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Master Quickjobchange geht nicht mehr
Discussion on Master Quickjobchange geht nicht mehr within the Flyff Private Server forum part of the Flyff category.
05/24/2013, 15:10
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#1
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Join Date: Oct 2009
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Master Quickjobchange geht nicht mehr
Schönen Guten Tag liebe Community
Ich hab nun ein kleines Problem mit meinem Flyff Server ,
undzwar nachdem ich ein Mop töte bekomm ich ein Level up oder hald 99,99% EXP. Dies ist nicht so schlimm da quickjobchangte ab lvl 15/60 funktoniert , aber nachdem ich 120 bin mit 99,99% Springt das Quickjobchange Fenster nicht auf und man kann somit nicht Master werden.
Edit : irgendwas stimmt mit dem EXP Balken nicht :s
Screen :
Die EXP Table ist unverändert (offi)
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05/24/2013, 16:02
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#2
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Join Date: Jan 2012
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Der Quickjobchange ist eig nur für die Jobs ab Level 15 und 60 Gedacht, du müsstest bei dir Auto Master, Hero und evtl 3te Jobklasse einbauen
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05/24/2013, 16:12
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#3
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ベトナム警察
elite*gold: 725
Join Date: Jan 2012
Posts: 16,378
Received Thanks: 3,429
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Quote:
Originally Posted by Fire'
Der Quickjobchange ist eig nur für die Jobs ab Level 15 und 60 Gedacht, du müsstest bei dir Auto Master, Hero und evtl 3te Jobklasse einbauen
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Ich weiß nicht obs daran liegt, aber bei mir funktioniert Master und Hero bei Quick Job Change. ^^
Nimm mal diesen hier:
WndChangeJobEx.cpp:
Code:
//add this to project Neuz
#include "StdAfx.h"
#include "WndChangeJobEx.h"
#include "DPClient.h"
#include "DPLoginClient.h"
#include "Network.h"
#include "ResData.h"
#include "defineText.h"
#include "mover.h"
extern CDPClient g_DPlay;
CWndJobChangeEx::CWndJobChangeEx()
{
}
CWndJobChangeEx::~CWndJobChangeEx()
{
DeleteDeviceObjects();
}
BOOL CWndJobChangeEx::Initialize( CWndBase* pWndParent, DWORD dwType )
{
BYTE currentJob = g_pPlayer->GetJob();
short currentLevel = g_pPlayer->GetLevel();
if( currentLevel == 15 || currentLevel == 60 || ( ( currentLevel == 120 || currentLevel == MAX_LEGEND_LEVEL ) && g_pPlayer->GetExpPercent() == 9999 ) )
{
if( currentJob == 0 ){
nJobMin = 1;
nJobMax = 4;
nNewLv = 15;
}
else if( currentJob < MAX_EXPERT ){
nJobMin = (currentJob + 2) * 2;
nJobMax = nJobMin + 1;
nNewLv = 60;
}
else if( currentJob < MAX_PROFESSIONAL ){
nCurJob = currentJob + 10;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = 60;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
else if( currentJob < MAX_MASTER ){
nCurJob = currentJob + 8;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = 120;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
else if( currentJob < MAX_HERO ){
nCurJob = currentJob + 8;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = MAX_LEGEND_LEVEL;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
nCurJob = nJobMin;
}else{
nCurJob = 0;
}
return CWndNeuz::InitDialog( g_Neuz.GetSafeHwnd(), APP_FASTJOBCHANGE, 0, CPoint( 0, 0 ), pWndParent );
}
BOOL CWndJobChangeEx::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
{
switch( nID )
{
case WIDC_BUTTON1:
g_DPlay.UpdateJob( nCurJob, nNewLv );
Destroy();
break;
case WIDC_BUTTON2:
if( nCurJob < nJobMax )
nCurJob++;
break;
case WIDC_BUTTON3:
if( nCurJob > nJobMin )
nCurJob--;
break;
}
