Beiträge von cream

    nice that you also have removed the copy right informations which were in the headline, of the elaked src version where you've extracted these (old) version


    now I understand what people told me in the past about this scene


    maybe next time with copyright ?? KEKW

    Soweit sogut, aber beim einloggen bzw. sobald es Load macht.... Wird der zeiger bis am ende gesetzt obwohl die Postion stimmt (Slider Pos).

    Anfang wäre dies 6.0 aber er setzt es nicht .... Oo was hab ich falsch gemacht?... Sehe da keinen fehler

    I have the same problem. Have you solved it?

    replace

    Code
    1. self.changeFOV.SetSliderPos(float(systemSetting.GetFOVLevel()) / 5.0)


    with

    If he isnt sure, that he want to change it, I think he would not ask directly how to change this.


    to make your sura skill working on horse, you have to modify this function


    Bitte melden Sie sich an, um diesen Link zu sehen.

    My files GrpTextInstance.cpp and PythonApplication.cpp are different from the ones possibly referenced in the tutorial. Could someone experienced in battle add changes to these two files for me?

    Files: Bitte melden Sie sich an, um diesen Link zu sehen.

    Bitte melden Sie sich an, um diesen Link zu sehen.


    Aug 12 23:20:41 :: XXX target too far test

    you must synchronize the targetrange values server and client side, if it's already synchronous, check the function which is responsible for the calculation / interpretation of this value. Also you should add chat outputs which shows you the distance and range values, so that you quickly know which isn't working correctly

    m8 all you need to do is to set the socket for the specific item type in the ::Buy when he adds the item to your character, don't make it more complicate as it's

    sorry but what you're doing doesn't make sense.


    you say in your topic and in your gif the animation is missing but when you look in the ::Dead function you can see by yourself "If he's riding then stop riding" and then few lines later he change to POS_DEAD so he can't show you the animation because you're not riding anymore


    Bitte melden Sie sich an, um diesen Link zu sehen.


    so that he call this function in ::Dead is your problem so remove your changes and just delete


    Bitte melden Sie sich an, um diesen Link zu sehen.

    check out your CHARACTER::Dead as you can see on your gif, you don't die on your horse, you stop riding when you die. so when you reach the ::Dead he just stops riding and then he sets your position to POS_DEAD

    Ich möchte ungerne meine ungebildete Meinung abgeben, aber kann man den Key nicht einfach von der Binary extrahieren und selbst entschlüsseln? Das klingt irgendwie nicht schwerer als diese .eix / .epk Keys zu finden

    In dieser Form der Entwicklung: Ja.

    Nächste Ausbaustufe wäre z.B. die keys per Packet vom Server zu holen, wenn in UserInterface Main die App Initialisiert wird. Bin in dem Thema aber nicht fit genug um sagen zu können ob das so viel sicherer ist.

    I like your idea but i'm not sure if it's worth to make this effort, because you can still decrypt all via ram dumping, so idk

    it's not hard to do, take a look on these functions:


    Code
    1. CPythonMiniMap::Create
    2. CPythonMiniMap::ClearAtlasMarkInfo
    3. CPythonMiniMap::RegisterAtlasMark
    4. CPythonMiniMap::__LoadAtlasMarkInfo
    5. CPythonMiniMap::RenderAtlas
    6. CPythonMiniMap::GetAtlasInfo

    this in not for mini map?

    Bitte melden Sie sich an, um diesen Link zu sehen. that what you've showed is the atlas of orctal so if you want to have a constant mark (not realtime position) on the atlas from the boss, you need to extend these functions.

    it's not hard to do, take a look on these functions:


    Code
    1. CPythonMiniMap::Create
    2. CPythonMiniMap::ClearAtlasMarkInfo
    3. CPythonMiniMap::RegisterAtlasMark
    4. CPythonMiniMap::__LoadAtlasMarkInfo
    5. CPythonMiniMap::RenderAtlas
    6. CPythonMiniMap::GetAtlasInfo

    1) packet problem


    2) the reason is the refine set value

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um diesen Link zu sehen.


    3) the reason is the extra stats which you get by horselevel

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    Code
    1. const SStoneDropInfo aStoneDrop[STONE_INFO_MAX_NUM] =

    musst du demnach auch den wert von

    Code
    1. STONE_INFO_MAX_NUM

    erweitern

    when you extend with a new item type you also have to extend the other functions

    so add a "0," (when you don't have special subtypes) to the functions which you show on screenshot 3&4 (provided it's string* arSubType & arNumberOfSubtype)


    ah sorry I've read incorrectly, check also that all item types are activated (defines)

    du musst das jeweils unter den case des richtigen types und applytypes eintragen


    also:

    Code: char_item
    1. case USE_ABILITY_UP
    2. [..]
    3. case APPLY_MOV_SPEED
    4. case APPLY_ATT_SPEED

    dann jeweils ändern in z.B.

    Code
    1. case APPLY_MOV_SPEED:
    2. if (FindAffect(AFFECT_MOV_SPEED))
    3. {
    4. ChatPacket(CHAT_TYPE_INFO, LC_TEXT_LANGUAGE(GetLanguage(), ("This effect is already active."));
    5. return false;
    6. }
    7. AddAffect(AFFECT_MOV_SPEED, POINT_MOV_SPEED, item->GetValue(2), AFF_MOV_SPEED_POTION, item->GetValue(1), 0, true);
    8. break;

    geht leider nicht hatte das auch schon so drinnen...

    gibt 2

    Code
    1. case USE_ABILITY_UP

    stell sicher das es unter dem richtigen itemtype case ist (sofern alles auf default)

    du musst das jeweils unter den case des richtigen types und applytypes eintragen


    also:

    Code: char_item
    1. case USE_ABILITY_UP
    2.     [..]
    3.     case APPLY_MOV_SPEED
    4.     case APPLY_ATT_SPEED

    dann jeweils ändern in z.B.

    Code
    1. case APPLY_MOV_SPEED:
    2.     if (FindAffect(AFFECT_MOV_SPEED))
    3.     {        
    4.         ChatPacket(CHAT_TYPE_INFO, LC_TEXT_LANGUAGE(GetLanguage(), ("This effect is already active."));
    5.         return false;
    6.     }
    7.     AddAffect(AFFECT_MOV_SPEED, POINT_MOV_SPEED, item->GetValue(2), AFF_MOV_SPEED_POTION, item->GetValue(1), 0, true);
    8.     break;