So i implemented this simple system on emu ,works but not properly ,and there is nothing wrong with implementation nor values becuz i have no problem with other adaptions like custom cb,java buffer from L2J etc...
case 4
case 7
case 10
case 15
but guess how it goes
it goes like omg... at 4 kills it goes to case 7 instead 4 ,at around 9 [yep 5 not 3] kills i think it goes to case 15 instead of 10 and from case 15 it goes to 25 instead of 20....
Anyone have idea of this cause?
This is the weirdest bug i ever found and i cant seem to fix it ,it doesnt giveme any info or warning ,error or whatever, its just goes like that ,retarded... ,there is nothing wrong with L2PcInstance or character ,all are implemented properly on pack
https://jmp.sh/EWJtNwLY
I completely rewrote the player movement system. And completely redesigned the P Atk system, now, as in the original game, there are 3 attacks and the client uses them in random order and adds a slowing effect creating the illusion of the heaviness of the sword
Question
Karasu
So i implemented this simple system on emu ,works but not properly ,and there is nothing wrong with implementation nor values becuz i have no problem with other adaptions like custom cb,java buffer from L2J etc...
case 4
case 7
case 10
case 15
but guess how it goes
it goes like omg... at 4 kills it goes to case 7 instead 4 ,at around 9 [yep 5 not 3] kills i think it goes to case 15 instead of 10 and from case 15 it goes to 25 instead of 20....
Anyone have idea of this cause?
This is the weirdest bug i ever found and i cant seem to fix it ,it doesnt giveme any info or warning ,error or whatever, its just goes like that ,retarded... ,there is nothing wrong with L2PcInstance or character ,all are implemented properly on pack
10 answers to this question
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