return CWndNeuz::OnChildNotify( message, nID, pLResult );
}
void CWndJobChangeEx::OnDraw( C2DRender* p2DRender )
{
char* szInfo[] = { "Error", "Mercenaries prefer to partake in close range combat. The main characteristics of this particular class involve physical strength, and a strong body that is able to withstand attacks.",
"Acrobats are those who mainly wield long distance weapons such as bows or yoyos. Using the skill tactics of speed and accuracy, they are usually able to break anyone willing enough to fight them.",
"Being an assist, you'll be able to choose to either be a fighter, or a healer. If a fighter is what you desire, assists generally favouritise close and personal combat. If supporting other characters is more your style, you may choose the alternative.",
"Magicians are ranged spell casters, they are able to focus large amounts of magic upon an enemy, dealing a great deal of damage before they are even reached. Magicians generally have lower defense, lower HP, and sometimes even delay when it comes to casting spells.",
"<Leer>",
"Knights are a second class for mercenaries and are the best tanks in the game. As a knight you will receive more health points per stamina point than any other class.",
"Blades are a second class for mercenaries and are the best damage dealers in the game. As a blade you will be able to wield two weapons at the same time and thus drastically increase your damage output.",
"Jesters focus on ranged attacks using Yo-Yos. They have a wide range of skills that allow them to be strong PvP'ers with their YoYo attacks, use some of their penya to do increased damage, and escape incoming attacks.",
"Rangers are a ranged based melee class that focus on using bow skills to damage enemies.",
"When it comes to partners, this class is the most sought after due to their ability to enhance others abilities and skills. With extra buffs and skills, this assist class is almost considered a necessity for game play; or, at least, they make it easier.",
"Billposters are undoubtedly the most self-sufficient class in the game. With their normal assist buffs, and their additional damage skills upon second job change, they are a very strong class. They are more of a melee class, and fight using a knuckle and a shield.",
"Psykeepers are one of the Magician's second classes. These, however, do not deal in the field of elemental damage. Most of the attacks, which are very powerful, tend to be based off mental and demonic forces.",
"Elementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devastating elemental spells. ",
"<Leer>",
"<Leer>",
"Become master to get more strength",
"Become hero to get more strength",
};
CWndButton* nJobPic = (CWndButton*)GetDlgItem( WIDC_BUTTON4 );
CWndStatic* nJobTit = (CWndStatic*)GetDlgItem( WIDC_STATIC1 );
CWndButton* nApply = (CWndButton*)GetDlgItem( WIDC_BUTTON1 );
CWndButton* chk1 = (CWndButton*) GetDlgItem( WIDC_BUTTON2 );
CWndButton* chk2 = (CWndButton*) GetDlgItem( WIDC_BUTTON3 );
CWndText* nJobInfo = (CWndText*)GetDlgItem( WIDC_TEXT1 );
switch( nCurJob )
{
case 0:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotVan.bmp" ), TRUE );
nJobPic->EnableWindow( FALSE );
nJobTit->SetToolTip( "You don't have the right level" );
nApply->EnableWindow( FALSE );
nJobTit->SetTitle( "Error" );
chk1->EnableWindow( FALSE );
chk2->EnableWindow( FALSE );
return;
break;
case 1:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMer.bmp" ), TRUE );
break;
case 2:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotArc.bmp" ), TRUE );
break;
case 3:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotAs.bmp" ), TRUE );
break;
case 4:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMag.bmp" ), TRUE );
break;
case 6: case 16: case 24:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotKnight.bmp" ), TRUE );
