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Offline JavixFer #40 Posteado: May 30, 2020, 10:23:11 PM

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I'm sorry I can't use it. Can someone put together a 100% usable description? thank you
esta funcional solo es copiar y pegar donde corresponda...


Offline Higgs #41 Posteado: May 30, 2020, 11:23:10 PM

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Offline bimaloha #42 Posteado: May 30, 2020, 11:35:30 PM

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Help!
https://prnt.sc/sqxfwj

Code: [Select]
bool IsLuckyItem(int item_num)
{
if( (item_num >= ITEMGET(7,62) && item_num <= ITEMGET(7,72))
|| (item_num >= ITEMGET(8,62) && item_num <= ITEMGET(8,72))
|| (item_num >= ITEMGET(9,62) && item_num <= ITEMGET(9,72))
|| (item_num >= ITEMGET(10,62) && item_num <= ITEMGET(10,72))
|| (item_num >= ITEMGET(11,62) && item_num <= ITEMGET(11,72))
)
{
return true;
}
return false;
}


#include "MuItemShop.h" //for MuItemShop.IsCShopItemByType function

Gracias:


Offline Higgs #43 Posteado: May 30, 2020, 11:53:16 PM

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Help!
https://prnt.sc/sqxfwj

Code: [Select]
bool IsLuckyItem(int item_num)
{
if( (item_num >= ITEMGET(7,62) && item_num <= ITEMGET(7,72))
|| (item_num >= ITEMGET(8,62) && item_num <= ITEMGET(8,72))
|| (item_num >= ITEMGET(9,62) && item_num <= ITEMGET(9,72))
|| (item_num >= ITEMGET(10,62) && item_num <= ITEMGET(10,72))
|| (item_num >= ITEMGET(11,62) && item_num <= ITEMGET(11,72))
)
{
return true;
}
return false;
}


#include "MuItemShop.h" //for MuItemShop.IsCShopItemByType function

Error. How to fix?
https://prnt.sc/sqxp6f  please


Online comelon666 #44 Posteado: May 31, 2020, 12:43:38 AM

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Offline Llalex #45 Posteado: May 31, 2020, 12:49:14 AM

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Help!
https://prnt.sc/sqxfwj

Code: [Select]
bool IsLuckyItem(int item_num)
{
if( (item_num >= ITEMGET(7,62) && item_num <= ITEMGET(7,72))
|| (item_num >= ITEMGET(8,62) && item_num <= ITEMGET(8,72))
|| (item_num >= ITEMGET(9,62) && item_num <= ITEMGET(9,72))
|| (item_num >= ITEMGET(10,62) && item_num <= ITEMGET(10,72))
|| (item_num >= ITEMGET(11,62) && item_num <= ITEMGET(11,72))
)
{
return true;
}
return false;
}


#include "MuItemShop.h" //for MuItemShop.IsCShopItemByType function

Error. How to fix?
https://prnt.sc/sqxp6f  please

Code: [Select]
bool IsLuckyItem(int item_num)
{
if( (item_num >= GET_ITEM(7,62) && item_num <= GET_ITEM(7,72))
|| (item_num >= GET_ITEM(8,62) && item_num <= GET_ITEM(8,72))
|| (item_num >= GET_ITEM(9,62) && item_num <= GET_ITEM(9,72))
|| (item_num >= GET_ITEM(10,62) && item_num <= GET_ITEM(10,72))
|| (item_num >= GET_ITEM(11,62) && item_num <= GET_ITEM(11,72))
)
{
return true;
}
return false;
}


Offline Llalex #46 Posteado: May 31, 2020, 12:50:58 AM

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Help:

You're not putting things where they should go  lol

Gracias:


Online comelon666 #47 Posteado: May 31, 2020, 12:56:36 AM

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Help:

You're not putting things where they should go  lol


Could you show me what order is like please? I'm new to this. Thank you


Offline Llalex #48 Posteado: May 31, 2020, 01:06:05 AM

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Help:

You're not putting things where they should go  lol


Could you show me what order is like please? I'm new to this. Thank you
The sources are not 100%, right clicking on soul, bless, life ... causes the server to close.

