PrimeAC 1
PrimeAC
shrpnl 1
shrpnl
Agora Metin2 1
Agora Metin2
xranzei 1
xranzei
Bvural41 1
Bvural41
noisiv 1
noisiv
Manwe Work 1
Manwe Work
Karan2offical 1
Karan2offical
Fethi Polat 1
Fethi Polat
ShadowFon 1
ShadowFon
bikral 1
bikral
Hikaye Ekle
Kaynak ikonu

[Pendant system] Elemental Talismans with Bonus 1

indirmek için izniniz yok

HERAKLES Otomatik Avlı kalıcı sunucu. 19 Haziran'da açılıyor. Atius & Wizard güvencesiyle hemen kayıt ol, ön kayıt ödülleri aktif. HEMEN TIKLA!

Good job.
 
Github linkindeki readme'ye bak orda yazıyor
Adamın targeti hoşuma gitti. ? İsmi vs ortaladım ama şu can bari ortalaamıyor playerde farklı nonda farklı konumda duruyor.
 
ClientManagerBoot.cpp: In member function 'bool CClientManager::InitializeItemAttrTable()':
ClientManagerBoot.cpp:787:34: error: 'ATTRIBUTE_SET_PENDANT' was not declared in this scope
str_to_number(t.bMaxLevelBySet[ATTRIBUTE_SET_PENDANT], data[col++]);

EDIT: in lenght,h from common

search enum EAttributeSet
and before ATTRIBUTE_SET_MAX_NUM
add ATTRIBUTE_SET_PENDANT,

with pleasure
 
Son düzenleme:
@Rakancito uitarget dosyanızı atar mısınız?
 
@Rakancito

i have a problem with inventory, i didnt see it in inventory but it can be equiped

length.h
C++:
enum EWearPositions
{
    WEAR_BODY,        // 0
    WEAR_HEAD,        // 1
    WEAR_FOOTS,        // 2
    WEAR_WRIST,        // 3
    WEAR_WEAPON,    // 4
    WEAR_NECK,        // 5
    WEAR_EAR,        // 6
    WEAR_UNIQUE1,    // 7
    WEAR_UNIQUE2,    // 8
    WEAR_ARROW,        // 9
    WEAR_SHIELD,    // 10
    WEAR_ABILITY1,  // 11
    WEAR_ABILITY2,  // 12
    WEAR_ABILITY3,  // 13
    WEAR_ABILITY4,  // 14
    WEAR_ABILITY5,  // 15
    WEAR_ABILITY6,  // 16
    WEAR_ABILITY7,  // 17
    WEAR_ABILITY8,  // 18
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_COSTUME_MOUNT,        // 21
#ifdef __SASH_SYSTEM__
    WEAR_COSTUME_SASH,    // 22
#endif
#ifdef __WEAPON_COSTUME_SYSTEM__
    WEAR_COSTUME_WEAPON,//23
#endif
    WEAR_COSTUME_RING1,//24
    WEAR_COSTUME_RING2,//25
    WEAR_RING1,            // 26    : 신규 반지슬롯1 (왼쪽)
    //WEAR_RING2,            // 27    : 신규 반지슬롯2 (오른쪽)
    WEAR_BELT,            // 27    : 신규 벨트슬롯
    #ifdef ITEM_TALISMAN_EQUIPMENT
    WEAR_PENDANT, // 28
#endif
#ifdef ENABLE_PET_SLOT
    WEAR_NORMAL_PET,        // 29
    WEAR_NORMAL_TITLE,        // 30
    WEAR_NORMAL_BUFF,        // 31
#endif
    WEAR_MAX = 32    //
};

item_data.h
C++:
        enum EWearPositions
        {
            WEAR_BODY,          // 0
            WEAR_HEAD,          // 1
            WEAR_FOOTS,         // 2
            WEAR_WRIST,         // 3
            WEAR_WEAPON,        // 4
            WEAR_NECK,          // 5
            WEAR_EAR,           // 6
            WEAR_UNIQUE1,       // 7
            WEAR_UNIQUE2,       // 8
            WEAR_ARROW,         // 9
            WEAR_SHIELD,        // 10
            WEAR_ABILITY1,  // 11
            WEAR_ABILITY2,  // 12
            WEAR_ABILITY3,  // 13
            WEAR_ABILITY4,  // 14
            WEAR_ABILITY5,  // 15
            WEAR_ABILITY6,  // 16
            WEAR_ABILITY7,  // 17
            WEAR_ABILITY8,  // 18
            WEAR_COSTUME_BODY,    // 19
            WEAR_COSTUME_HAIR,    // 20
            #ifdef ENABLE_SASH_SYSTEM
            WEAR_COSTUME_SASH, //21
            #endif
            WEAR_COSTUME_MOUNT,//22
            #ifdef ENABLE_WEAPON_COSTUME_SYSTEM
            WEAR_COSTUME_WEAPON,//23
            #endif
            WEAR_COSTUME_RING1,//24
            WEAR_COSTUME_RING2,//25
            WEAR_RING1,            // 26    : 신규 반지슬롯1 (왼쪽)
            //WEAR_RING2,            // 27    : 신규 반지슬롯2 (오른쪽)
            WEAR_BELT,            // 27    : 신규 벨트슬롯
            WEAR_PENDANT,  //28
            WEAR_MAX_NUM = 32,
        };


gametype.h
C++:
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 26;
    const DWORD c_New_Equipment_Count = 5;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Pet  = c_New_Equipment_Start + 2;
    #ifdef ITEM_TALISMAN_EQUIPMENT
    const DWORD c_Equipment_Pendant = c_New_Equipment_Start + 3;
    #endif
    const DWORD c_Equipment_Title  = c_New_Equipment_Start + 4;


#endif


///////EDIT
FIXED.
thx
 
Son düzenleme:

Şu an konuyu görüntüleyenler (Toplam : 0, Üye: 0, Misafir: 0)

Geri
Üst