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mkhzaleh

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mkhzaleh last won the day on August 17

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About mkhzaleh

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  1. * we are offering our rework text outline method as well
  2. we are offering two of our mods for sell 1:Render wings inside Ingame shop or ui Inventory 2#-we are offering our DirectX 8 to 9 upgrade process for sell upgrade fully done and works fine if anyone interested in one of these mods leave a message or dm in discord mothannakh
  3. u should guard it with nil check or using or to avoid updateall replacing easier check to use PZW[1] = 0 or PZW[1]
  4. using global variable will leadsto multi issues when u use updateall
  5. its all already in guide sections, one written by angliex for quest, there is few items sample codes<and many inside source/lua parts> same for skills u can find all examples inside skilleffect.lua
  6. only co source 1.38 rest sources in forum 2.x versions
  7. not sure if that's what u mean , i did write that mod i guess 4years ago and another for chat
  8. all top sources has it u can check any of released sources in forum just search for same name and will find
  9. its not model as u think it contain models(object ids,pose,x,y highest etc info > this how it reads info long CSceneObjFile::ReadSectionObjInfo(int nSectionNO, SSceneObjInfo* SSceneObj, long* lSectionObjNum) { if (!m_bInitSuccess) return 0; if (nSectionNO >= m_SFileHead.iSectionCntX * m_SFileHead.iSectionCntY) return 0; if ((*lSectionObjNum = m_SSectionIndex[nSectionNO].iObjNum) > 0) { m_fRdWr.seekg(m_SSectionIndex[nSectionNO].lObjInfoPos, std::ios::beg); LG("readmap", "Seek Offset [%d %d] = %d\n", nSectionNO % m_SFileHead.iSectionCntX, nSectionNO / m_SFileHead.iSectionCntX, m_SSectionIndex[nSectionNO].lObjInfoPos); m_fRdWr.read(reinterpret_cast<char*>(SSceneObj), sizeof(SSceneObjInfo) * m_SSectionIndex[nSectionNO].iObjNum); for (int i = 0; i < m_SSectionIndex[nSectionNO].iObjNum; i++) { const int nSectionX = nSectionNO % m_SFileHead.iSectionCntX * m_SFileHead.iSectionWidth * 100; const int nSectionY = nSectionNO / m_SFileHead.iSectionCntX * m_SFileHead.iSectionHeight * 100; if (SSceneObj[i].nX < 0) { int jjj = 0; } SSceneObj[i].nX += nSectionX; SSceneObj[i].nY += nSectionY; const SSceneObjInfo* pObj = SSceneObj + i; if (pObj->GetID() == 0) { LG("error", g_oLangRec.GetString(364)); } } // } return 1; }
  10. if just local download any co public clients/servers and use them
  11. https://discord.com/developers/docs/rich-presence/how-to you have to build discord sdk, and see their examples
  12. define the CMD_MM_DO_STRING = 4015 -- lua_all and try
  13. i have mentioned it above your only way to use lua_all or save buffer spr value in .txt and load it back on remove states all codes about talk about player role, not buffer role so the spr is different as i mentioned it before too, addstate/removestate have info only of current player that's why i said u have to save it inside skill first then use it later --the code above as example local sprvalue = 5 --this example local cmd = string.format("HardenTable[%d]=%d",deferId,sprvalue) lua_all(cmd,role) this will update table cross all gameservers for u
  14. this script would be worst thing u may run in your server ever you don't need cha_timer if you're seeking to boost exp for players killing monsters you must done it inside function ShareTeamExp but u also can take alook inside function GetExp_PKM(dead, atk) where shareteamexp called as well ,
  15. you already have everything in lua no need .txt function Shengji_Shuxingchengzhang( role ) end this function on level up which also call BsAttrUpgrade( role ) and rest functions to add attrs and recheckattr on level up inside same function u will see how it add credit on level up if player has master as AddMasterCredit(role, 500) so inside this function create your own custom lua to give what ever u want
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