Çözüldü Hızlı biyolog sistemi game source hatası

  • Konuyu açan Konuyu açan TonyMontana
  • Açılış Tarihi Açılış Tarihi
  • Yanıt Yanıt 7
  • Gösterim Gösterim 557
Bu konu çözüme ulaştırılmıştır. Çözüm için konuya yazılan tüm yorumları okumayı unutmayın. Eğer konudaki yorumlar sorununuzu çözmediyse yeni bir konu açabilirsiniz.
Durum
İçerik kilitlendiği için mesaj gönderimine kapatıldı.

TonyMontana

Üye
Üye
Mesaj
112
Çözümler
1
Beğeni
31
Puan
459
Ticaret Puanı
0
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++:
Genişlet Daralt Kopyala
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:
Genişlet Daralt Kopyala
#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:
Genişlet Daralt Kopyala
//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:
Genişlet Daralt Kopyala
//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:
Genişlet Daralt Kopyala
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:
Genişlet Daralt Kopyala
#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:
Genişlet Daralt Kopyala
#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:
Genişlet Daralt Kopyala
#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:
Genişlet Daralt Kopyala
#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
çooook teşekkür ederim üstadımmm :love:
 
Durum
İçerik kilitlendiği için mesaj gönderimine kapatıldı.
Üst