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Autor Topic: Source 5.2 Pegasus/Mudream  (Visto 18477 veces)

GameNet, bond2012, Dexign, trungpv, nujd00, xpzinho and 6 Guests are viewing this topic.

Offline aiui007 #210 Posteado: December 05, 2025, 10:13:45 PM

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Gracias:


Offline bigrealtk92 #211 Posteado: December 06, 2025, 02:28:09 AM

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//find:
void RenderItemInfo(int sx, int sy, ITEM* ip, bool Sell, int Inventype, bool bItemTextListBoxUse, bool Render3DItem)
   
    if (pIsEnableOptionWing(ip->Type))
    {
        color = TEXT_COLOR_YELLOW;
    }
//add bellow it:

if (pIsAbsoluteWeapon(ip->Type))
{
    color = TEXT_COLOR_PURPLE;
}

//then find: BOOL pIsAbsoluteWeapon(__int16 a2)
//add index if absolute weapons like:
{
   return a2 == 19
      || a2 == 37
      || a2 == 100
      || a2 == 101

      || a2 == 1037
      || a2 == 1124

      || a2 == 2066
      || a2 == 2148

      || a2 == 2570
      || a2 == 2660
      || a2 == 2661
      || a2 == 2662;

}

Gracias:


Online zhangjianle865 #212 Posteado: December 06, 2025, 06:28:22 AM | Modificado: December 06, 2025, 06:31:12 AM by zhangjianle865

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Fixed Selling (Posting) Items aplausos



Online nhantac #213 Posteado: December 06, 2025, 08:09:33 AM

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Offline Evangelio #214 Posteado: December 06, 2025, 03:34:39 PM

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Alguien tiene el fix de los skill del Cuervo del DarkLord?


Online Malkom99 #215 Posteado: December 06, 2025, 07:17:04 PM

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Offline Odisk #216 Posteado: December 06, 2025, 09:36:24 PM

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Alguien tiene el fix de los skill del Cuervo del DarkLord?


Code: [Select]
WORD bySkillType = (TypeMuHelper == 1) ? iIndex : CharacterAttribute->Skill[iIndex];



    if (iIndex >= AT_PET_COMMAND_DEFAULT)
    {
        bySkillType = iIndex;
    }
    else
    {

        bySkillType = (TypeMuHelper == 1) ? iIndex : CharacterAttribute->Skill[iIndex];
    }


    if (bySkillType == 0)
    {
        return;
    }


    if (bySkillType < AT_PET_COMMAND_DEFAULT)
    {
        if (!gSkillManager.FindHeroSkill((ActionSkillType)bySkillType))
        {
            return;
        }
    }

one day

Gracias:


Offline coolgepds #217 Posteado: December 06, 2025, 09:39:50 PM

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FIX SHOP TITLE

https://imgur.com/a/4ssgGdp
 


Como faço para adicionar o código? Eu já o adicionei, mas não está funcionando.


Offline Odisk #218 Posteado: December 06, 2025, 09:40:18 PM | Modificado: December 07, 2025, 12:20:09 AM by Odisk

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Yesterday I noticed that the Chaos Machine Mix has problems with the right click. It crashes when you send it back to your desktop. I was looking at the server-side protocols and only managed to disable the right click on the server side so that it wouldn't work in the mix, and the problem was solved. The idea is to be able to add a right-click in the mix.

Change for this for worked (fixed).

NewUIMixInventory.cpp



 

Have you been able to deal with the issue of weapon shine and wing shadows?

one day

Online Dexign #219 Posteado: December 07, 2025, 12:01:41 PM | Modificado: December 07, 2025, 04:03:08 PM by Dexign

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alguno logro corregir el bug del uso de comandos post?


Offline 1732313 #220 Posteado: December 07, 2025, 12:54:00 PM

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Hello everyone. Could you please tell me where the bold font is indicated? I don't need to use it everywhere.


Offline positive #221 Posteado: December 07, 2025, 02:34:43 PM

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Hello. Fix client to ENG someone ? I wonder why did hardcode so many things in VN/PT in .bmd files and souce files . Even some variables in VN... who does that?


Online Malkom99 #222 Posteado: December 07, 2025, 03:23:19 PM

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i find a little bug, if any have soluction or were solution it can share info

if use entrance for chaos castle in expanded inventory client crash. but if you use in normal inventory work fine.


