It's not invisible, it goes to a slot that doesn't exist, or should I say, it's unused, in your inventory.
Beiträge von Syreldar
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Basically 90% of that case is a check to not let you upgrade stones with Seon-Pyeong, I honestly don't know who modified my earlier post, surely not me.
btw, substitute this snippet:
C- case USE_DETACHMENT:
- {
- LPITEM item2;
- if (!IsValidItemPosition(DestCell) || !(item2 = GetItem(DestCell)))
- return false;
- if (item2->IsExchanging())
- return false;
- if (item2->GetVnum() >= 28330 && item2->GetVnum() <= 28343) // ¿µ¼®+3
- {
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("+3 ¿µ¼®Àº ÀÌ ¾ÆÀÌÅÛÀ¸·Î °³·®ÇÒ ¼ö ¾ø½À´Ï´Ù"));
- return false;
- }
- if (item2->GetVnum() >= 28430 && item2->GetVnum() <= 28443) // ¿µ¼®+4
- {
- if (item->GetVnum() == 71056) // û·æÀǼû°á
- {
- RefineItem(item, item2);
- }
- else
- {
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("¿µ¼®Àº ÀÌ ¾ÆÀÌÅÛÀ¸·Î °³·®ÇÒ ¼ö ¾ø½À´Ï´Ù"));
- }
- }
- else
- {
- RefineItem(item, item2);
- }
- }
- break;
with this:
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post uitooltip.py
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wait wdym, I was saying you were right.
Oh lel, thought you were talking about the the other guy like "this guy "
nuuu how could I ever do that
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This guy lol
Nothing new, as more you use "dev" or sth. like this in your name, the less you know
wait wdym, I was saying you were right.
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think about this.....2k players online.....and all that drop from db tables
Boy, it's not said that the drops are read realtime from the database. They are loaded while booting, same as loading them from the textfiles ...
Also he mentioned, that he introduced a refresh function for this. (wouldn't make sense if they are loaded for any mob kill ...)
why ymir doesn't make this???
Cuz they are crap and love to make crapy own file formats
This guy lol
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questo ti brucerà database .....
Motivo?
People fear what they don't understand.
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I sell it if you're interested. There's no public version of that system.
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If you're interested, I sell my rewritten version of the Nemere's Watchtower run.
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Bro, you're inside a dungeon.
This will never work, because that's the map index, not the dungeon index.
You have to write a boolean function to establish if you're inside the dungeon map or not, and in that case, use the flute.
and then:
Also put that in the 2092 kill check, you don't want to start the timer if they kill it outside the dungeon.
Also use:
to spawn monsters inside a dungeon, not mob.spawn(..).
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actually is my screen....an first of that screenshot i have tundcated my navicat tables.
all items disspair...but sash still there....only visual "bug"
I know it's a visual bug, this fixes it.
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Isn't the range a bit to high? Normally the circle will be shown when you look at the mid of the sun and of a radius of a few meters
Nope, the circles of the Flare start to show up as soon as the slightest part of the MainFlare (the sun) gets shown on your screen, and it gets brighter and bigger based on the distance from the center of your screen to the MainFlare. That's default code, i didn't change that, the only thing that may look strange to you is that the video shows the max brightness, so it may look exaggerated, indeed that's just an example.
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Hey, so, basically I recently got into making environment effects and skyboxes, I'm pretty satisfied with the results so far, nevertheless, I had two issues:
I was playing with the LensFlare on WorldEditor, that's how it should be, or at least, that's what the result the World Editor window showed me:
Bitte melden Sie sich an, um diesen Link zu sehen.
When the camera is looking the MainFlare (the sun), the window should get blurrier and brighter, and it should also show the Flare effect you see. (the circles)
But the problem was that, when I got in-game, it was like this:
Bitte melden Sie sich an, um diesen Link zu sehen.So the issues were 2:
First problem:
You see it only was getting brighter for only like half of the window, depending on my resolution (It was perfect on 800x600 and 1024x768, if I chose a resolution even just a little bit wider, a part of the screen bugged out, but it worked even on fullscreen as long as I used one of those 2 resolutions).
Fix:
Second problem:
It didn't show the LensFlare effect (Bitte melden Sie sich an, um diesen Link zu sehen.), no matter what I did.
Fix:
My end result at max brightness: Bitte melden Sie sich an, um diesen Link zu sehen.
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No, in some clients due to bad item_list setup the sash would still remain attached to character, both by using command and by unequipping manually.
Bitte melden Sie sich an, um diesen Link zu sehen.
Didnt have this Problem in my Files. Seems like you used the command Item purge?
Because your itemlist was properly set, the command is non-factor here, it also happens by unequipping manually. (The screen is not mine btw, my system has always worked well, because my itemlist was also properly set.)
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You mean remove with GM command? Because I don't remember that the sash would still be attached after taking it off but if you are talking about /ip that might be true ...
No, in some clients due to bad item_list setup the sash would still remain attached to character, both by using command and by unequipping manually.
Bitte melden Sie sich an, um diesen Link zu sehen.
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05/04/2019 - Update!
After 2 Years of using this system, I've only found 1 bug, 2 considering the fact that it's not compatible with the new zodiac sashes.
I've made a topic to fix both of the issues: Bitte melden Sie sich an, um diesen Link zu sehen.
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Hello,
First of all, I'm referring to this version of the sash system: Bitte melden Sie sich an, um diesen Link zu sehen.
1. Fix Sash remaining on character after removing it:
2. Add support for the new Zodiac Sashes:
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LUA
- --[[
- Returns:
- The time format in years, months, days, hours, minutes and seconds of a 'sec'
- amount of time (in seconds) to format.
- Example:
- get_time_format(52165786) => returns "1 year, 7 months, 25 days, 11 hours, 17 minutes and 34 seconds".
- ]]
- get_time_format = function(sec)
- local sec = tonumber(sec);
- local final_str = "";
- local string_type = "";
- local epoch = {["day"] = 1, ["month"] = 1, ["year"] = 1970};
- local time_formats = {
- {["date"] = tonumber(os.date('%Y', sec))-epoch["year"], ["plural"] = "years", ["singular"] = "year"},
- {["date"] = tonumber(os.date('%m', sec))-epoch["month"], ["plural"] = "months", ["singular"] = "month"},
- {["date"] = tonumber(os.date('%d', sec))-epoch["day"], ["plural"] = "days", ["singular"] = "day"},
- {["date"] = tonumber(os.date('%H', sec)), ["plural"] = "hours", ["singular"] = "hour"},
- {["date"] = tonumber(os.date('%M', sec)), ["plural"] = "minutes", ["singular"] = "minute"},
- {["date"] = tonumber(os.date('%S', sec)), ["plural"] = "seconds", ["singular"] = "second"}
- };
- for strings, data in time_formats do
- local date_length = data["date"];
- if (date_length > 0) then
- if (date_length > 1) then
- string_type = data["plural"];
- else
- string_type = data["singular"];
- end -- if/else
- local conjunction = strings < table.getn(time_formats) and ", " or " and ";
- if (final_str ~= "") then
- final_str = string.format("%s%s%d %s", final_str, conjunction, data["date"], string_type);
- else
- final_str = string.format("%d %s", data["date"], string_type);
- end -- if/else
- end -- if
- end -- for
- return final_str;
- end -- function
Let's not use c++ randomly.
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There's no such function.
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constant missing in PythonApplicationModule.