Krutzo 1
Krutzo
shrpnl 1
shrpnl
Best Studio 1
Best Studio
D 1
delimuratt
Aliyldrim 1
Aliyldrim
Mt2Hizmet 1
Mt2Hizmet
noisiv 1
noisiv
Manwe Work 1
Manwe Work
melankolıa18 1
melankolıa18
Agora Metin2 1
Agora Metin2
Cannn6161 1
Cannn6161
Hikaye Ekle
Reklam vermek için turkmmo@gmail.com
Kaynak ikonu

Ünvan Sistemi / Official Title System [C++/Py] 2026-05-10

indirmek için izniniz yok
5.00 yıldız(lar) 3 Değerlendirme Değerlendirenler

ROHAN2 WORLD 1-120 TR TİPİ OFFICIAL YOHARA, BALATHOR VE AMON! 80. GÜNÜNDE! +10.000 ONLİNE! HİLE VE BOT %100 ENGELLİ HEMEN TIKLA!

Where should we look to resolve this error? The effects are not visible in the titles window.
Ekli dosyayı görüntüle 175635
You need to search for :
titleImage.LoadImage(self.TITLE_SUB_PATH % titleID)
and replace it :
titleImage.LoadEffect(self.TITLE_SUB_PATH % titleID)
2-search:
self.previewImage.LoadImage(self.TITLE_SUB_PATH % targetID)
replace it :
self.previewImage.LoadEffect(self.TITLE_SUB_PATH % targetID)
 
First, thank you for the system.

I was happy while using it and trying to improve it. I did improve the system and added that each certificate gives special rewards for a limited time. I also added the rest of the official titles. However, I recently discovered a bug that made me delete everything. When I obtain a title and then quickly teleport to another map—for example, if I'm on map A1 and activate a title, then quickly teleport to map C1—the Game.core will appear in the channel due to the title system. This is the content of the Game.core.

Kod:
#0  std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int> > >::__root[abi:v160006]() const (this=0x3c) at /usr/include/c++/v1/__tree:1101
1101            {return static_cast<__node_pointer>(__end_node()->__left_);}
[Current thread is 1 (LWP 100173)]
(gdb) bt full
#0  std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int> > >::__root[abi:v160006]() const (this=0x3c) at /usr/include/c++/v1/__tree:1101
No locals.
#1  std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int> > >::find<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > (
    this=0x3c, __v="title_system.active") at /usr/include/c++/v1/__tree:2478
        __p = <optimized out>
#2  0x006cb6bf in std::__1::map<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, int, std::__1::less<std::__1::basic_strin--Type <RET> for more, q to quit, c to continue without paging--Quit
(gdb)

I tried to understand the mistake and fix it, but I couldn't, so I had to delete it for now until I can return to it again.
 
paylaşım için teşekkür ederim
 
Ekran Alıntısı.PNG


Sistemi ekledim, Eline sağlık güzel olmuş.
 
Paylaşım için teşekkürler :)
 

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

Geri
Üst