Offline Evangelio #223 Posteado: December 07, 2025, 03:36:42 PM

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i find a little bug, if any have soluction or were solution it can share info

if use entrance for chaos castle in expanded inventory client crash. but if you use in normal inventory work fine.

El cliente Crashea cuando queres usar la entrada del chaos castle con el inventario expandido.


Offline Resoga #224 Posteado: December 07, 2025, 06:02:51 PM

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que version son las bugs, vienen con files?


Offline Evangelio #225 Posteado: December 07, 2025, 07:56:21 PM

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//find:
void RenderItemInfo(int sx, int sy, ITEM* ip, bool Sell, int Inventype, bool bItemTextListBoxUse, bool Render3DItem)
   
    if (pIsEnableOptionWing(ip->Type))
    {
        color = TEXT_COLOR_YELLOW;
    }
//add bellow it:

if (pIsAbsoluteWeapon(ip->Type))
{
    color = TEXT_COLOR_PURPLE;
}

//then find: BOOL pIsAbsoluteWeapon(__int16 a2)
//add index if absolute weapons like:
{
   return a2 == 19
      || a2 == 37
      || a2 == 100
      || a2 == 101

      || a2 == 1037
      || a2 == 1124

      || a2 == 2066
      || a2 == 2148

      || a2 == 2570
      || a2 == 2660
      || a2 == 2661
      || a2 == 2662;

}

Este codigo para que sirve??


Online zhangjianle865 #226 Posteado: December 07, 2025, 09:27:46 PM

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Make MU Alive Again — Let’s Share Our Fixes Together!

Here is a contribution from me: a set of fixes for custom pet following behavior and wall-clipping issues.

✔ Fix 1:

When a Dark Lord is wearing Dark Spirit, custom pets were not following the character. This has now been corrected.

✔ Fix 2:

Custom pets sometimes clip through walls or terrain on certain maps. This issue has been fixed as well.

✔ Additional Improvement

I also added proper follow animations for custom pets depending on the character’s state —
whether the player is standing still or moving, the pet now plays the correct animation while following.

Hopefully this helps other developers.
Let’s continue sharing and improving MU together!


Code: [Select]

//== 判断当前怪物模型是否为自定义宠物类型 8(你自己扩展的自定义宠物)
if (gCustomPet2.GetInfoPetType(o->Type - 1171) == 8)
{
if (!o->Owner)
return TRUE;

// 先取出当前主人的动作
int ca = o->Owner->CurrentAction;

// ① 统一定义:什么算“站立动作”
//    所有 PLAYER_STOP_*** 范围内的动作为站立(拿剑站、拿弓站、骑乘停住、飞行停住等)
bool bOwnerStopState =
(ca >= PLAYER_STOP_MALE && ca <= PLAYER_STOP_RIDE_WEAPON) ||
(ca == PLAYER_DARKLORD_STAND) ||
(ca == PLAYER_IDLE1_DARKHORSE) ||
(ca == PLAYER_IDLE2_DARKHORSE);

// ② 移动状态(原来你定义的一堆走路/跑步/骑乘跑/神兽跑等)——主要用于“是否进入逻辑”的过滤
bool bOwnerMovingState =
(ca >= PLAYER_WALK_MALE && ca <= PLAYER_RUN_RIDE_WEAPON) ||
(ca == PLAYER_FLY) ||
(ca == PLAYER_FLY_CROSSBOW) ||
(ca == PLAYER_FLY_RIDE) ||
(ca == PLAYER_FLY_RIDE_WEAPON) ||
(ca == PLAYER_RAGE_UNI_RUN) ||
(ca == PLAYER_RAGE_UNI_RUN_ONE_RIGHT) ||
(ca == PLAYER_DARKLORD_WALK) ||
(ca == PLAYER_RUN_RIDE_HORSE);

// 只要是“站立”或者“移动”的正常动作,就进入宠物逻辑
if (bOwnerStopState || bOwnerMovingState)
{
// =====================================================================================
// ① 主场景检查:如果主人死亡 / 不是玩家,则宠物消失
// =====================================================================================
if (SceneFlag == MAIN_SCENE)
{
// 如果主人已经死亡 或者 主人不是玩家(可能是 NPC),宠物消失
if (!o->Owner->Live || o->Owner->Kind != KIND_PLAYER)
{
o->Live = false; // 让宠物对象从场景中移除
return TRUE;
}
}

