@16102012
VI:cho xin cai yahoo cái hỏi cái này cái
what you mean under:
Removed Friendly Fire in castle siege
and
fixed post command because of color?
Under friendly fire you mean players can attack their team mates? What about if the enemy use sleep -summoner - skill? they can hit their team mate if they press the controll / the team mate under sleep?
Thanks for your answer.
if(g_CastleSiege.GetCastleState()==CASTLESIEGE_STATE_STARTSIEGE) {
if(lpTargetObj->Type == OBJ_USER && lpObj->Type == OBJ_USER) {
if( lpObj->GuildNumber!=0 && lpTargetObj->GuildNumber!=0 ) {
// same guild
if(lpObj->GuildNumber == lpTargetObj->GuildNumber) {
if ( gObjCheckUsedBuffEffect(lpTargetObj, 72) == TRUE ){
return true;
}else{
return false;
}
}
// same union
if(lpObj->lpGuild->GetGuildUnion()!=0) {
if(lpObj->lpGuild->GetGuildUnion()==lpTargetObj->lpGuild->GetGuildUnion()) {
if ( gObjCheckUsedBuffEffect(lpTargetObj, 72) == TRUE ){
return true;
}else{
return false;
}
}
}
}
}
}
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Can someone tell me why i recieved this error?
make shortcut and after .exe 127.0.0.1 and it will be okey.
for (n=0;n<OBJ_MAXMONSTER;n++)
{
MapNumber = 7;
if ( gObj[n].Class == 80 ) // Devil Lizard King
{
gObj[n].Live = TRUE;
gObj[n].MapNumber = MapNumber;
while ( gMSetBase.GetBoxPosition(MapNumber, 50, 10, 250, 200, gObj[n].X, gObj[n].Y) == 0 )
{
}
this->m_BossDevilLizardKingMapNumber = gObj[n].MapNumber;
this->m_BossDevilLizardKingMapX = gObj[n].X;
this->m_BossDevilLizardKingMapY = gObj[n].Y;
gObj[n].Life = gObj[n].MaxLife;
for (n=0;n<OBJ_MAXMONSTER;n++)
{
if ( gObj[n].Class == 80 ) // Devil Lizard King
{
gObj[n].Live = TRUE;
MapNumber = 7;
gObj[n].MapNumber = MapNumber;
while ( gMSetBase.GetBoxPosition(MapNumber, 50, 10, 250, 200, gObj[n].X, gObj[n].Y) == 0 )
{
}
this->m_BossDevilLizardKingMapNumber = gObj[n].MapNumber;
this->m_BossDevilLizardKingMapX = gObj[n].X;
this->m_BossDevilLizardKingMapY = gObj[n].Y;
gObj[n].Life = gObj[n].MaxLife;
gObj[n].TX = gObj[n].X;
gObj[n].TY = gObj[n].Y;
gObj[n].MTX = gObj[n].X;
gObj[n].MTY = gObj[n].Y;
gObj[n].StartX = gObj[n].X;
gObj[n].StartY = gObj[n].Y;
gObj[n].m_State = 1;
gObj[n].PathCount = 0;