break;
case 7: case 17: case 25:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBlad.bmp" ), TRUE );
break;
case 8: case 18: case 26:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotJes.bmp" ), TRUE );
break;
case 9: case 19: case 27:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRan.bmp" ), TRUE );
break;
case 10: case 20: case 28:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRingm.bmp" ), TRUE );
break;
case 11: case 21: case 29:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBillfor.bmp" ), TRUE );
break;
case 12: case 22: case 30:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotPsy.bmp" ), TRUE );
break;
case 13: case 23: case 31:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElem.bmp" ), TRUE );
break;
default:
return;
break;
}
nJobPic->SetToolTip( prj.m_aJob[nCurJob].szName );
nJobTit->SetTitle( prj.m_aJob[nCurJob].szName );
( nCurJob == nJobMax ) ? chk1->EnableWindow( FALSE ) : chk1->EnableWindow( TRUE );
( nCurJob == nJobMin ) ? chk2->EnableWindow( FALSE ):chk2->EnableWindow( TRUE );
if( nCurJob < MAX_PROFESSIONAL )
nJobInfo->SetString( szInfo[nCurJob] );
else if( nCurJob < MAX_MASTER )
nJobInfo->SetString( szInfo[MAX_PROFESSIONAL] );
else if( nCurJob < MAX_HERO )
nJobInfo->SetString( szInfo[MAX_PROFESSIONAL+1] );
else
nJobInfo->SetString( szInfo[nCurJob - 14] );
}
void CWndJobChangeEx::OnInitialUpdate( )
{
CWndNeuz::OnInitialUpdate();
RestoreDeviceObjects();
CRect rectRoot = m_pWndRoot->GetLayoutRect();
CRect rectWindow = GetWindowRect();
CPoint point( rectRoot.right - rectWindow.Width(), 110 );
Move( point );
MoveParentCenter();
}
BOOL CWndJobChangeEx::OnCommand( UINT nID, DWORD dwMessage, CWndBase *pWndBase )
{
return CWndNeuz::OnCommand( nID, dwMessage, pWndBase );
}
HRESULT CWndJobChangeEx::RestoreDeviceObjects()
{
CWndNeuz::RestoreDeviceObjects();
return S_OK;
}
HRESULT CWndJobChangeEx::InvalidateDeviceObjects()
{
CWndNeuz::InvalidateDeviceObjects();
return S_OK;
}
HRESULT CWndJobChangeEx::DeleteDeviceObjects()
{
CWndNeuz::DeleteDeviceObjects();
InvalidateDeviceObjects();
return S_OK;
}
Quote:
#define __AUTO_MASTER_HERO_JOBCHANGE
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05/25/2013, 11:40
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#4
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elite*gold: 0
Join Date: Oct 2009
Posts: 1,131
Received Thanks: 112
|
Quote:
Originally Posted by Lumi'
Ich weiß nicht obs daran liegt, aber bei mir funktioniert Master und Hero bei Quick Job Change. ^^
Nimm mal diesen hier:
WndChangeJobEx.cpp:
Code:
//add this to project Neuz
#include "StdAfx.h"
#include "WndChangeJobEx.h"
#include "DPClient.h"
#include "DPLoginClient.h"
#include "Network.h"
#include "ResData.h"
#include "defineText.h"
#include "mover.h"
extern CDPClient g_DPlay;
CWndJobChangeEx::CWndJobChangeEx()
{
}
CWndJobChangeEx::~CWndJobChangeEx()
{
DeleteDeviceObjects();
}
BOOL CWndJobChangeEx::Initialize( CWndBase* pWndParent, DWORD dwType )
{
BYTE currentJob = g_pPlayer->GetJob();
short currentLevel = g_pPlayer->GetLevel();
if( currentLevel == 15 || currentLevel == 60 || ( ( currentLevel == 120 || currentLevel == MAX_LEGEND_LEVEL ) && g_pPlayer->GetExpPercent() == 9999 ) )
{
if( currentJob == 0 ){
nJobMin = 1;
nJobMax = 4;
nNewLv = 15;
}
else if( currentJob < MAX_EXPERT ){
nJobMin = (currentJob + 2) * 2;
nJobMax = nJobMin + 1;
nNewLv = 60;
}
else if( currentJob < MAX_PROFESSIONAL ){
nCurJob = currentJob + 10;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = 60;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
else if( currentJob < MAX_MASTER ){
nCurJob = currentJob + 8;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = 120;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
else if( currentJob < MAX_HERO ){
nCurJob = currentJob + 8;
