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Showing content with the highest reputation on 05/10/19 in all areas

  1. M2 Download Center Download Here ( Internal ) I think the title should explain all. The system give way to set mob's drops via tables (Database) instead to use mob_drop_item.txt, common_drop_item.txt, drop_item_group.txt which can be buggy (easly, just a wrong space) without trace any error in your game expirience. WARNING : The System doens't disable the txts so you can use the txts and the tables without any problems. I have inserted "/reload d" command to reload the drop tables without restart channels. i will code a small tool in python to convert the txts to tables (i will be added to the repository). The drop chance by default is set to 1/1000 (so in table you should set it to 1000 to give 100% drop chance 'base' , it will change via the ymir's algorithm depend on the levels killer/victim). you can chance this scale to use 100 instead 1000 basically changing in lenght.h the value of DROP_SCALE_TABLE here you can find the repository. MySkype: live:ikarus.developer update: Added a small part to install only if you are using __SEND_TARGET_INFO__ to show the drop in the target board WARNING: i noticed some people think this system is a realtime database reading based system. i want explain it better , to make sure every body know how this system works. This system works using cache, it read the tables once on boot, then the db core setup all core during core boot using cache. Only if you want to reload (refreshing the cache) the db core will read again the tables and will send to every core the "update".
    5 points
  2. Added the small part about __SEND_TARGET_INFO__ Added HOWTO.txt to know how to setting the drop
    4 points
  3. tomorrow i will add the TargetInfo part don't worry, i will update the post after done
    2 points
  4. M2 Download Center Download Here ( Internal ) Hi devs! The original equipment viewer is not updated for the new equipments I am thinking of costumes + rings + belt Here is the extended version. Here are my modified files to root and uiscript package, the .py files: uiEquipDialog.py Pastebin ~ MEGA UIScriptEquipmentDialog.py Pastebin ~ MEGA UIScriptCostumeEquipmentDialog.py Pastebin ~ MEGA Ehm yeah this was the easiest part of this, now comin' the serverside and binary parts. Server: 1.) Open gamepacket.h than search for: "typedef struct pakcet_view_equip" and replace all structure with this: typedef struct pakcet_view_equip { BYTE header; DWORD vid; struct { DWORD vnum; BYTE count; long alSockets[ITEM_SOCKET_MAX_NUM]; TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_MAX_NUM]; } equips[16]; } TPacketViewEquip; PS: lel "pakcet" xD nevermind Save&Close 2.) Open char.cpp and search for this: "void CHARACTER::SendEquipment(LPCHARACTER ch)" and replace the event with this(Thanks ATAG): void CHARACTER::SendEquipment(LPCHARACTER ch) { TPacketViewEquip p; p.header = HEADER_GC_VIEW_EQUIP; p.vid = GetVID(); int pos[16] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 19, 20, 21, 22, 23 }; for (int i = 0; i < 16; i++) { LPITEM item = GetWear(pos[i]); if (item) { p.equips[i].vnum = item->GetVnum(); p.equips[i].count = item->GetCount(); thecore_memcpy(p.equips[i].alSockets, item->GetSockets(), sizeof(p.equips[i].alSockets)); thecore_memcpy(p.equips[i].aAttr, item->GetAttributes(), sizeof(p.equips[i].aAttr)); } else { p.equips[i].vnum = 0; } } ch->GetDesc()->Packet(&p, sizeof(p)); } Serverside done! - Build! Binary: 1.) Open UserInterfacePacket.h than search for this: "typedef struct pakcet_view_equip" and replace with this: typedef struct pakcet_view_equip { BYTE header; DWORD dwVID; TEquipmentItemSet equips[16]; } TPacketGCViewEquip; PS: we met again with pakcet xD, Save&Close. 