update removed leftover code.
Beiträge von Itachi.
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I had a little time and I did an update test and I found this problem.
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now after the last update:
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The inventory updates itself from the binary when it is necessary.
Well, i think he should just implement it as usuall PythonSystem.Config and handle the Refine Stuff in the OnRender of SlotWindow.
Or am I wrong?
#Edit:
CPythonSystem::Instance().IsShowProjectValue() already exist, so use it as I mentioned above.
You are absolutely right it has already been updated.
As I do not use it, I forgot about this failure and nobody commented on it until now. but thank you very much for commenting and giving me the idea for a quick update of the topic.
link updated with the ruling mentioned by P3NG3R and the improvement with the idea of ProfessorSanii -
Bitte melden Sie sich an, um diesen Link zu sehen.Don't get me wrong, but don't be suprised if you are having fps drop and/or the active effects of the slots are showing bumping around.
Bitte melden Sie sich an, um diesen Link zu sehen.for the inventory update.
In what I have some time I will update this.
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Hello,
How can i make to show icon in left top corner? If that blend is active.I haven't done that update.
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if i have an item activated with a bonus i cannot activate another item with the same bonus
and it does not appear to me on the top left
Bitte melden Sie sich an, um diesen Link zu sehen.
Of course since when a blend should be able to double your bonuses?
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update link?
when i activate dew it's working but no effect on item
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Seeing the image I can know that you did not follow the installation tutorial correctly.
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new update.
I forgot to append this function since I use a code other than this one.
However, thank you very much for notifying.
This is simple but important to prevent infinite blends by eliminating them or throwing them into the permanent bonus.
There are better ways to do it but this is functional.
I leave a sample and what to do. regards.
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Code- open char_item.cpp
- bool CHARACTER::DropItem(TItemPos Cell, BYTE bCount)
- if (bCount == 0 || bCount > item->GetCount())
- bCount = item->GetCount();
- down to paste:
- #ifdef ENABLE_NEW_BLEND
- if (item->GetSubType() == INFINITY_BLEND)
- {
- int affect_type = AFFECT_BLEND;
- int apply_type = aApplyInfo[item->GetSocket(0)].bPointType;
- CAffect* pAffect = FindAffect(affect_type, apply_type);
- bool bIsActive = (item->GetSocket(2), 1);
- if (pAffect)
- {
- if (bIsActive)
- {
- RemoveAffect(pAffect);
- item->Lock(false);
- item->SetSocket(2, 0);
- }
- }
- }
- #endif
- Search:
- bool CHARACTER::DestroyItem(TItemPos Cell)
- if (item->GetCount() <= 0)
- return false;
- down to paste:
- #ifdef ENABLE_NEW_BLEND
- if (item->GetSubType() == INFINITY_BLEND)
- {
- int affect_type = AFFECT_BLEND;
- int apply_type = aApplyInfo[item->GetSocket(0)].bPointType;
- CAffect* pAffect = FindAffect(affect_type, apply_type);
- bool bIsActive = (item->GetSocket(2), 1);
- if (pAffect)
- {
- if (bIsActive)
- {
- RemoveAffect(pAffect);
- item->Lock(false);
- item->SetSocket(2, 0);
- }
- }
- }
- #endif
- open cmd_gm.cpp
- ACMD(do_item_purge)
- {
- int i;
- LPITEM item;
- for (i = 0; i < INVENTORY_AND_EQUIP_SLOT_MAX; ++i)
- {
- if ((item = ch->GetInventoryItem(i)))
- {
- add:
- #ifdef ENABLE_NEW_BLEND
- if (item->GetSubType() == INFINITY_BLEND)
- {
- int affect_type = AFFECT_BLEND;
- int apply_type = aApplyInfo[item->GetSocket(0)].bPointType;
- CAffect* pAffect = ch->FindAffect(affect_type, apply_type);
- bool bIsActive = (item->GetSocket(2), 1);
- if (pAffect)
- {
- if (bIsActive)
- {
- ch->RemoveAffect(pAffect);
- item->Lock(false);
- item->SetSocket(2, 0);
- }
- }
- }
- #endif
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updated you can download the guide again. Thanks for notifying.
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Bitte melden Sie sich an, um diesen Link zu sehen. i get this in sysser
Read the tutorial carefully and do it again.
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use the public version
where can i find that?
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this one has a bug with normal buffs you can apply the normal buff and then activate the permanent one after that you have bonus x2
use the public version
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Bitte melden Sie sich an, um dieses Medienelement zu sehen.very nice
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I'm fine with input, but there's nothing new about this,
at least if you're going to publish the flag fix again, do it right.
This way you'll only be filling the server's sysser with junk.