// =====================================================================================
// ② 处理透明度(用于传送期间淡出)
// =====================================================================================
{
if (o->Owner->Teleport == TELEPORT_BEGIN || o->Owner->Teleport == TELEPORT) // 如果主人正在传送中(进入传送或传送阶段)
{
o->Alpha -= 0.1f; // 逐渐减透明度
if (o->Alpha < 0) o->Alpha = 0.f;
}
else
{
o->Alpha = 1.f; // 正常情况下透明度恢复到 1
}

// 如果主人不是隐身状态(Cloaking Buff)
if (o->Owner && !g_isCharacterBuff(o->Owner, eBuff_Cloaking))
{
FlyRange = 150.f; // 这里你用来控制“触发跟随”范围,保留
vec3_t Position, Light;
Vector(0.4f, 0.4f, 0.4f, Light); // 光照(可能本来打算给宠物加光效)
// 创建 4 个偏移点,用于随机抖动 / 微小粒子效果
for (int j = 0; j < 4; j++)
{
Vector((float)(rand() % 16 - 8),
(float)(rand() % 16 - 8),
(float)(rand() % 16 - 8),
Position);
VectorAdd(Position, o->Position, Position);
}
}
}

// 播放速度(动画速度)——目前没直接用到,但先保留
float playspeed = 0.5f;

// =====================================================================================
// ③ 宠物移动行为控制:动作只看主人站立/移动,距离只控制位移,不控制动作
// =====================================================================================
{
// 原来的跟随距离逻辑,保留
FlyRange = 100.f; // 需要跟随的距离

// 计算主人与宠物之间的 XY 平面距离平方(注意:这是“平方距离”)
vec3_t Range;
VectorSubtract(TargetPosition, o->Position, Range);
float Distance = Range[0] * Range[0] + Range[1] * Range[1];

// 加速跟随的距离阈值(保持你之前的逻辑)
const float FastRange = 150.0f;
const float FastRangeSq = FastRange * FastRange;

// ===== ① 使用统一的“站立判断” =====
bool bOwnerStanding = bOwnerStopState;  // 所有 STOP_* + DARKLORD_STAND + 马站立
bool bOwnerMoving = !bOwnerStanding;  // 其他都视作移动 / 战斗 / 技能

// ===== ② 只根据“站立 / 移动”来切宠物动作,不看距离 =====
if (bOwnerStanding)
{
// 主人站立 → 宠物始终使用站立动作
if (o->CurrentAction != FENRIR_STAND)
{
SetAction(o, FENRIR_WALK);
}
}
else // 主人在移动 / 攻击 / 施法等
{
// 主人不站立 → 宠物始终使用奔跑动作
if (o->CurrentAction != FENRIR_RUN)
{
SetAction(o, FENRIR_RUN);
}
}

// ===== ③ 距离只用来控制“要不要移动、多快移动”,不再改动作 =====

// 距离超过跟随范围 → 需要向主人靠近
if (Distance >= FlyRange * FlyRange)
{
// 计算朝向主人方向的角度,并缓慢旋转
float Angle = CreateAngle(o->Position[0], o->Position[1],
TargetPosition[0], TargetPosition[1]);
o->Angle[2] = TurnAngle2(o->Angle[2], Angle, 20.f);

// 根据角度生成 3D 旋转矩阵
AngleMatrix(o->Angle, o->Matrix);
vec3_t Direction;
VectorRotate(o->Direction, o->Matrix, Direction);

// 保留你原来的速度公式(距离越远越快)
float Speed = (FlyRange * FlyRange >= Distance)
? 0.5f
: (float)log(Distance) * 1.1f;

// 距离更远时额外加速(保持你之前的加速逻辑)
if (Distance > FastRangeSq)
{
Speed *= 1.5f;
}

// 设置最终的移动方向(本地坐标系:Y 负方向为前进)
o->Direction[0] = 0.0f;
o->Direction[1] = -Speed;
o->Direction[2] = 0.0f;

// 按方向推进宠物位置,FPS_ANIMATION_FACTOR 用于帧平滑
VectorAddScaled(o->Position, Direction, o->Position, FPS_ANIMATION_FACTOR);
float terrainZ = RequestTerrainHeight(o->Position[0], o->Position[1]);
o->Position[2] = terrainZ + 5.0f;   // +5 可自行调整,让宠物略微悬浮
}
else
{
// 在跟随半径内就不再移动,但动作保持上面设定的“站立 / 奔跑”
o->Direction[0] = 0.0f;
o->Direction[1] = 0.0f;
o->Direction[2] = 0.0f;
}
}
}
}


