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  1. M2 Download Center Download Here ( Internal ) I know is not a big deal but i just started the work with this pixelated images. I was just bored. I was thinking to add some more info to this skill icon. Regards, Cara
    2 points
  2. M2 Download Center Download Here ( Internal ) Hi guys. First of all, I also know this system is public already, but I was boring, so I had to reverse something, so here it is: Quiver System.7z If you have extra systems which might ignore the quivers, you must to extend them by yourself. Just couple of them from the official: acce, costume bonus transfer, change look, skillbook combination, sealbind and so on. Anything is wrong in the guide or missing something let me know, hit a comment below.
    1 point
  3. M2 Download Center Download ( Latest Version ) Greetings! The new beta is finished! I'm proud to present r71480. This time a few things have changed. And in this revision, we have a lot of new stuff. In the following I'll provide the download link along with the things I'd love you to test. *** DISCLAIMER *** The core is marked as stable. Anyway, I'll make it clear that I'm not responsible if you use this core since I can't give a warranty that I fixed every single security breach that potentially could happen - that's totally impossible. But we all together made the source great and secure so every public issue is fixed by now. You can use it in production environments now. So... What's new? boot-trigger for quests With this you can execute commands, timers, and all the stuff you'd like to have just on boot-time! revisioning of the 'unique class' (+ a ton of posibilities) added the functionality to create unique-groups temp-Variables for quests upgraded all libs moved completely to the newest clang version fixed some big security issues in the source code fixed the ingame ban and unban commands unified tables and gave them a new way: unify! file clean-up revisioned the makefiles gave the source a new, easier structure removed all external dependencies just install them by ports.. No external-folder necessary! removed 'boost' dependency (no boost lib needed yay) partial implementation of the wolfman (claws etc. are added, needs review) And basically everything that has been offered in the earlier versions of the vanilla core. Nothing should be missing. And if you miss something, just feel free to tell me! What needs testing? There are few things I'd love you to test out: Please check if the core is vulnerable to any security breaches you may know (also the public ones, don't know if I missed something) Please test out the new features! I'd really love to know if the new unique-functions and the boot-trigger does the job. Explanation to new features: Unique with container support Unique has evolved! This time you have a few new possibilities. Don't know what unique is? Here's a short explanation: With the unique-questfunctions you can spawn or set mobs, npcs and now even players to have a unique name. This name is stored into a unique-container. You can access this container and get all the vid's by their unique name (also called: the key) So for example you can spawn a boss with a key. Later on you can check if this specific mob has been killed or not. Or you can set his hp on-the-fly. There's basically no limits! And now with the revised system you'll have even more options. The new unique system works with containers. By default there are two containers reserved: __DEFAULT__ and __CHARACTER__. The first one is for all the basic stuff. And the second one is reserved for players. Now, as you may have noticed, there's a default one which means that the container-stuff is optional. If you just use the unique functions without specifying a container, it'll just use the default stuff. But you CAN use your own containers just as you want to. You can create, delete and list all the containers running. There is a list with all the quest-functions down below. boot-trigger This is pretty self-explanatory. With this release you can use "when boot begin" to specify a block of code that will be executed once the core has been booted. temp-variables With the new temp-variables you can set and remove player-specific variables. They are stored in the core and not written to disk or database. So be careful because they might get dropped once the core shutdowns. It's just a quick storage for people who want to have something like a cache for quick access. new quest functions nil unique.spawn_unique(string key, int vnum, string pos=unused, string container=optional) nil unique.set_unique(string key, int vid, string container=optional) nil unique.purge_unique(string key, string container=optional) nil unique.kill_unique(string key, string container=optional) bool unique.is_unique_dead(string key, string container=optional) int unique.get_hp_perc(string key, string container=optional) nil unique.set_def_grade(string key, int def, string container=optional) nil unique.set_hp(string key, int hp, string container=optional) nil unique.set_max_hp(string key, int maxhp, string container=optional) int unique.get_vid(string key, string container=optional) bool unique.exists(string key, string container=optional) table unique.get_container_list() this prints out all the unique containers table unique.get_container_list(string key) this prints out all the vids in the unique-container "key" nil unique.remove_container(string key) removes a whole container (flushes it when called on standard containers) nil pc.temp_var_set(string key, string value) string pc.temp_var_get(string key) nil pc.temp_var_delete(string key) Thanks a lot for participating! If there are any questions, this is the topic related to it. Further releases will be made public here too! If you'd like to contribute, just post code additions here. Changelog older changelogs Download Useful information: All necessary libs are included. If you're building your own vanilla binary you'll first have to move into every project of the Internal directory and rebuild the libs. The main makefile is not adapted yet, I was too lazy (ps: Still too lazy!) rev 71480 see this post: rev 70220 STABLE Core Sourcecode M2D Storage Password for the archive is: vanilla Password for older source archives: vanillamt2 Best Regards Vanilla
    1 point
  4. I can probably write a guide on how to do that. But as I said, if you use the correct binary version (40k is best), you'd all be set up for it. No need to adapt packets since they already match The new beta is now finished and can be tested. I've sent the link to those wo pm'd me. A few things changed from the original list. Here's a quick overview: * corrected some errors with config that might lead into not correctly breaking into new line * Fixed GM logo. It's now visible for everything higher than GM_PLAYER, which means even GM_LOW_WIZARD should get a sign. * Fixed pc.is_gm() from Quest. Before it only triggered when GM_HIGH_WIZARD or higher. Now also triggers at GM_LOW_WIZARD. If you wanna restrict to higher gm classes, use pc.is_gm_safe() * Fixed a few coding issues * /reload a does now only for GM_SUPERADMIN. No one else can reload the admin table. Superadmins will be reloaded with reload a, too! Note that you can still use the API if it's enabled, there you can reload a. * Using restricted commands (kick, ban, exile, demote, etc..) on players with higher rank than yours or on players with GM_SUPERADMIN will now push a notice message to the target, informing him/her about the attempt to use this command. AND it informs about the player that issued the command. How can you use GM_SUPERADMIN in the most recent build? Just edit your common.gmlist table. There you can find the column mAuthority . Just add SUPERADMIN as a new entry. Now you can use it to define characters as GM_SUPERADMIN.
    1 point
  5. inside client binary source your typedef struct TItemTable {...} SItemTable; has to match stride of item_proto. This means that for each field ("column") of the item_proto, SItemTable should have a corresponding field of the right type. For example old item_protos (before dragonsoul system) had a stride of 152 meanwhile after dragonsould system it got expanded to 156. 156-152 = 4. 4 is the size of the new field added "vnum_range" which is declared as int inside SItemTable hence the difference of 4 bytes. So if your new item_proto has a size of 163 you should check which type of new fields are missing in your current SItemTable and just add them.
    1 point
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