Jump to content

Search the Community

Showing results for tags 'KONG'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Russian Section
    • Новости и объявления
    • Пиратия: Документация
    • Пиратия: Релизы
    • Пиратия: Разработка
    • Пиратия: Web
    • Пиратия: Помощь
    • Совместные проекты / набор команды
    • Доска объявлений
    • Программирование
    • Оффтопик
    • Корзина
  • English Section
    • News & Announcements
    • Guides
    • Releases
    • Development
    • Web
    • Questions & Help
    • Shared Projects / Team search
    • Paid services & Requests
    • Programming
    • Offtopic
    • Recycle bin
  • Portuguese Section
    • Dúvidas & Ajuda
  • Spanish Section
    • Preguntas y Ayuda
  • Servers
    • Russian servers
    • English servers

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 2 results

  1. I give up, it doesn't work! functions work correctly, but the &¨%$# of the icon does not work I've been trying for days to make the icon change according to the item update, I've deleted the database, I've created a new account and I've made several changes to UIHeadSay.cpp Caracter.cpp I've tried two other codes generated by AI, I've reset UIHeadSay and nothing works, nothing changes the player icon, it stays fixed, I give up on this. Ximboliex sent me a simple but very functional code and it doesn't change the DOG at all! I'm a beginner in programming, I'm learning on my own and he helps me but nothing works! //Ximboliex Code if (_pHeadSay) { if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(1); if (stPart.SLink[enumEQUIP_HEAD].sEnergy[1] >= 5) { _pHeadSay->SetEvilLevel(5); } else { _pHeadSay->SetEvilLevel(stPart.SLink[enumEQUIP_HEAD].sEnergy[1]); } } else { _pHeadSay->SetIsShowEvil(0); } } RefreshItem( true ); } //ME CODE 2 if (_pHeadSay) { // Verifica se o ID do equipamento é 9160 if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(1); // Ativa a exibição do "Evil" // Obtém o valor da energia int energyValue = stPart.SLink[enumEQUIP_HEAD].sEnergy[1]; // Verifica se o valor da energia é negativo, se for, define como 0 if (energyValue < 0) energyValue = 0; // Define o nível de "Evil" com base no valor de energia progressivamente de 2 a 5 int evilLevel = 0; if (energyValue >= 1 && energyValue < 2) { evilLevel = 2; stPart.SLink[enumEQUIP_HEAD].sEnergy[2] = 2; // Ajusta a energia para 2 } else if (energyValue >= 2 && energyValue < 3) { evilLevel = 3; stPart.SLink[enumEQUIP_HEAD].sEnergy[3] = 3; // Ajusta a energia para 3 } else if (energyValue >= 3 && energyValue < 4) { evilLevel = 4; stPart.SLink[enumEQUIP_HEAD].sEnergy[4] = 4; // Ajusta a energia para 4 } else if (energyValue >= 4) { evilLevel = 5; stPart.SLink[enumEQUIP_HEAD].sEnergy[5] = 5; // Ajusta a energia para 5 } // Define o nível de Evil _pHeadSay->SetEvilLevel(evilLevel); } else { _pHeadSay->SetIsShowEvil(0); } } RefreshItem( true ); } //ME CODE 2 if (_pHeadSay) { // Verifica se o ID do equipamento é 9160 if (stPart.SLink[enumEQUIP_HEAD].sID == 9160) { _pHeadSay->SetIsShowEvil(true); // Ativa a exibição do "Evil" // Obtém o valor da energia int energyValue = stPart.SLink[enumEQUIP_HEAD].sEnergy[1]; // Verifica se o valor da energia é negativo, se for, define como 0 if (energyValue < 0) energyValue = 0; // Define o nível de "Evil" com base no valor de energia int evilLevel = 0; if (energyValue >= 1 && energyValue < 2) { evilLevel = 2; stPart.SLink[enumEQUIP_HEAD].sEnergy[2] = 2; // Ajusta a energia para 2 } else if (energyValue >= 2 && energyValue < 3) { evilLevel = 3; stPart.SLink[enumEQUIP_HEAD].sEnergy[3] = 3; // Ajusta a energia para 3 } else if (energyValue >= 3 && energyValue < 4) { evilLevel = 4; stPart.SLink[enumEQUIP_HEAD].sEnergy[4] = 4; // Ajusta a energia para 4 } else if (energyValue >= 4) { evilLevel = 5; stPart.SLink[enumEQUIP_HEAD].sEnergy[5] = 5; // Ajusta a energia para 5 } // Define o nível de Evil _pHeadSay->SetEvilLevel(evilLevel); // Atualiza o nível de maldade após o upgrade } else { _pHeadSay->SetIsShowEvil(false); } } RefreshItem( true ); }
  2. just need to know this info Thanks....
×
×
  • Create New...