I recommend placing it when it is complete, when that happens I will put a guide on how to add these sources.

Gracias:


Online comelon666 #49 Posteado: May 31, 2020, 01:18:24 AM

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Help:

You're not putting things where they should go  lol


Could you show me what order is like please? I'm new to this. Thank you
The sources are not 100%, right clicking on soul, bless, life ... causes the server to close.

I recommend placing it when it is complete, when that happens I will put a guide on how to add these sources.

I see, thank you very much, I will wait anxiously ^^


Offline onlinezajzaj #50 Posteado: May 31, 2020, 06:29:32 AM

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Help:

You're not putting things where they should go  lol

me too !  sueno sueno sueno sueno

Could you show me what order is like please? I'm new to this. Thank you
The sources are not 100%, right clicking on soul, bless, life ... causes the server to close.

I recommend placing it when it is complete, when that happens I will put a guide on how to add these sources.

Chuyên cung cấp Server MU -  Dạy dev MU online - Giá rẻ.
TEACHER MU ONLINE VIỆT NAM / TRAO ĐỔI KINH NGHIỆM MU ONLINE TOP 1 tại VIỆT NAM
WhatApps/Zalo : +886983042918 - ONLINEZAJZAJ : https://zalo.me/caongochavt
https://www.paypal.me/teacherzajzaj

Gracias:


Offline hiep #51 Posteado: May 31, 2020, 07:12:30 AM

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Help:

You're not putting things where they should go  lol

me too !  sueno sueno sueno sueno

Could you show me what order is like please? I'm new to this. Thank you
The sources are not 100%, right clicking on soul, bless, life ... causes the server to close.

I recommend placing it when it is complete, when that happens I will put a guide on how to add these sources.
Easy


Offline onlinezajzaj #52 Posteado: May 31, 2020, 08:17:08 AM

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Help:

You're not putting things where they should go  lol

me too !  sueno sueno sueno sueno

Could you show me what order is like please? I'm new to this. Thank you
The sources are not 100%, right clicking on soul, bless, life ... causes the server to close.

I recommend placing it when it is complete, when that happens I will put a guide on how to add these sources.
Easy

Hacker thì cái lồn gì chả dễ

Chuyên cung cấp Server MU -  Dạy dev MU online - Giá rẻ.
TEACHER MU ONLINE VIỆT NAM / TRAO ĐỔI KINH NGHIỆM MU ONLINE TOP 1 tại VIỆT NAM
WhatApps/Zalo : +886983042918 - ONLINEZAJZAJ : https://zalo.me/caongochavt
https://www.paypal.me/teacherzajzaj

Offline Llalex #53 Posteado: May 31, 2020, 09:00:33 AM

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el error que hace que e game server se cierre es esta parte del código en su totalidad
Code: [Select]
#if(MOVE_ITEM)
void CItemManager::CGMoveItemProc(PMSG_MOVEITEM* aRecv, short aIndex) {

if (OBJMAX_RANGE(aIndex) == 0) { return; }


LPOBJ lpObj = &gObj[aIndex];


if (aRecv->Target == -1) { return; }


if (aRecv->tFlag == 3 & aRecv->sFlag == 0 && lpObj->Inventory[aRecv->Source].IsItem()) //check input item
{
if (IsLuckyItem(lpObj->Inventory[aRecv->Source].m_Index))
{
return;
}

BYTE btItemType = 0;
btItemType |= (lpObj->Inventory[aRecv->Source].m_Index & 0x1E00) >> 5;

if ((btItemType + 2) == lpObj->Inventory[aRecv->Source].m_ItemOptionEx)
{
return;
}
}


PMSG_ITEM_MOVE_RECV pMsg = { 0 };

pMsg.TargetSlot = -1;

if (aRecv->tFlag == 3 & aRecv->sFlag == 0) //move Inv -> ChaosBox
{
if (!lpObj->Inventory[aRecv->Source].IsItem())
return; //no item
int p = 0, c = 0, d = 0, w = 0, h = 0, n = 0;
int Target = -1;
int TargetMap[CHAOS_BOX_SIZE] = { '\0' };