nJobMin = nCurJob;
nJobMax = nCurJob;
nNewLv = MAX_LEGEND_LEVEL;
#ifdef __AUTO_MASTER_HERO_JOBCHANGE
g_DPlay.UpdateJob( nCurJob, nNewLv );
return true;
#endif //__AUTO_MASTER_HERO_JOBCHANGE
}
nCurJob = nJobMin;
}else{
nCurJob = 0;
}
return CWndNeuz::InitDialog( g_Neuz.GetSafeHwnd(), APP_FASTJOBCHANGE, 0, CPoint( 0, 0 ), pWndParent );
}
BOOL CWndJobChangeEx::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
{
switch( nID )
{
case WIDC_BUTTON1:
g_DPlay.UpdateJob( nCurJob, nNewLv );
Destroy();
break;
case WIDC_BUTTON2:
if( nCurJob < nJobMax )
nCurJob++;
break;
case WIDC_BUTTON3:
if( nCurJob > nJobMin )
nCurJob--;
break;
}
return CWndNeuz::OnChildNotify( message, nID, pLResult );
}
void CWndJobChangeEx::OnDraw( C2DRender* p2DRender )
{
char* szInfo[] = { "Error", "Mercenaries prefer to partake in close range combat. The main characteristics of this particular class involve physical strength, and a strong body that is able to withstand attacks.",
"Acrobats are those who mainly wield long distance weapons such as bows or yoyos. Using the skill tactics of speed and accuracy, they are usually able to break anyone willing enough to fight them.",
"Being an assist, you'll be able to choose to either be a fighter, or a healer. If a fighter is what you desire, assists generally favouritise close and personal combat. If supporting other characters is more your style, you may choose the alternative.",
"Magicians are ranged spell casters, they are able to focus large amounts of magic upon an enemy, dealing a great deal of damage before they are even reached. Magicians generally have lower defense, lower HP, and sometimes even delay when it comes to casting spells.",
"<Leer>",
"Knights are a second class for mercenaries and are the best tanks in the game. As a knight you will receive more health points per stamina point than any other class.",
"Blades are a second class for mercenaries and are the best damage dealers in the game. As a blade you will be able to wield two weapons at the same time and thus drastically increase your damage output.",
"Jesters focus on ranged attacks using Yo-Yos. They have a wide range of skills that allow them to be strong PvP'ers with their YoYo attacks, use some of their penya to do increased damage, and escape incoming attacks.",
"Rangers are a ranged based melee class that focus on using bow skills to damage enemies.",
"When it comes to partners, this class is the most sought after due to their ability to enhance others abilities and skills. With extra buffs and skills, this assist class is almost considered a necessity for game play; or, at least, they make it easier.",
"Billposters are undoubtedly the most self-sufficient class in the game. With their normal assist buffs, and their additional damage skills upon second job change, they are a very strong class. They are more of a melee class, and fight using a knuckle and a shield.",
"Psykeepers are one of the Magician's second classes. These, however, do not deal in the field of elemental damage. Most of the attacks, which are very powerful, tend to be based off mental and demonic forces.",
"Elementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devastating elemental spells. ",
"<Leer>",
"<Leer>",
"Become master to get more strength",
"Become hero to get more strength",
};
CWndButton* nJobPic = (CWndButton*)GetDlgItem( WIDC_BUTTON4 );
CWndStatic* nJobTit = (CWndStatic*)GetDlgItem( WIDC_STATIC1 );
CWndButton* nApply = (CWndButton*)GetDlgItem( WIDC_BUTTON1 );
CWndButton* chk1 = (CWndButton*) GetDlgItem( WIDC_BUTTON2 );
CWndButton* chk2 = (CWndButton*) GetDlgItem( WIDC_BUTTON3 );
CWndText* nJobInfo = (CWndText*)GetDlgItem( WIDC_TEXT1 );
switch( nCurJob )
{
case 0:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotVan.bmp" ), TRUE );
