EP9 Same as Bubu Shared

Junior Spellweaver
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This is also what i am suspecting for agentserver shutting down, my server is smooth now. But i will update

Yes im using that features,.
Its good to know that your server is running smoothly, btw is your server using 4gb ram or more?
 
Newbie Spellweaver
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Its good to know that your server is running smoothly, btw is your server using 4gb ram or more?

give some hint how to fix this man. how to show it?

 

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Junior Spellweaver
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EDIT: Done Fixing by myself


Thank you for not responding Ragezone
Dont be mad, please be kind. I too also dont know how to fix that. We also have a lot of problems, and that doesnt mean you can get the answer asap in this forum. You have to be patient my friend.
 
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Dont be mad, please be kind. I too also dont know how to fix that. We also have a lot of problems, and that doesnt mean you can get the answer asap in this forum. You have to be patient my friend.
No i'm not mad. i understand. and thank you its so challenging.

thank you
 
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Newbie Spellweaver
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any know how to adjust the inventory length for starting creation it suppose to be a small inventory like this View attachment 240822


Can you share it here how you fix?

Sure, I will share how to fix it. I'm not a Pro Dev, I analyze the code, I focus on InnerInterfaceSimple.cpp

Sharing for comparison.

Just give thanks, if resolve on your side
 
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Sure, I will share how to fix it. I'm not a Pro Dev, I analyze the code, I focus on InnerInterfaceSimple.cpp

Sharing for comparison.

Just give thanks, if resolve on your side
Thank you for contributing on this forum. Great help.
 
Junior Spellweaver
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Any idea what's causing this error? I already installed the two SP1. I'm using GS's RanThirdParty.
 

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Junior Spellweaver
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did you guys fix your guild ranking? mine still not showing. T_T
I think you need to change back to the original lg-7 global ranking and hook up the lg7.dll

Any idea what's causing this error? I already installed the two SP1. I'm using GS's RanThirdParty.
you forgot to add a semicolon on where you modified a file. ;
 
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as you can see in the 1st image when I hover my mouse to + in head crush it show the description of the next level and requirement
( it will show only 1st set of skill headcrush below )

in the 2nd image the 2nd set of skill ( red box ) when I hover my mouse into + .. it doesn't show the description

please help me where I can fix this.. I tried in the GUI and no luck
 

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Check on source code under: UISkillInfoLoader.cpp


Find this code and compare to your end, It should be like this:


C++:
        if ( pCharSkill )    //    ¹è¿î ½ºÅ³ÀÏ °æ¿ì¿¡...
        {
            BOOL bADDED = FALSE;
            for( int nImpact=0; nImpact<SKILL::MAX_IMPACT; ++nImpact )
            {
                if ( sAPPLY.sImpacts[nImpact].emADDON != EMIMPACTA_NONE )
                {
                    WORD wLevel = pCharSkill->wLevel;
                    if ( bNextLevel ) wLevel = pCharSkill->wLevel + 1;

                    const float fADDON_VAR = sAPPLY.sImpacts[nImpact].fADDON_VAR[wLevel];
                    if ( 0 != fADDON_VAR )
                    {
                        if ( !bADDED )
                        {
                            AddTextNoSplit(ID2GAMEWORD("SKILL_CATEGORY", 5),NS_UITEXTCOLOR::LIGHTSKYBLUE);
                            bADDED = TRUE;
                        }
                       
                        float fADDON_VAR_SCALE = fADDON_VAR * COMMENT::IMPACT_ADDON_SCALE[sAPPLY.sImpacts[nImpact].emADDON];

                        if ( COMMENT::IsIMPACT_ADDON_PER(sAPPLY.sImpacts[nImpact].emADDON) )
                        {
                            strText.Format ( "%s:%2.2f%%", COMMENT::IMPACT_ADDON[sAPPLY.sImpacts[nImpact].emADDON].c_str(), fADDON_VAR_SCALE );
                        }
                        else
                        {
                            strText.Format ( "%s:%2.2f", COMMENT::IMPACT_ADDON[sAPPLY.sImpacts[nImpact].emADDON].c_str(), fADDON_VAR_SCALE );
                        }

                        AddTextNoSplit(strText, NS_UITEXTCOLOR::PRIVATE );
                    }
                }
            }
           