ITEM_INFO ItemInfo;

for (n = 0; n < CHAOS_BOX_SIZE; n++) {
if (lpObj->ChaosBox[n].IsItem()) {
if (this->GetInfo(lpObj->ChaosBox[n].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
w = ItemInfo.Width;
h = ItemInfo.Height;

for (c = 0; c < w; c++) {
for (d = 0; d < h; d++) {
p = c + d * 8 + n;
if (p < CHAOS_BOX_SIZE) {
TargetMap[p] = 1;
}
}
}
}
}

for (n = 0; n < CHAOS_BOX_SIZE; n++) {
if (!TargetMap[n]) {
Target = n;
if (this->GetInfo(lpObj->Inventory[aRecv->Source].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
w = ItemInfo.Width;
h = ItemInfo.Height;
for (c = 0; c < w; c++) {
for (d = 0; d < h; d++) {
p = c + d * 8 + n;
if (p >= CHAOS_BOX_SIZE || TargetMap[p] || (n % 8) + c > 7) //   8) = 8
                                                {   
Target = -1;
}
}
}
if (Target != -1)
break;
}
}
if (Target != -1)
{
pMsg.TargetSlot = Target;
this->ItemByteConvert(pMsg.ItemInfo, lpObj->Inventory[aRecv->Source]);
}
else {
return; //no more empty slot to add.
}
}
else if (aRecv->tFlag == 0 & aRecv->sFlag == 3) //move ChaosBox -> Inv
{
if (!lpObj->ChaosBox[aRecv->Source].IsItem())
return; //no item
this->ItemByteConvert(pMsg.ItemInfo, lpObj->ChaosBox[aRecv->Source]);

int Target = this->InventoryCheckInsertItem(aIndex, lpObj->ChaosBox[aRecv->Source].m_Index);

if (Target == 0xFF)
{
return;
}

pMsg.TargetSlot = Target;
}
else if (aRecv->tFlag == 0 & aRecv->sFlag == 0) //equip/unequip item
{
if (!lpObj->Inventory[aRecv->Source].IsItem())
return;
this->ItemByteConvert(pMsg.ItemInfo, lpObj->Inventory[aRecv->Source]);

if (aRecv->Source > 11) { //wear equipment case
ITEM_INFO ItemInfo;
if (this->GetInfo(lpObj->Inventory[aRecv->Source].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
pMsg.TargetSlot = ItemInfo.Slot;
if (pMsg.TargetSlot == 0
&& lpObj->Inventory[0].IsItem() //slot 0 already has item
&& !lpObj->Inventory[1].IsItem() //slot 1 is empty
&& lpObj->Inventory[aRecv->Source].m_Index < GET_ITEM(1, 0)) //sword item
pMsg.TargetSlot = 1;
else if (lpObj->Inventory[ItemInfo.Slot].IsItem())
return; //already has item this slot
}
else { //unequipment case
int Target = this->InventoryCheckInsertItem(aIndex, lpObj->Inventory[aRecv->Source].m_Index);

if (Target == 0xFF)
{
return;
}

pMsg.TargetSlot = Target;
}
}
else {
return; //invalid case
}

pMsg.SourceFlag = aRecv->sFlag;
pMsg.TargetFlag = aRecv->tFlag;
pMsg.SourceSlot = aRecv->Source;


this->CGItemMoveRecv(&pMsg, aIndex);

if (aRecv->tFlag == 0 & aRecv->sFlag == 3){
gChaosBox.GCChaosBoxSend(lpObj, 0);

