Çözüldü Hızlı biyolog sistemi game source hatası

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TonyMontana

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Merhabala üstadlarım Tunganın paylaştığı hızlı biyolog sistemini kurmaya çalışıyordum fakat game build alırken şöyle bir hata ile karşılaşıyorum sebebi nedir acaba lütfen yardım edermisiniz?

C++:
cmd_general.cpp: In function 'void do_biyolog(LPCHARACTER, const char*, int, int)':

cmd_general.cpp:2301:2: error: 'three_arguments' was not declared in this scope; did you mean 'two_arguments'?

 2301 |  three_arguments(argument, arg1, sizeof(arg1), arg2, sizeof(arg2), arg3, sizeof(arg3));

      |  ^~~~~~~~~~~~~~~

      |  two_arguments

compile desc_client.cpp

compile desc_manager.cpp

compile desc_p2p.cpp

gmake: *** [Makefile:122: OBJDIR/cmd_general.o] Error 1

gmake: *** Waiting for unfinished jobs....
 
En son bir moderatör tarafından düzenlenmiş:
Çözüm
questlua_affect.cpp:
#ifdef ENABLE_BIO_SYSTEM
    /**30 Lv Biyolog**/
    int affect_add_30(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[8].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**30 Lv Biyolog**/

    /**40 Lv Biyolog**/
    int affect_add_40(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 5, 0, 60*60*24*365*60, 0, false);
        }...
yeni bir argument daha eklemen gerekiyor sende 2 ye kadar var 3 yok o yüzden hata veriyor
 
ekleme;


utils.cpp:
//bul;

const char *two_arguments(const char *argument, char *first_arg, size_t first_size, char *second_arg, size_t second_size)
{
    return (one_argument(one_argument(argument, first_arg, first_size), second_arg, second_size));
}

altına ekle;

const char * three_arguments(const char * argument, char * first_arg, size_t first_size, char * second_arg, size_t second_size, char * third_arg, size_t third_size)
{
    return (one_argument(one_argument(one_argument(argument, first_arg, first_size), second_arg, second_size), third_arg, third_size));
}

utils.h:
//arat;

extern const char *    two_arguments(const char *argument, char *first_arg, size_t first_size, char *second_arg, size_t second_size);

altına ekle;

extern const char * three_arguments(const char * argument, char * first_arg, size_t first_size, char * second_arg, size_t second_size, char * third_flag, size_t third_size);
 
//arat;

extern const char * two_arguments(const char *argument, char *first_arg, size_t first_size, char *second_arg, size_t second_size);

altına ekle;

extern const char * three_arguments(const char * argument, char * first_arg, size_t first_size, char * second_arg, size_t second_size, char * third_flag, size_t third_size);
arattığımda böyle bir kod yok diyor ://// @TheAdmin33
# EDİT#
Buldum hocam şimdi build alıyorum sizlere hemen geri dönüş yapıcağım çoook teşekkürlerimi iletiyorum yardımınız için şimdiden
 
Son düzenleme:
dosyaları atsana bir bakayım (utils.cpp,utils.h)
 
Çıldırıcam :cautious:her zaman deniyorum bir kere olsun başaramadım ele avuca gelen bir sistem eklemeyi şimdide böyle bir hata veriyor.