        }

        //    Ư¼öÈ¿°ú
        if ( pCharSkill )    //    ¹è¿î ½ºÅ³ÀÏ °æ¿ì¿¡...
        {
            WORD wLevel = pCharSkill->wLevel;
            if ( bNextLevel ) wLevel = pCharSkill->wLevel + 1;

            BOOL bADDED = FALSE;
            for( int nSpec=0; nSpec<SKILL::MAX_SPEC; ++nSpec )
            {
                const SKILL::SSPEC& sSPEC = sAPPLY.sSpecs[nSpec].sSPEC[wLevel];

                if ( sAPPLY.sSpecs[nSpec].emSPEC != EMSPECA_NULL )
                {
                    if ( sAPPLY.sSpecs[nSpec].emSPEC == EMSPECA_PROHIBIT_POTION ) continue;

                    if ( !bADDED )
                    {
                        AddTextNoSplit(ID2GAMEWORD("SKILL_CATEGORY", 6),NS_UITEXTCOLOR::LIGHTSKYBLUE);
                        bADDED = TRUE;
                    }

                    strText.Format ( "%s:%s", ID2GAMEWORD("SKILL_SPEC_TYPE", 0), COMMENT::SPEC_ADDON[sAPPLY.sSpecs[nSpec].emSPEC].c_str() );
                    AddTextNoSplit(strText, NS_UITEXTCOLOR::PRIVATE );

                    strText.Empty();
                    CString strTemp;

                    if ( sAPPLY.sSpecs[nSpec].emSPEC == EMSPECA_NONBLOW || sAPPLY.sSpecs[nSpec].emSPEC == EMSPECA_RECBLOW )
                    {
                        if ( sSPEC.dwFLAG & DIS_NUMB )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_NUMB].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_STUN )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_STUN].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_STONE )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_STONE].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_BURN )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_BURN].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_FROZEN )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_FROZEN].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_MAD )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_MAD].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_POISON )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_POISON].c_str() );
                            strText += strTemp;
                        }
                        if ( sSPEC.dwFLAG & DIS_CURSE )
                        {
                            strTemp.Format ( "%s ", COMMENT::BLOW[EMBLOW_CURSE].c_str() );
                            strText += strTemp;
                        }
                    }
                    // ¹ßµ¿ ½ºÅ³
                    else if ( sAPPLY.sSpecs[nSpec].emSPEC == EMSPECA_DEFENSE_SKILL_ACTIVE )
                    {
                        GLSKILL* pSkillTemp = GLSkillMan::GetInstance().GetData( sSPEC.dwNativeID );
                        if ( pSkillTemp )
                        {
                            strTemp.Format ( "%s Lv%d", pSkillTemp->GetName(),sSPEC.dwFLAG );
                            strText += strTemp;
                        }
                    }
                    /*debuff skill logic, Juver, 2017/06/10 */
                    else if ( sAPPLY.sSpecs[nSpec].emSPEC == EMSPECA_BUFF_REMOVE )
                    {
                        strTemp.Format ( "%s", COMMENT::SKILL_ACTION_TYPE[sSPEC.dwFLAG].c_str() );
                        strText += strTemp;
                    }

                    if ( strText.GetLength () )
                    {
                        AddTextNoSplit(strText, NS_UITEXTCOLOR::PRIVATE );
                    }

                    // Ư¼öÈ¿°ú°¡ ¾øÀ½ À϶§´Â ȸ鿡 º¸¿©ÁÖÁö ¾Êµµ·Ï Àӽà ¼öÁ¤~
                    // Ư¼öÈ¿°ú°¡ ¾øÀ½ À϶§´Â Åø¿¡¼ Á÷Á¢ °ª¿¡ 0À» ³Öµµ·Ï ¹Ù²Ù´Â°Ô ÁÁ´Ù ( ÁØÇõ )
                    if ( 0 != sSPEC.fVAR1 )
                    {
                        if( COMMENT::SPEC_ADDON_VAR1[EMSPECA_NULL] != COMMENT::SPEC_ADDON_VAR1[sAPPLY.sSpecs[nSpec].emSPEC] )
                        {
                            float fVAR1_SCALE = sSPEC.fVAR1 * COMMENT::SPEC_ADDON_VAR1_SCALE[sAPPLY.sSpecs[nSpec].emSPEC];