//update chaosBox by new packet????
PMSG_SET_CHAOSBOX_STATE pMsg = { 0 };

pMsg.header.set(0xF3, 0xEE, sizeof(pMsg));

pMsg.state = 0; //0 = allow mix || 2 = disable mix

DataSend(aIndex, (LPBYTE)&pMsg, pMsg.header.size);
}
else if ((aRecv->tFlag == 3 & aRecv->sFlag == 0) || (aRecv->tFlag == 0 & aRecv->sFlag == 0))
{
if (!lpObj->Inventory[aRecv->Source].IsItem()) {
this->GCItemDeleteSend(aIndex, aRecv->Source, aRecv->sFlag);
}
}


return;
}
#endif


Offline onlinezajzaj #54 Posteado: May 31, 2020, 09:19:17 AM

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el error que hace que e game server se cierre es esta parte del código en su totalidad
Code: [Select]
#if(MOVE_ITEM)
void CItemManager::CGMoveItemProc(PMSG_MOVEITEM* aRecv, short aIndex) {

if (OBJMAX_RANGE(aIndex) == 0) { return; }


LPOBJ lpObj = &gObj[aIndex];


if (aRecv->Target == -1) { return; }


if (aRecv->tFlag == 3 & aRecv->sFlag == 0 && lpObj->Inventory[aRecv->Source].IsItem()) //check input item
{
if (IsLuckyItem(lpObj->Inventory[aRecv->Source].m_Index))
{
return;
}

BYTE btItemType = 0;
btItemType |= (lpObj->Inventory[aRecv->Source].m_Index & 0x1E00) >> 5;

if ((btItemType + 2) == lpObj->Inventory[aRecv->Source].m_ItemOptionEx)
{
return;
}
}


PMSG_ITEM_MOVE_RECV pMsg = { 0 };

pMsg.TargetSlot = -1;

if (aRecv->tFlag == 3 & aRecv->sFlag == 0) //move Inv -> ChaosBox
{
if (!lpObj->Inventory[aRecv->Source].IsItem())
return; //no item
int p = 0, c = 0, d = 0, w = 0, h = 0, n = 0;
int Target = -1;
int TargetMap[CHAOS_BOX_SIZE] = { '\0' };

ITEM_INFO ItemInfo;

for (n = 0; n < CHAOS_BOX_SIZE; n++) {
if (lpObj->ChaosBox[n].IsItem()) {
if (this->GetInfo(lpObj->ChaosBox[n].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
w = ItemInfo.Width;
h = ItemInfo.Height;

for (c = 0; c < w; c++) {
for (d = 0; d < h; d++) {
p = c + d * 8 + n;
if (p < CHAOS_BOX_SIZE) {
TargetMap[p] = 1;
}
}
}
}
}

for (n = 0; n < CHAOS_BOX_SIZE; n++) {
if (!TargetMap[n]) {
Target = n;
if (this->GetInfo(lpObj->Inventory[aRecv->Source].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
w = ItemInfo.Width;
h = ItemInfo.Height;
for (c = 0; c < w; c++) {
for (d = 0; d < h; d++) {
p = c + d * 8 + n;
if (p >= CHAOS_BOX_SIZE || TargetMap[p] || (n % 8) + c > 7) //   8) = 8
                                                {   
Target = -1;
}
}
}
if (Target != -1)
break;
}
}
if (Target != -1)
{
pMsg.TargetSlot = Target;
this->ItemByteConvert(pMsg.ItemInfo, lpObj->Inventory[aRecv->Source]);
}
else {
return; //no more empty slot to add.
}
}
else if (aRecv->tFlag == 0 & aRecv->sFlag == 3) //move ChaosBox -> Inv
{
if (!lpObj->ChaosBox[aRecv->Source].IsItem())
return; //no item
this->ItemByteConvert(pMsg.ItemInfo, lpObj->ChaosBox[aRecv->Source]);

int Target = this->InventoryCheckInsertItem(aIndex, lpObj->ChaosBox[aRecv->Source].m_Index);

if (Target == 0xFF)
{
return;
}

pMsg.TargetSlot = Target;
}
else if (aRecv->tFlag == 0 & aRecv->sFlag == 0) //equip/unequip item
{
if (!lpObj->Inventory[aRecv->Source].IsItem())
return;
this->ItemByteConvert(pMsg.ItemInfo, lpObj->Inventory[aRecv->Source]);