Kod:
questlua_affect.cpp:260:6: error: expected constructor, destructor, or type conversion before '(' token
  260 |  ALUA(affect_add_30)
      |      ^
questlua_affect.cpp:275:6: error: expected constructor, destructor, or type conversion before '(' token
  275 |  ALUA(affect_add_40)
      |      ^
questlua_affect.cpp:290:6: error: expected constructor, destructor, or type conversion before '(' token
  290 |  ALUA(affect_add_50)
      |      ^
questlua_affect.cpp:305:6: error: expected constructor, destructor, or type conversion before '(' token
  305 |  ALUA(affect_add_60)
      |      ^
questlua_affect.cpp:320:6: error: expected constructor, destructor, or type conversion before '(' token
  320 |  ALUA(affect_add_70)
      |      ^
questlua_affect.cpp:336:6: error: expected constructor, destructor, or type conversion before '(' token
  336 |  ALUA(affect_add_80)
      |      ^
questlua_affect.cpp:352:6: error: expected constructor, destructor, or type conversion before '(' token
  352 |  ALUA(affect_add_85)
      |      ^
questlua_affect.cpp:370:6: error: expected constructor, destructor, or type conversion before '(' token
  370 |  ALUA(affect_add_90)
      |      ^
compile questlua_danceevent.cpp
questlua_affect.cpp:385:6: error: expected constructor, destructor, or type conversion before '(' token
  385 |  ALUA(affect_add_92_1)
      |      ^
questlua_affect.cpp:398:6: error: expected constructor, destructor, or type conversion before '(' token
  398 |  ALUA(affect_add_92_2)
      |      ^
questlua_affect.cpp:411:6: error: expected constructor, destructor, or type conversion before '(' token
  411 |  ALUA(affect_add_92_3)
      |      ^
questlua_affect.cpp:426:6: error: expected constructor, destructor, or type conversion before '(' token
  426 |  ALUA(affect_add_94_1)
      |      ^
questlua_affect.cpp:439:6: error: expected constructor, destructor, or type conversion before '(' token
  439 |  ALUA(affect_add_94_2)
      |      ^
questlua_affect.cpp:452:6: error: expected constructor, destructor, or type conversion before '(' token
  452 |  ALUA(affect_add_94_3)
      |      ^
questlua_affect.cpp: In function 'void quest::RegisterAffectFunctionTable()':
questlua_affect.cpp:483:16: error: 'affect_add_30' was not declared in this scope; did you mean 'affect_add'?
  483 |    { "add_30", affect_add_30 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:484:16: error: 'affect_add_40' was not declared in this scope; did you mean 'affect_add'?
  484 |    { "add_40", affect_add_40 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:485:16: error: 'affect_add_50' was not declared in this scope; did you mean 'affect_add'?
  485 |    { "add_50", affect_add_50 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:486:16: error: 'affect_add_60' was not declared in this scope; did you mean 'affect_add'?
  486 |    { "add_60", affect_add_60 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:487:16: error: 'affect_add_70' was not declared in this scope; did you mean 'affect_add'?
  487 |    { "add_70", affect_add_70 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:488:16: error: 'affect_add_80' was not declared in this scope; did you mean 'affect_add'?
  488 |    { "add_80", affect_add_80 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:489:16: error: 'affect_add_85' was not declared in this scope; did you mean 'affect_add'?
  489 |    { "add_85", affect_add_85 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:490:16: error: 'affect_add_90' was not declared in this scope; did you mean 'affect_add'?
  490 |    { "add_90", affect_add_90 },
      |                ^~~~~~~~~~~~~
      |                affect_add
questlua_affect.cpp:491:18: error: 'affect_add_92_1' was not declared in this scope; did you mean 'affect_add_hair'?
  491 |    { "add_92_1", affect_add_92_1 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair
questlua_affect.cpp:492:18: error: 'affect_add_92_2' was not declared in this scope; did you mean 'affect_add_hair'?
  492 |    { "add_92_2", affect_add_92_2 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair
questlua_affect.cpp:493:18: error: 'affect_add_92_3' was not declared in this scope; did you mean 'affect_add_hair'?
  493 |    { "add_92_3", affect_add_92_3 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair
questlua_affect.cpp:494:18: error: 'affect_add_94_1' was not declared in this scope; did you mean 'affect_add_hair'?
  494 |    { "add_94_1", affect_add_94_1 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair
questlua_affect.cpp:495:18: error: 'affect_add_94_2' was not declared in this scope; did you mean 'affect_add_hair'?
  495 |    { "add_94_2", affect_add_94_2 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair
questlua_affect.cpp:496:18: error: 'affect_add_94_3' was not declared in this scope; did you mean 'affect_add_hair'?
  496 |    { "add_94_3", affect_add_94_3 },
      |                  ^~~~~~~~~~~~~~~
      |                  affect_add_hair

@TheAdmin33 atmamı istediğiniz dosya varmı :(
 
questlua_affect.cpp:
#ifdef ENABLE_BIO_SYSTEM
    /**30 Lv Biyolog**/
    int affect_add_30(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[8].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**30 Lv Biyolog**/

    /**40 Lv Biyolog**/
    int affect_add_40(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 5, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**40 Lv Biyolog**/

    /**50 Lv Biyolog**/
    int affect_add_50(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[54].bPointType, 60, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**50 Lv Biyolog**/

    /**60 Lv Biyolog**/
    int affect_add_60(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[53].bPointType, 50, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**60 Lv Biyolog**/

    /**70 Lv Biyolog**/
    int affect_add_70(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[8].bPointType, 11, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**70 Lv Biyolog**/