                            if ( COMMENT::IsSPEC_ADDON1_PER(sAPPLY.sSpecs[nSpec].emSPEC) )
                                strText.Format ( "%s:%2.2f%%", COMMENT::SPEC_ADDON_VAR1[sAPPLY.sSpecs[nSpec].emSPEC].c_str(), fVAR1_SCALE );
                            else
                                strText.Format ( "%s:%2.2f", COMMENT::SPEC_ADDON_VAR1[sAPPLY.sSpecs[nSpec].emSPEC].c_str(), fVAR1_SCALE );

                            AddTextNoSplit(strText, NS_UITEXTCOLOR::PRIVATE );
                        }
                    }

                    if ( 0 != sSPEC.fVAR2 )
                    {
                        if( COMMENT::SPEC_ADDON_VAR2[EMSPECA_NULL] != COMMENT::SPEC_ADDON_VAR2[sAPPLY.sSpecs[nSpec].emSPEC] )
                        {
                            float fVAR2_SCALE = sSPEC.fVAR2 * COMMENT::SPEC_ADDON_VAR2_SCALE[sAPPLY.sSpecs[nSpec].emSPEC];

                            if ( COMMENT::IsSPEC_ADDON2_PER(sAPPLY.sSpecs[nSpec].emSPEC) )
                                strText.Format ( "%s:%2.1f%%", COMMENT::SPEC_ADDON_VAR2[sAPPLY.sSpecs[nSpec].emSPEC].c_str(), fVAR2_SCALE );
                            else
                                strText.Format ( "%s:%2.1f", COMMENT::SPEC_ADDON_VAR2[sAPPLY.sSpecs[nSpec].emSPEC].c_str(), fVAR2_SCALE );

                            AddTextNoSplit(strText, NS_UITEXTCOLOR::PRIVATE );
                        }
                    }              
                }
            }
           
        }

        BOOL bNOT_LEARN = wDispLevel==0;

        //    ¿ä±¸Ä¡ Á¤º¸
        if ( (!bMaster && bNextLevel) || bNOT_LEARN )
        {
            AddTextNoSplit(ID2GAMEWORD("SKILL_CATEGORY", 7),NS_UITEXTCOLOR::LIGHTSKYBLUE);

            WORD wNextLevel = wDispLevel;
            GLCharacter* const pCharacter = GLGaeaClient::GetInstance().GetCharacter();
            SKILL::SLEARN& sLEARN = pSkill->m_sLEARN;
            SKILL::SLEARN_LVL& sLVL = sLEARN.sLVL_STEP[wNextLevel];          

       
            //    1. ¿ä±¸º¸À¯½ºÅ³
            SNATIVEID NeedSkillID = pSkill->m_sLEARN.sSKILL;          
            if ( NeedSkillID != NATIVEID_NULL() )
            {
                BOOL bVALID = FALSE;
                BOOL bNeedSkillLevel = FALSE;

                CString strNeedSkillName;
                CString strNeedSkillLevel;

                PGLSKILL pNeedSkill = GLSkillMan::GetInstance().GetData ( NeedSkillID.wMainID, NeedSkillID.wSubID );
                if( pNeedSkill ) strNeedSkillName.Format("%s:%s", ID2GAMEWORD( "SKILL_ADVANCED_INFO", 0), pNeedSkill->GetName() );
                bVALID = pCharacter->ISLEARNED_SKILL ( NeedSkillID );          

                //    2. ¿ä±¸º¸À¯½ºÅ³·¹º§
                if ( 0 < sLVL.dwSKILL_LVL )
                {
                    strNeedSkillLevel.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO", 1), (sLVL.dwSKILL_LVL + 1) );
                    bNeedSkillLevel = TRUE;

                    SCHARDATA2::SKILL_MAP& map = pCharacter->m_ExpSkills;              
                    SCHARDATA2::SKILL_MAP_ITER iter = map.find ( NeedSkillID.dwID );
                    if ( iter != map.end() )
                    {
                        SCHARSKILL& rCharSkill = (*iter).second;

                        //    »ö Á¶Àý
                        bVALID = rCharSkill.wLevel >= sLVL.dwSKILL_LVL;                      
                    }
                }

                AddTextNoSplit(strNeedSkillName,NS_UITEXTCONTROL::GetEvaluateColor ( bVALID ));

                if ( bNeedSkillLevel )
                    AddTextNoSplit(strNeedSkillLevel, NS_UITEXTCONTROL::GetEvaluateColor ( bVALID ) );
            }

            //    3. ¿ä±¸°æÇèÄ¡
            if ( 0 < sLVL.dwSKP )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO", 2), sLVL.dwSKP);              
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_dwSkillPoint >= sLVL.dwSKP ) );
            }