if (aRecv->Source > 11) { //wear equipment case
ITEM_INFO ItemInfo;
if (this->GetInfo(lpObj->Inventory[aRecv->Source].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
pMsg.TargetSlot = ItemInfo.Slot;
if (pMsg.TargetSlot == 0
&& lpObj->Inventory[0].IsItem() //slot 0 already has item
&& !lpObj->Inventory[1].IsItem() //slot 1 is empty
&& lpObj->Inventory[aRecv->Source].m_Index < GET_ITEM(1, 0)) //sword item
pMsg.TargetSlot = 1;
else if (lpObj->Inventory[ItemInfo.Slot].IsItem())
return; //already has item this slot
}
else { //unequipment case
int Target = this->InventoryCheckInsertItem(aIndex, lpObj->Inventory[aRecv->Source].m_Index);

if (Target == 0xFF)
{
return;
}

pMsg.TargetSlot = Target;
}
}
else {
return; //invalid case
}

pMsg.SourceFlag = aRecv->sFlag;
pMsg.TargetFlag = aRecv->tFlag;
pMsg.SourceSlot = aRecv->Source;


this->CGItemMoveRecv(&pMsg, aIndex);

if (aRecv->tFlag == 0 & aRecv->sFlag == 3){
gChaosBox.GCChaosBoxSend(lpObj, 0);

//update chaosBox by new packet????
PMSG_SET_CHAOSBOX_STATE pMsg = { 0 };

pMsg.header.set(0xF3, 0xEE, sizeof(pMsg));

pMsg.state = 0; //0 = allow mix || 2 = disable mix

DataSend(aIndex, (LPBYTE)&pMsg, pMsg.header.size);
}
else if ((aRecv->tFlag == 3 & aRecv->sFlag == 0) || (aRecv->tFlag == 0 & aRecv->sFlag == 0))
{
if (!lpObj->Inventory[aRecv->Source].IsItem()) {
this->GCItemDeleteSend(aIndex, aRecv->Source, aRecv->sFlag);
}
}


return;
}
#endif

yes, me too !

you can Fix ?

Chuyên cung cấp Server MU -  Dạy dev MU online - Giá rẻ.
TEACHER MU ONLINE VIỆT NAM / TRAO ĐỔI KINH NGHIỆM MU ONLINE TOP 1 tại VIỆT NAM
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Offline hiep #55 Posteado: May 31, 2020, 10:04:09 AM

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Offline AZURE #56 Posteado: May 31, 2020, 12:06:28 PM

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hola amigos me sale error al compilar alguien puede revisar mi postitem y ver cual es el error
https://mega.nz/file/wqhyVKDS#IHa62ot4K221W0O1cc17mZlFfsdBrXkpe7OyLMqYRlc


Offline onlinezajzaj #57 Posteado: May 31, 2020, 12:10:47 PM

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 borracho

Test như này thì nói mẹ gì

Ghép đc từ lâu rồi



Test như này coi coi

Được thì đc còn không được thì thôi

Nguyên nhân thì ra rồi, chưa rõ hướng fix @@

Vl thanh niên

 nots nots nots nots nots nots nots nots nots

Chuyên cung cấp Server MU -  Dạy dev MU online - Giá rẻ.
TEACHER MU ONLINE VIỆT NAM / TRAO ĐỔI KINH NGHIỆM MU ONLINE TOP 1 tại VIỆT NAM
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Offline MaxVoll #58 Posteado: May 31, 2020, 01:33:10 PM

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 borracho

Test click in soul, bless, life, skill other class

Gracias:


Offline onlinezajzaj #59 Posteado: May 31, 2020, 05:16:11 PM

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 borracho

Test click in soul, bless, life, skill other class

haha, I like your opinion
 aplausos aplausos aplausos aplausos aplausos aplausos aplausos aplausos aplausos

Chuyên cung cấp Server MU -  Dạy dev MU online - Giá rẻ.
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