nJobPic->EnableWindow( FALSE );
nJobTit->SetToolTip( "You don't have the right level" );
nApply->EnableWindow( FALSE );
nJobTit->SetTitle( "Error" );
chk1->EnableWindow( FALSE );
chk2->EnableWindow( FALSE );
return;
break;
case 1:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMer.bmp" ), TRUE );
break;
case 2:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotArc.bmp" ), TRUE );
break;
case 3:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotAs.bmp" ), TRUE );
break;
case 4:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMag.bmp" ), TRUE );
break;
case 6: case 16: case 24:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotKnight.bmp" ), TRUE );
break;
case 7: case 17: case 25:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBlad.bmp" ), TRUE );
break;
case 8: case 18: case 26:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotJes.bmp" ), TRUE );
break;
case 9: case 19: case 27:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRan.bmp" ), TRUE );
break;
case 10: case 20: case 28:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRingm.bmp" ), TRUE );
break;
case 11: case 21: case 29:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBillfor.bmp" ), TRUE );
break;
case 12: case 22: case 30:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotPsy.bmp" ), TRUE );
break;
case 13: case 23: case 31:
nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElem.bmp" ), TRUE );
break;
default:
return;
break;
}
nJobPic->SetToolTip( prj.m_aJob[nCurJob].szName );
nJobTit->SetTitle( prj.m_aJob[nCurJob].szName );
( nCurJob == nJobMax ) ? chk1->EnableWindow( FALSE ) : chk1->EnableWindow( TRUE );
( nCurJob == nJobMin ) ? chk2->EnableWindow( FALSE ):chk2->EnableWindow( TRUE );
if( nCurJob < MAX_PROFESSIONAL )
nJobInfo->SetString( szInfo[nCurJob] );
else if( nCurJob < MAX_MASTER )
nJobInfo->SetString( szInfo[MAX_PROFESSIONAL] );
else if( nCurJob < MAX_HERO )
nJobInfo->SetString( szInfo[MAX_PROFESSIONAL+1] );
else
nJobInfo->SetString( szInfo[nCurJob - 14] );
}
void CWndJobChangeEx::OnInitialUpdate( )
{
CWndNeuz::OnInitialUpdate();
RestoreDeviceObjects();
CRect rectRoot = m_pWndRoot->GetLayoutRect();
CRect rectWindow = GetWindowRect();
CPoint point( rectRoot.right - rectWindow.Width(), 110 );
Move( point );
MoveParentCenter();
}
BOOL CWndJobChangeEx::OnCommand( UINT nID, DWORD dwMessage, CWndBase *pWndBase )
{
return CWndNeuz::OnCommand( nID, dwMessage, pWndBase );
}
HRESULT CWndJobChangeEx::RestoreDeviceObjects()
{
CWndNeuz::RestoreDeviceObjects();
return S_OK;
}
HRESULT CWndJobChangeEx::InvalidateDeviceObjects()
{
CWndNeuz::InvalidateDeviceObjects();
return S_OK;
}
HRESULT CWndJobChangeEx::DeleteDeviceObjects()
{
CWndNeuz::DeleteDeviceObjects();
InvalidateDeviceObjects();
return S_OK;
}
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Danke , hab das mal eingefügt , funktoniert leider nicht.
Doch leider ist mir was komisches ausgefallen
irgendwie haben die charaktere ab lvl 129 99,99% XP - XP also (EXP -XXXXXXXXX)
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05/25/2013, 11:51
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#5
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elite*gold: 0
Join Date: Jan 2012
Posts: 1,201
Received Thanks: 214
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hast du evtl das max level verändert?
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05/25/2013, 11:54
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#6
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elite*gold: 0
Join Date: Oct 2009
Posts: 1,131
Received Thanks: 112
|
Quote:
Originally Posted by Fire'
hast du evtl das max level verändert?
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Das ist maximal auf 150 hald mit den 3ten jobklassen.
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