Beiträge von tapumpa

    Hello,


    Would anyone please know, what am I missing? I'm currently working on martysama 5.7 but I'm having an issue with login phase.


    If I select character, that doesn't have GM permission, I don't pass the lobby phase, I will just get disconnected and nothing in auth/ch/ch99/db logs at all, that would help me out.

    I have maintenance mode but it's disabled. I have regenerated every config with test_server=0 and also, checked config.cpp for TEST_SERVER, which is false..


    I don't have an idea, what can be wrong here and most importantly, I'm not sure, how to debug it :/

    Would someone please know and help me out? :cry:


    Thanks! :love:

    Thank you!

    I wanted to go into quests, since LUA is more friendly with me but I end up with:

    So I'm getting the desired affect, but I still can't display anything into affectshower.


    Code
    1. uiaffectshower.py
    2.     if app.ENABLE_PREMIUM_SYSTEM:
    3.         AFFECT_DATA_DICT[chr.AFFECT_PREMIUM_NEW] = (localeInfo.PREMIUM, "d:/ymir work/ui/skill/common/affect/Increase_Attack_Speed.sub")

    And also from client source:



    AFFECT_PREMIUM_NEW = 882,

    NEW_AFFECT_QUEST_START_IDX = 1000,

    };


    PythonCharacterModule has also declared this affect:

    PyModule_AddIntConstant(poModule, "AFFECT_PREMIUM_NEW", CInstanceBase::AFFECT_PREMIUM_NEW);


    But no luck at all :D Thanks for your input!! :saint:

    Hello nice people,

    I'm trying to adapt the Premium system to affectshower, but I'm running into a problem.

    On client side I have declared the 'NEW_PREMIUM_AFFECT' under ID 981 in InstanceBase.h(Same in PythonCharacterModule.cpp). I also have this same affect on the server side in affect.h.


    Code
    1. enum{
    2. NEW_PREMIUM_AFFECT = 981,
    3. NEW_AFFECT_QUEST_START_IDX = 1000,
    4. };


    However, the problem occurs when I try to call affect.add_*, which I have in quest:

    I saw some post about these affect.add being problematic, but I tried changing it a bit and nothing works for me.

    Also tried to find the ID of this affect but there isn't already made function for it :/


    I can't figure out why this affect is not added and I don't know how to deal with it :/ Could someone please point me to the right way?

    Thank you and have a nice rest of the day :saint:

    Hello everyone!


    Could someone help me why the sash and weapon costumes are not showing up in my RenderTarget?

    Here I will give an example for the sash when I found:


    Code
    1. if app.ENABLE_ACCE_COSTUME_SYSTEM and isCostumeAcce:
    2.                 ## ABSORPTION RATE
    3.                 absChance = int(metinSlot[acce.ABSORPTION_SOCKET])
    4.                 self.AppendTextLine(localeInfo.ACCE_ABSORB_CHANCE % (absChance), self.CONDITION_COLOR)
    5.                 ## END ABSORPTION RATE
    6.                 itemAbsorbedVnum = int(metinSlot[acce.ABSORBED_SOCKET])
    7.                 if preview != 0:
    8.                     self.__ModelPreview(itemVnum, 4, self.__ItemGetRace())

    If I try to change the to 3,

    Code
    1. itemVnum, 3, self.__ItemGetRace()

    the sash appears like this:

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


    However, I have the definition of this ModelPreview as follows:

    When I tried to debug it, It didn't tell me much more :(

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


    Thank you for any informations <3 Have a nice day! :)

    Hello,

    I have implemented render target by Volvox and also added shining. Problem is, that python is giving me

    Code
    1. 'module' object has no attribute 'SetEffect'

    But I can't figure out, where module 'renderTarget' is actually located, since I'm importing him.

    I have compiled client source, without any errors.


    I'm calling it by:


    Could anyone point me, to the right direction?

    Thank you! :/