Code- open char.cpp
- Search: int CHARACTER::GetQuestFlag(const std::string& flag) const
- replace:
- int CHARACTER::GetQuestFlag(const std::string& flag) const
- {
- quest::CQuestManager& q = quest::CQuestManager::instance();
- quest::PC* pPC = q.GetPC(GetPlayerID());
- if(!pPC)
- {
- return 0;
- }
- return pPC->GetFlag(flag);
- }
- search:
- void CHARACTER::SetQuestFlag(const std::string& flag, int value)
- replace:
- void CHARACTER::SetQuestFlag(const std::string& flag, int value)
- {
- quest::CQuestManager& q = quest::CQuestManager::instance();
- quest::PC* pPC = q.GetPC(GetPlayerID());
- if(!pPC)
- {
- }
- else
- pPC->SetFlag(flag, value);
- }
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Good job, but still don't work
The code works perfect.
They should read all the tutorials but they obviously won't work.
The tutorial is quite simple and easy to understand in order to use this system.
I have not felt well.
I will try to update the link during the next few hours.
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has asked another member of the community to attach the affect.
during the next hours I will update the download link with all the improvements.
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that's why the community dies.
Of course it matters and it matters a lot the effort and even the smallest detail.
I'm sorry but I don't share your way of thinking.
I guess I didn't make myself clear.
I meant the effort to code this in Lua is the same as in C++
Which way someone chooses is in my opinion his problem.
You definitely won't have any advantage from coding it in Lua.what I showed was a functional example is not the best.
If someone wants something well written and functional, it's up to me to decide whether to make it public or not.
But this is clearly not the best.
and if even the value check can be taken as lua but requires a function in the source.
why use functions in the source for a quest.
when you can use them directly without any major problem.
without having to fill your mission folder with files.
I already gave my opinion about it.
and say what you want it's always better to do this kind of development from the source, it allows you to do extra functions.
A basic example as I use it.
create a new sub type in item_use. and create a new dialog where I detect the value and give me a message with the amount of yang to receive with the option yes or no.
Tell me how many lines I would have to do something like this in lua.
It would only take the font that takes you no more than 5 lines.
how much should you code in lua?
I can understand that your strength is the lua but that does not change that it is better to perform it in the way you indicate.
Anyway everyone is free to do it as they wish and use the contribution they wish.
these are only opinions and advice.
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previously the number of private servers was limited.
We are talking about a maximum of 10 per community with all of them exceeding 600 online.
what
I'm sorry if I didn't explain what I meant.
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this has nothing to do with the times.
Basically in all the communities a large number of users have been kept.
What has changed in all these years?
This is my opinion that I went from player to project work scene.
previously the number of private servers was limited.
We are talking about a maximum of 10 per community with all of them exceeding 600 online.
Nowadays you search carefully for a community and you can find 30 or more.
This happened not only because the source was filtered but also because some people were dedicated to close projects and sell their serverfiles with the source.
And they ended up going public.
Also the number of people who lack an average IQ.
to buy developments (systems, designs) and resell them or make them public.
so many people have dedicated themselves to open servers, which adds to the average number of servers available.
also bringing servers that give much to be desired because their development lacks content and are full of errors and are only a copy of what is published.
And I think in a way if you can use published copies and filter systems that are worthwhile.
And I understand perfectly that some people don't have the financial availability to invest in their project.
But an example:
if you open a server that's not very well worked because you don't have the knowledge and you don't have the money to pay someone.
if you receive an income for saying more than 700 euros because you keep all that money in your pocket because you don't invest in it to improve it and so you have a better project and the users feel that the money they invest in it is worth it.
But it is not better to laugh at them closing after 3 months and opening another one.
the problem is not the users have not diminished the problem is yourselves that are kept in something mediocre and they are not all for that reason have left important servers with many online.
but why can't you do it?
you are not less than these administrators.
Simply having determination is the power to achieve your goals.
I know I'm new to this community but I stayed here because I see it's so much better than others.
There is a respect and there are people who do not stay in mediocrity and that called my attention to being an active member here.
And I see great people with knowledge and good intentions.
Excuse my long message.
And if it's misspelled, it's just my opinion and I may be wrong.
Greetings to all.
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I don't know.. I for myself think that the thesis "Lua != 2020" or "Don't use lua for simple tasks in 2020" is dangling wrong.
Quests were made to solve simple Tasks like that
I think thats just a matter of personal preferences. If you want the complete solution of Itachi in Lua it should be like that:
Code- define MAX_YANG 1999999999
- quest barren begin
- state start begin
- when 81011.use or 81012.use or 81013.use or 81014.use or 81015.use begin
- local sGold = {100, 200, 300, 400, 500}
- if pc.can_warp() ~= true then -- if (GetExchange() || GetMyShop() || GetShopOwner() || IsOpenSafebox() || IsCubeOpen())
- syschat("You cannot use this item..")
- return
- end
- if pc.get_gold() + sGold[item.get_vnum()-81010] > MAX_YANG then
- syschat("You can't exceed yang limit")
- return
- end
- pc.change_gold(sGold[item.get_vnum()-81010])
- pc.remove_item(item.get_vnum(), 1) -- remove only 1 item, not the stack
- end
- end
- end
So basically it doesn't matter in case of effort needed to create the basic functionality.
that's why the community dies.
Of course it matters and it matters a lot the effort and even the smallest detail.
I'm sorry but I don't share your way of thinking.