuildGrandMasterSkillList(job, group) GRAND_MASTER_SKILL_LEVEL = 30 PERFECT_MASTER_SKILL_LEVEL = 40 local skill_list = special.active_skill_list[job+1][group] local ret_vnum_list = {} local ret_name_list = {} -- test_chat(string.format("job=%d, group=%d", job, group)) table.foreach(skill_list, function(i, skill_vnum) local skill_level = pc.get_skill_level(skill_vnum) -- test_chat(string.format("[%d]=%d", skill_vnum, skill_level)) if skill_level >= GRAND_MASTER_SKILL_LEVEL and skill_level < PERFECT_MASTER_SKILL_LEVEL then table.insert(ret_vnum_list, skill_vnum) local name=locale.GM_SKILL_NAME_DICT[skill_vnum] if name == nil then name=skill_vnum end table.insert(ret_name_list, name) end end) return {ret_vnum_list, ret_name_list} --return {ret_vnum_list, ret_name_list} end end end
  4. Guten Tag, Ich benutze denn Source "mainline_released" wenn ich eine Quest ausführe dann verschwindet das Item nicht. May 9 12:04:24 :: QUEST remove items(vnum 50513) count 1 of [ADMIN].Japan[57959] May 9 12:04:24 :: CHARACTER::RemoveSpecifyItem cannot remove enough item vnum 50513, still remain 1[/PHP] [url][Hidden Content]]
  5. Hi guys, when i aktiv the skill rage, i have gdf and rage aktiv WTF? I dont know why, can someone help me pls?
  6. Good day , I use my own source code and when I want something Uppen disappear the items that are not needed for Upping . -------------------------------------------------------------------------------------------------------------------------------------- Guten Tag, Ich benutze meinen eigenen Source Code und wenn ich etwas Uppen möchte verschwinden die Items die zum Uppen gebraucht werden nicht [Hidden Content] Preview GIF Syslog ERROR:CHARACTER::RemoveSpecifyItem cannot remove enough item vnum 27994, still remain 2
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