    /**80 Lv Biyolog**/
    int affect_add_80(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 6, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[64].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**80 Lv Biyolog**/

    /**85 Lv Biyolog**/
    int affect_add_85(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[78].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[79].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[80].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[81].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**85 Lv Biyolog**/

    /**90 Lv Biyolog**/
    int affect_add_90(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[17].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**90 Lv Biyolog**/

    /**92 Lv Biyolog**/
    int affect_add_92_1(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[1].bPointType, 1000, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_92_2(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[54].bPointType, 120, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_92_3(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[53].bPointType, 50, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**92 Lv Biyolog**/

    /**94 Lv Biyolog**/
    int affect_add_94_1(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[1].bPointType, 1100, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_94_2(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[54].bPointType, 140, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_94_3(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[53].bPointType, 60, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**94 Lv Biyolog**/
#endif

questlua_affect.cpp:
#ifdef ENABLE_BIO_SYSTEM
            { "add_30",    affect_add_30    },
            { "add_40",    affect_add_40    },
            { "add_50",    affect_add_50    },
            { "add_60",    affect_add_60    },
            { "add_70",    affect_add_70    },
            { "add_80",    affect_add_80    },
            { "add_85",    affect_add_85    },
            { "add_90",    affect_add_90    },
            { "add_92_1",    affect_add_92_1    },
            { "add_92_2",    affect_add_92_2    },
            { "add_92_3",    affect_add_92_3    },
            { "add_94_1",    affect_add_94_1    },
            { "add_94_2",    affect_add_94_2    },
            { "add_94_3",    affect_add_94_3    },
#endif


bunlarla değiştir
 
Çözüm
questlua_affect.cpp:
#ifdef ENABLE_BIO_SYSTEM
    /**30 Lv Biyolog**/
    int affect_add_30(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[8].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**30 Lv Biyolog**/

    /**40 Lv Biyolog**/
    int affect_add_40(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 5, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**40 Lv Biyolog**/

    /**50 Lv Biyolog**/
    int affect_add_50(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[54].bPointType, 60, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**50 Lv Biyolog**/

    /**60 Lv Biyolog**/
    int affect_add_60(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[53].bPointType, 50, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**60 Lv Biyolog**/

    /**70 Lv Biyolog**/
    int affect_add_70(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[8].bPointType, 11, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**70 Lv Biyolog**/

    /**80 Lv Biyolog**/
    int affect_add_80(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[7].bPointType, 6, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[64].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**80 Lv Biyolog**/

    /**85 Lv Biyolog**/
    int affect_add_85(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[78].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[79].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[80].bPointType, 10, 0, 60*60*24*365*60, 0, false);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[81].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**85 Lv Biyolog**/

    /**90 Lv Biyolog**/
    int affect_add_90(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO);
            ch->AddAffect(AFFECT_BIO, aApplyInfo[17].bPointType, 10, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**90 Lv Biyolog**/

    /**92 Lv Biyolog**/
    int affect_add_92_1(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[1].bPointType, 1000, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_92_2(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[54].bPointType, 120, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_92_3(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_92);
            ch->AddAffect(AFFECT_BIO_92, aApplyInfo[53].bPointType, 50, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**92 Lv Biyolog**/

    /**94 Lv Biyolog**/
    int affect_add_94_1(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[1].bPointType, 1100, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_94_2(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[54].bPointType, 140, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }

    int affect_add_94_3(lua_State * L)
    {
        LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();

        if ( ch != NULL )
        {
            ch->RemoveAffect(AFFECT_BIO_94);
            ch->AddAffect(AFFECT_BIO_94, aApplyInfo[53].bPointType, 60, 0, 60*60*24*365*60, 0, false);
        }

        return 0;
    }
    /**94 Lv Biyolog**/
#endif

questlua_affect.cpp:
#ifdef ENABLE_BIO_SYSTEM
            { "add_30",    affect_add_30    },
            { "add_40",    affect_add_40    },
            { "add_50",    affect_add_50    },
            { "add_60",    affect_add_60    },
            { "add_70",    affect_add_70    },
            { "add_80",    affect_add_80    },
            { "add_85",    affect_add_85    },
            { "add_90",    affect_add_90    },
            { "add_92_1",    affect_add_92_1    },
            { "add_92_2",    affect_add_92_2    },
            { "add_92_3",    affect_add_92_3    },
            { "add_94_1",    affect_add_94_1    },
            { "add_94_2",    affect_add_94_2    },
            { "add_94_3",    affect_add_94_3    },
#endif


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