Gracias:


Offline bigrealtk92 #227 Posteado: December 07, 2025, 09:39:24 PM

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//find:
void RenderItemInfo(int sx, int sy, ITEM* ip, bool Sell, int Inventype, bool bItemTextListBoxUse, bool Render3DItem)
   
    if (pIsEnableOptionWing(ip->Type))
    {
        color = TEXT_COLOR_YELLOW;
    }
//add bellow it:


if (pIsAbsoluteWeapon(ip->Type))
{
    color = TEXT_COLOR_PURPLE;
}

//then find: BOOL pIsAbsoluteWeapon(__int16 a2)
//add index if absolute weapons like:
{
   return a2 == 19
      || a2 == 37
      || a2 == 100
      || a2 == 101

      || a2 == 1037
      || a2 == 1124

      || a2 == 2066
      || a2 == 2148

      || a2 == 2570
      || a2 == 2660
      || a2 == 2661
      || a2 == 2662;

}

Este codigo para que sirve??



“The tooltip color of Absolute weapons, all Absolute items +7~15, and excellent options are all purple.”


Online Dexign #228 Posteado: December 07, 2025, 10:19:59 PM

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FIX SHOP TITLE

https://imgur.com/a/4ssgGdp
 


Como faço para adicionar o código? Eu já o adicionei, mas não está funcionando.


Prueba con esta:

SI ALGUIEN ENCUENTRA UNA MEJOR FORMA, COMPARTA.

PD: ESTOY APRENDIENDO AUN


Offline Lotto4K4k #229 Posteado: December 08, 2025, 06:11:16 AM

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Cómo hago para agregar el efecto de sombra a las alas y a las armas del personaje? pleas3


Offline zHammer #230 Posteado: December 08, 2025, 11:08:37 AM

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bug : command "/post" No message displayed


Offline Lotto4K4k #231 Posteado: December 08, 2025, 11:33:09 AM

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Esta actualización trajo muchos errores y problemas de FPS con el terreno.


Online Dexign #232 Posteado: December 08, 2025, 11:42:07 AM

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Esta actualización trajo muchos errores y problemas de FPS con el terreno.

Cuál actualización amigo?


Offline osvaldo1811 #233 Posteado: December 08, 2025, 11:42:56 AM

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Esta actualización trajo muchos errores y problemas de FPS con el terreno.


cual seria esta actualizacion.
el FIX SHOP?.



Offline Evangelio #234 Posteado: December 08, 2025, 12:01:20 PM

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bug : command "/post" No message displayed

A mi me funciona perfecto.

Gracias:


Online Dexign #235 Posteado: December 08, 2025, 12:07:44 PM

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bug : command "/post" No message displayed

A mi me funciona perfecto.



A mí tampoco me funciona, hoy me pondré a chequear cuál es el error


Online nhantac #236 Posteado: December 08, 2025, 02:16:22 PM

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bug : command "/post" No message displayed

A mi me funciona perfecto.


GameServerInfo - Command
A mí tampoco me funciona, hoy me pondré a chequear cuál es el error


Offline Evangelio #237 Posteado: December 08, 2025, 03:50:16 PM

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i find a little bug, if any have soluction or were solution it can share info

if use entrance for chaos castle in expanded inventory client crash. but if you use in normal inventory work fine.

El cliente Crashea cuando queres usar la entrada del chaos castle con el inventario expandido.


Alguien pudo fixear esto?


Offline osvaldo1811 #238 Posteado: December 08, 2025, 04:19:44 PM

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bug : command "/post" No message displayed

A mi me funciona perfecto.



GameServerInfo - Command
A mí tampoco me funciona, hoy me pondré a chequear cuál es el error

a mi tampoco me funciona


Online Dexign #239 Posteado: December 08, 2025, 05:51:39 PM

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bug : command "/post" No message displayed

A mi me funciona perfecto.



GameServerInfo - Command
A mí tampoco me funciona, hoy me pondré a chequear cuál es el error

a mi tampoco me funciona

C:\MuServer\GameServer\Data\GameServerInfo - Command.dat

alli editas:
[GameServerInfo]
;==================================================
; Post Command Settings
;==================================================
CommandPostType = 7


por:

[GameServerInfo]
;==================================================
; Post Command Settings
;==================================================
CommandPostType = 4












Gracias:


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