            //    4. ¿ä±¸·¹º§
            if ( 0 < sLVL.dwLEVEL )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO", 3), sLVL.dwLEVEL);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->GETLEVEL () >= int(sLVL.dwLEVEL) ) );
            }

            //    Á¶°Ç - ¾Ï±¤
            //BOOL bValue = TRUE;
            //strText.Format ( "%s", COMMENT::BRIGHT[sLEARN.emBRIGHT].c_str() );
            //if ( sLEARN.emBRIGHT != BRIGHT_BOTH )
            //{
            //    if ( pCharacter->GETBRIGHT() != sLEARN.emBRIGHT )
            //    {
            //        bValue = FALSE;
            //    }
            //}
            //AddTextNoSplit ( strText, NS_UITEXTCONTROL::GetEvaluateColor ( bValue ) );


            //    Stats
            //    1. ¿ä±¸Èû
            if ( 0 < sLVL.sSTATS.wPow )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 0), sLVL.sSTATS.wPow);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wPow >= sLVL.sSTATS.wPow ) );
            }

            //    2. ¿ä±¸Ã¼·Â
            if ( 0 < sLVL.sSTATS.wStr )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 1), sLVL.sSTATS.wStr);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wStr >= sLVL.sSTATS.wStr ) );
            }

            //    3. ¿ä±¸Á¤½Å
            if ( 0 < sLVL.sSTATS.wSpi )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 2), sLVL.sSTATS.wSpi);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wSpi >= sLVL.sSTATS.wSpi ));
            }

            //    4. ¿ä±¸¹Îø
            if ( 0 < sLVL.sSTATS.wDex )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 3), sLVL.sSTATS.wDex);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wDex >= sLVL.sSTATS.wDex ) );
            }

            //    5. ¿ä±¸Áö·Â
            if ( 0 < sLVL.sSTATS.wInt )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 4), sLVL.sSTATS.wInt);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wInt >= sLVL.sSTATS.wInt ) );
            }

            //    6. ¿ä±¸±Ù·Â
            if ( 0 < sLVL.sSTATS.wSta )
            {
                strText.Format("%s:%d",ID2GAMEWORD( "SKILL_ADVANCED_INFO_STATS", 5), sLVL.sSTATS.wSta);
                AddTextNoSplit(strText, NS_UITEXTCONTROL::GetEvaluateColor ( pCharacter->m_sSUMSTATS.wPow >= sLVL.sSTATS.wSta ) );
            }
        }

        if ( bNextLevel ) return ;

        //    °£´ÜÇÑ ¼³¸í
        if( !pSkill->GetDesc() )    return;

        int StrLength = static_cast<int>( strlen( pSkill->GetDesc() ) );
        if ( StrLength )
        {
            AddTextNoSplit ( ID2GAMEWORD ( "SKILL_CATEGORY", 8 ), NS_UITEXTCOLOR::LIGHTSKYBLUE );
           
            AddTextLongestLineSplit ( pSkill->GetDesc(), NS_UITEXTCOLOR::DEFAULT );
        }
    }


    void LOAD ( const SNATIVEID& sNativeID, const BOOL bNextLevel )
    {
        if ( sNativeID != NATIVEID_NULL() )
        {
            BOOL bUPDATE = FALSE;
            if (( bNextLevel != m_bNextLevel_BEFORE_FRAME ) ||
                ( sNativeID != m_sNativeIDBack) )
            {          
                bUPDATE = TRUE;
            }

            if ( bUPDATE )
            {
                PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( sNativeID.wMainID, sNativeID.wSubID );
                if ( pSkill )    //    ½ºÅ³ÀÌ Á¸ÀçÇÒ °æ¿ì
                {
                    RemoveAllInfo ();

                    SCHARSKILL* pCharSkill = GLGaeaClient::GetInstance().GetCharacter()->GETLEARNED_SKILL ( sNativeID );                  
                    LOAD ( pSkill, pCharSkill, bNextLevel );
                }

                m_sNativeIDBack = sNativeID;
                m_bNextLevel_BEFORE_FRAME = bNextLevel;
            }      
        }
    }
};



Give thanks, if it works on your side
 
Newbie Spellweaver
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lets help each other and find the issue of agent server.
Try to fix this also. since day 1, I'll keep posted once done finding its issue, mine have a bugtrap.

 

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