2.) Open UserInterfacePythonNetworkStreamPhaseGame.cpp than search for this: "bool CPythonNetworkStream::RecvViewEquipPacket()" and replace with this: bool CPythonNetworkStream::RecvViewEquipPacket() { TPacketGCViewEquip kViewEquipPacket; if (!Recv(sizeof(kViewEquipPacket), &kViewEquipPacket)) return false; PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "OpenEquipmentDialog", Py_BuildValue("(i)", kViewEquipPacket.dwVID)); for (int i = 0; i < 16; ++i) { TEquipmentItemSet & rItemSet = kViewEquipPacket.equips[i]; PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetEquipmentDialogItem", Py_BuildValue("(iiii)", kViewEquipPacket.dwVID, i, rItemSet.vnum, rItemSet.count)); for (int j = 0; j < ITEM_SOCKET_SLOT_MAX_NUM; ++j) PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetEquipmentDialogSocket", Py_BuildValue("(iiii)", kViewEquipPacket.dwVID, i, j, rItemSet.alSockets[j])); for (int k = 0; k < ITEM_ATTRIBUTE_SLOT_MAX_NUM; ++k) PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetEquipmentDialogAttr", Py_BuildValue("(iiiii)", kViewEquipPacket.dwVID, i, k, rItemSet.aAttr[k].bType, rItemSet.aAttr[k].sValue)); } return true; } Binaryside done! - Build! ---Edit---- Multiple opening bugfix: Open interFaceModule.py and search for this: "def OpenEquipmentDialog(self, vid):" if you found it replace that function with this: def OpenEquipmentDialog(self, vid): if self.equipmentDialogDict.has_key(vid): self.equipmentDialogDict[vid].Destroy() self.CloseEquipmentDialog(vid) dlg = uiEquipmentDialog.EquipmentDialog() dlg.SetItemToolTip(self.tooltipItem) dlg.SetCloseEvent(ui.__mem_func__(self.CloseEquipmentDialog)) dlg.Open(vid) self.equipmentDialogDict[vid] = dlg Show the "View equip" button on the targetbar: Open uitarget.py and check this diff to fix it for yourself: [Hidden Content] ( ----EndEdit---- Ohh I almost forgot, here are the bgs ^^-> ui.7z - MEGA All done, press escape to exit... :')
    1 point
  5. M2 Download Center Download Here ( Internal ) Hey devs! One word: Works! Follow the steps: 1.) Open "db/src/Main.cpp" file and write this to the top of the file, under to the includes: // NOTXT_STARTUP_BEGIN BOOL g_noTXT = false; // NOTXT_STARTUP_END 2.) Search for this: "int iDisableHotBackup;" and put under this: // NOTXT_STARTUP_BEGIN int iNoTXT; if (CConfig::instance().GetValue("NO_TXT", &iNoTXT)) { if (iNoTXT) { sys_log(0, "CONFIG: NO_TXT"); g_noTXT = true; } } // NOTXT_STARTUP_END 3.) Save&Close. Now open "db/src/ClientManager.h" and replace: bool InitializeMobTable(); bool InitializeItemTable(); With: // NOTXT_STARTUP_BEGIN bool InitializeMobTableTXT(); bool InitializeItemTableTXT(); bool InitializeMobTableSQL(); bool InitializeItemTableSQL(); // NOTXT_STARTUP_END 4.) Save&Close. Then open "db/src/ClientManagerBoot.cpp" and put this the top of the file: // NOTXT_STARTUP_BEGIN extern int g_noTXT; // NOTXT_STARTUP_END 5.) Replace this: bool CClientManager::InitializeMobTable() With this: bool CClientManager::InitializeMobTableTXT() And repeat it with ItemProto(::InitializeItemTable) 6.) Search for this: "bool CClientManager::InitializeTables()" and replace this: if (!InitializeMobTable()) { sys_err("InitializeMobTable FAILED"); return false; } if (!MirrorMobTableIntoDB()) { sys_err("MirrorMobTableIntoDB FAILED"); return false; } if (!InitializeItemTable()) { sys_err("InitializeItemTable FAILED"); return false; } if (!MirrorItemTableIntoDB()) { sys_err("MirrorItemTableIntoDB FAILED"); return false; } With this: // NOTXT_STARTUP_BEGIN if (g_noTXT) // item and mob proto { if (!InitializeMobTableSQL()) { sys_err("InitializeMobTableSQL FAILED"); return false; } if (!InitializeItemTableSQL()) { sys_err("InitializeItemTableSQL FAILED"); return false; } } else { if (!InitializeMobTableTXT()) { sys_err("InitializeMobTableTXT FAILED"); return false; } if (!MirrorMobTableIntoDB()) { sys_err("MirrorMobTableIntoDB FAILED"); return false; } if (!InitializeItemTableTXT()) { sys_err("InitializeItemTableTXT FAILED"); return false; } if (!MirrorItemTableIntoDB()) { sys_err("MirrorItemTableIntoDB FAILED"); return false; } } // NOTXT_STARTUP_END 7.) And last put these functions into the file: 7+1.) New item_proto_table.sql: DROP TABLE IF EXISTS `item_proto`; CREATE TABLE `item_proto` ( `vnum` int(11) unsigned NOT NULL DEFAULT '0', `vnum_range` int(11) unsigned NOT NULL DEFAULT '0', `name` varbinary(200) NOT NULL DEFAULT 'Noname ', `locale_name` varbinary(24) NOT NULL DEFAULT 'Noname ', `type` tinyint(2) NOT NULL DEFAULT '0', `subtype` tinyint(2) NOT NULL DEFAULT '0', `weight` tinyint(3) DEFAULT '0', `size` tinyint(3) DEFAULT '0', `antiflag` int(11) DEFAULT '0', `flag` int(11) DEFAULT '0', `wearflag` int(11) DEFAULT '0', `immuneflag` set('PARA','CURSE','STUN','SLEEP','SLOW','POISON','TERROR') CHARACTER SET big5 NOT NULL DEFAULT '', `gold` int(11) DEFAULT '0', `shop_buy_price` int(10) unsigned NOT NULL DEFAULT '0', `refined_vnum` int(10) unsigned NOT NULL DEFAULT '0', `refine_set` smallint(11) unsigned NOT NULL DEFAULT '0', `refine_set2` smallint(5) unsigned NOT NULL DEFAULT '0', `magic_pct` tinyint(4) NOT NULL DEFAULT '0', `limittype0` tinyint(4) DEFAULT '0', `limitvalue0` int(11) DEFAULT '0', `limittype1` tinyint(4) DEFAULT '0', `limitvalue1` int(11) DEFAULT '0', `applytype0` tinyint(4) DEFAULT '0', `applyvalue0` int(11) DEFAULT '0', `applytype1` tinyint(4) DEFAULT '0', `applyvalue1` int(11) DEFAULT '0', `applytype2` tinyint(4) DEFAULT '0', `applyvalue2` int(11) DEFAULT '0', `value0` int(11) DEFAULT '0', `value1` int(11) DEFAULT '0', `value2` int(11) DEFAULT '0', `value3` int(11) DEFAULT '0', `value4` int(11) DEFAULT '0', `value5` int(11) DEFAULT '0', `socket0` tinyint(4) DEFAULT '-1', `socket1` tinyint(4) DEFAULT '-1', `socket2` tinyint(4) DEFAULT '-1', `socket3` tinyint(4) DEFAULT '-1', `socket4` tinyint(4) DEFAULT '-1', `socket5` tinyint(4) DEFAULT '-1', `specular` tinyint(4) NOT NULL DEFAULT '0', `socket_pct` tinyint(4) NOT NULL DEFAULT '0', `addon_type` smallint(6) NOT NULL DEFAULT '0', PRIMARY KEY (`vnum`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 COLLATE=latin1_bin; But you can modify your item_proto with "Design table" option in navicat, just make the vnum_range column to the second column after the vnum, as you can see in the query. conf.txt: NO_TXT = 1 0: TXT 1: SQL Special thanks to: - iMer, Zonni for the snippets ^^ Changelog: - "0" If you find any errors or problems just post a message into this thread. I tested on win. I hope you like it. With regards, P3NG3R.
    1 point
  6. If you take a "big" picture of the item with a screenshot, in hd, and then resize it with photoshop in 32-32 (1 slot) for example, should works fine. I just tried with this: and how it looks in game:
    1 point
  7. You have some errors there: Failed to load image (filename: locale/tr/ui/login/status/DOWN.tga) Means you dont have DOWN.tga file in that location so you need to put it there or change the path. inconsistent use of tabs and spaces in indentation Means you are messing around with tabs and spaces (use 4 spaces and use tab) 'NoneType' object has no attribute 'SetToolTipText' That error apears because some previous error is blocking it from loading taskbar
    1 point
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