I'm having problems with the symbol of kundun in Source IGCN Season 9. Whenever I join the 5 he creates the Lost Map but leaves a bugged symbol of kundun in the inventory.
here I leave a video showing the problem
https://youtu.be/S04B3cmL-2o
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I'm having problems with the symbol of kundun in Source IGCN Season 9. Whenever I join the 5 he creates the Lost Map but leaves a bugged symbol of kundun in the inventory.
here I leave a video showing the problem
https://youtu.be/S04B3cmL-2o
It could be a server side source code issue. It item not being delete after creating a new.
I could recommend that u dont use symbol but just use theLost map in drops or NPC.
I am trying to make the correction in the source, if someone can help me to identify the place that should deal with deleting the item after creating the lost Map
this is de code of Symbol kundun
Code:if ( lpItem->m_Type == ITEMGET(14,29) ) // Symbol of Kundun
{
for ( int n=0;n<MAIN_INVENTORY_SIZE;n++)
{
int pos = ::g_KalimaGate.CheckOverlapKundunMark(aIndex, lpItem->m_Level);
if ( MAIN_INVENTORY_RANGE(pos) )
{
if ( MapC[map_num].ItemGive(aIndex, item_num, true) == TRUE )
{
BYTE NewOption[MAX_EXOPTION_SIZE];
::ItemIsBufExOption(NewOption, (lpItem != NULL)?(CItem*)&lpItem->m_Number:NULL);
g_Log.Add("[%s][%s][%d]%d/%d Get serial:%I64d [%s][%d][%d][%d][%d][%d] dur:[%d]Ex:[%d,%d,%d,%d,%d,%d,%d] Set:[%d] 380:[%d] HO:[%d,%d] E:[%d]", gObj[aIndex].AccountID, gObj[aIndex].Name, map_num,
gObj[aIndex].X, gObj[aIndex].Y, lpItem->m_Number, szItemName, type,
level, lpItem->m_Option1, lpItem->m_Option2, lpItem->m_Option3, (int)lpItem->m_Durability,
NewOption[0], NewOption[1], NewOption[2], NewOption[3], NewOption[4], NewOption[5],
NewOption[6], lpItem->m_SetOption, lpItem->m_ItemOptionEx>>7,
g_kJewelOfHarmonySystem.GetItemStrengthenOption((lpItem)?((CItem *)&lpItem->m_Number):NULL), g_kJewelOfHarmonySystem.GetItemOptionLevel((lpItem)?((CItem *)&lpItem->m_Number):NULL),
lpItem->m_BonusSocketOption);
pResult.result = -3;
IOCP.DataSend(aIndex, (LPBYTE)&pResult, pResult.h.size);
gObj[aIndex].pInventory[pos].m_Durability += lpItem->m_Durability;
if ( gObj[aIndex].pInventory[pos].m_Durability >= IsOverlapItem(lpItem->m_Type) )
{
int NewDur = gObj[aIndex].pInventory[pos].m_Durability - IsOverlapItem(lpItem->m_Type);
::gObjInventoryItemSet(aIndex, pos, -1);
gObj[aIndex].pInventory[pos].Clear();
this->GCInventoryItemDeleteSend(aIndex, pos, 1);
::ItemSerialCreateSend(aIndex, 235, gObj[aIndex].X, gObj[aIndex].Y, ItemGetNumberMake(14, 28),
lpItem->m_Level, 0, 0, 0, 0, aIndex, 0, 0, 0, 0, 0);
g_Log.Add("[Kalima] [%s][%s] Make Lost Kalima Map (Left Kundun Mark:%d)",
gObj[aIndex].AccountID, gObj[aIndex].Name, NewDur);
if ( NewDur > 0 )
{
lpItem->m_State = 2;
lpItem->Give = false;
lpItem->live = true;
lpItem->m_Durability = NewDur;
continue;
}
}
else
{
GCItemDurSend(aIndex,pos, gObj[aIndex].pInventory[pos].m_Durability, 0);
}
return;
}
}
else
{
break;
}
}
}
maybe its not a bug? like test from monster drops, after u loot 5 it makes the ticket the same way or same bug aswell?
i mean i dont have any idea bout coding and codes, but if you haven't yet try to remove codes / recompile and figure out where the problem sticks.
other alternative way is to make the symbol only drop, but i understand the visual bug thing, i hope someone else can help you with that.
@cMu