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  1. M2 Download Center Download Here ( Internal ) This is a revised version of an old thread. Following this How-To, you will have a better customizable solution for the aspect of your quests. You will be able to choice amongst: quest icon, text color, blink effect (like whisper buttons) How To You just need to replace 2 little things: I) In interfaceModule.py, replace BINARY_RecvQuest with: [Hidden Content] II) In questlib.lua, replace send_letter_ex with: [Hidden Content] Explanation: -the 2° argument of send_letter_ex will support multiple parameters: -green|blue|purple|golden|fucsia|aqua and so on (you can add them in BINARY_RecvQuest by adding new colors 0xFF+#HEX; Color Picker Online) -blink (the quest will flash like the whisper messages) -ex (a dummy tag to separate it from "info" and "item") -the 3° argument is the name of the icon to choose, which the current availables are: -scroll_open.tga -scroll_open_green.tga -scroll_open_blue.tga -scroll_open_purple.tga -scroll_open_golden.tga Examples: send_letter_ex(localeInfo.LanguageOptionTitle, "green,blink,ex", "scroll_open_green.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "blue,blink,ex", "scroll_open_blue.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "purple,blink,ex", "scroll_open_purple.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "golden,blink,ex", "scroll_open_golden.tga") send_letter_ex(localeInfo.LanguageOptionTitle, "golden,blink,ex", "scroll_open.tga") Note: As you can imagine, the only limitation is that the color in N won't appear. (it will require additional code and work, so just forget it) Download: Check the attachment (colored-quest-scrolls-v2-res.7z) and add metin2_patch_new_questicon in your client.
    4 points
  2. Skill levels depends of skill grade also you've to clean the tooltip each time. [Hidden Content]
    2 points
  3. M2 Download Center Download Here ( Internal ) Download Here ( Latest Version ) This WE is a version compiled directly by me which includes infinite fixes and features. It's certain that you won't longer use the worldeditor_en! To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini) ; Info: ; -) 100% translated ; -) granny2.11 ; -) F6 as Insert alternative ; -) many default features not present inside the worldeditor_en (probably, that binary was taken out from an SVN long time ago and resource hacked) such as Ins for all regions and skyboxes ; -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements) ; -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements) ; -) config file for few things ; Output options by default ; few others such as default WASD movement ; whether or not Insert should let you go where you were before the press ; no MAI dump when saving atlas ; whether or not DevIL should compress and remove alpha from minimap.dds ; whether or not loading .mdatr building heights ; default textureset when creating maps ; overlapped tabs ; other stuff ; -) several bugfixes ; default title app name ; attempting to write to an empty textureset name when creating new maps ; ViewRadius doubled every load&save ; shadowmap.dds creation ; assert when saving atlas ; crash when adjusting height ; many buffer under/overflows ; *.mdc collision data saving (for game_test) ; not checking output options when loading maps ; water brush waterid bug (the id was increased until 256 each time the function was called; now it's based on the water height just like it should be) ; init texture map reload map crash and last 2px always blank ; square shape even for up/down height brushes ; add textureset texture button (+multiselection) ; remove textureset texture feature (just selecting a texture from the list and pressing DELETE) ; creation of empty textureset with index -1 (changed to 0) ; change baseposition button ; misspelled stuff ; skybox bottom image (nb: you also need a fixed launcher for this) ; removed boring CTRL requirement (to move the camera) when editing daylight/attr ; fixed refresh texture imagebox onKey pressing the down/up keys (like when onClicking them) ; fixed TextureSet file creation if not existing ; fixed new wolfman motion event handling ; fixed crash when editing animation attack bones and 00010.gr2 was missing ; fixed locale/ymir/mob_proto load (it autodetects the most common structures) and <map>/regen.txt load/save ; fixed ./group.txt load ; fixed load/save/edit <map>/regen.txt (very nice for "m" regens, untested for "g") ; load from PACK is available if pack/property is present! Be sure pack/Index exists! ; fixed multi-object selection crash ; fixed crash when previewing a missing texture ; fixed not clearing of old environment (e.g. skybox) when switching maps ; fixed not creating property folders in root tree (object tab) ; fixed object attachment in Model Tab ; fixed newly particles names in Effect Tab ; fixed crash when saving a .mse script with no mesh model ; fixed crash when inserting a lower gradient ; -) created new TextureSet field when creating new maps ; -) created new Change/Delete Texture buttons when double-clicking a texture ; -) created Background Music playback and Shadow Recalculate buttons ; -) created water height "set 0z", "+1z", "-1z" buttons ; -) server_attr generator ; -) every crash will generate a logs/WorldEditorRemix_{target}_{date}.dmp file useful for debugging ; -) implemented a "water path" mapsettings option (the launcher requires additional code) ; -) implemented a "wind strength" msenv option (the launcher requires additional code) ; -) the "encrypt data" feature does nothing (unimplemented) ; Note: ; 0) there are no regressions in this version! a bug here means it'd also be present in older WE versions too! ; 1) the shadow output option is tricky: when UpdateUI is called, shadows are hidden although the check is pressed (i implemented the shadow recalculate function for that) #fixed since v11 ; 2) the bgm player requires /miles and the fadein/out doesn't work until you load the map ; 3) the adjusting height button works only if mdatr height is detected ; 4) the Debug version is laggy when working on maps such as n_flame_dungeon and n_ice_dungeon (by default, because SphereRadius are intensively checked in SphereLib\spherepack.h) ; 5) if you load a map, the script panels (where you load .msa et similia) will have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y -163,94z) ; 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em) ; trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved! ; 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xFFFFFFF8; ; 8) you can read files from pack/Index 'n stuff but be aware that Property will not be considered! #fixed since v15 ; 9) the MonsterAreaInfo features are laggy and buggy as fuck ; 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time ; 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event ; 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region) ; 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them ; 14) when the textureset, environment, etc load fails, the old filename still remains loaded ; 15) the attr flag "3" (three) has no implementation, so don't use it! ; 16) load from PACK doesn't load texturesets from files for first (if they are already in pack/), and the object placer's object list will remain empty because it takes the list from property/ (and not from pack/property) ; 17) to save the regen.txt you press CTRL+S ; 18) if you enable the wireframe (f4) when on Attr Tab, you see the terrain all white ; 19) the water brush disappears when the camera renders the waterwheel small/big effect ; 20) the monster area info goes under ground if you're outside the relative sectree ; 21) the full skybox may be displayed only after the top picture has been added (if the other textures have already been inserted) ; 22) the slider in the Attr Tab is something like "16 photoshop layers" in which you can split your attrs; not so helpful and quite confusing sometimes ; 23) the fixed model - object attachment attaches static objects (hairs'skeleton will not mirror the playing animation) ; 24) in environment tab, if you insert lower gradients, you may end up with an out of range crash #fixed since v30 ; 25) brushes working out-of-screen/map-range may affect random terrain places ; TODO: ; A) look at more than 8 textures for region -> DONE ; B) create a shortcut to fix the #5 note -> DONE ; C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJECTED ; the worldeditor_en calls this assert and, if ignored, the lag ceases to exist (this will not occur in source version) ; at least, if the release version is not a problem for you, use that in those few cases when .mse are abused and try to kill the debug one ; D) translation in more languages other than english -> REJECTED ; english should be enough! ; E) alternative path for d: -> REJECTED ; you can mount d as a subpath of c like this: ; subst d: "c:\mt2stuff" ; F) need to fix note #19 #25 -> TODO [shortcuts] ; ### SHORTCUTS ; # ESC(ape) Clean cursor ; # Canc(el|Delete) Delete stuff such as selected buildings ; # Ctrl+S Save map ; # Ins(ert) or F6 Save shadowmap|minimap.dds ; # F3 BoundGrid Show/Hide ; # F4 Render UI Show/Hide ; # F11 WireFrame Show/Hide ; # R Reload Texture ; # Z and X Decrease/Increase Texture Splat by 0.1 ; # CapsLock Show GaussianCubic effect if shadows are displayed ; # L-Shift+1-6 Show TextureCountThreshold flags (&2-7) as colors on the ground ; # L-Shift+8 Set Max Showable texture to 8 (de-fix note 12) ; # L-Shift+0 Set Max Showable texture to 255 (fix note 12) ; # H Refresh MDATR Heights (useful when you move an object) (fix note 11) ; # Y Set Perspective as default (fix note 5) ; # T Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6 ; # DO NOT HAVE AN OBJECT SELECTED WHEN USING THOSE SHORTCUTS (MW1-7) ; # MouseWheel+1 move cursor x rotation ; # MouseWheel+2 move cursor y rotation ; # MouseWheel+3 move cursor z rotation ; # MouseWheel+4 move cursor height base (1x) ; # MouseWheel+5 move cursor height base (0.5x) ; # MouseWheel+6 move cursor height base (0.05x) ; # MouseWheel+7 move cursor ambience scale (1x) ; # MouseWheel+Q move selected object height base (1x) ; # MouseWheel+9 move selected object x position (1x) (+asyncronous) ; # MouseWheel+0 move selected object y position (1x) (+asyncronous) ; # MW+RSHIFT+9|0 as above but *10x (+asyncronous) ; # MW+RCONTROL+9|0 as above but *100x (+asyncronous) ; # MouseLeft Insert Objects ; # MouseRight Move camera (it could require CTRL too) ; # SPACE Start move/selected animation in Object/Effect/Fly CB ; # ESC Stop animation in Effect/Fly CB [config] ; ### CONFIG OPTIONS VIEW_CHAR_OUTPUT_BY_DEFAULT = 1 VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1 VIEW_WATER_OUTPUT_BY_DEFAULT = 1 ; WINDOW_HEIGHT_SIZE = 1080 ; WINDOW_WIDTH_SIZE = 1920 WINDOW_FOV_SIZE = 45 ; #100 = 1px (minimal px movement when pressing WASD) WASD_MINIMAL_MOVE = 100 ; came back from where you were before pressing Insert/F6 NO_GOTO_AFTER_INSERT = 1 ; disable MAI dumps when saving atlas and/or pressing Insert/F6 NOMAI_ATLAS_DUMP = 1 ; disable minimap.dds alpha saving and enable compression NOMINIMAP_RAWALPHA = 1 ; enable .mdatr height collision loading when moving on buildings or adjusting terrain DETECT_MDATR_HEIGHT = 1 ; disable fog when loading maps NOFOG_ONMAPLOAD = 1 ; refresh all checkbox configurations when loading maps 'n stuff REFRESHALL_ONUPDATEUI = 0 ; set a default mapname prefix when creating new maps ("" to disable) NEW_MAP_MAPNAME_PREFIX = "metin2_map_" ; display a default textureset when creating new maps ("" to disable) ; note: it loads the filepath if exists, otherwise it will create an empty textureset file NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt" ; create a default textureset as "textureset/{mapname}.txt" ; note: this option is not considered if NEWMAP_TEXTURESETLOADPATH is not empty. [before v24] ; note: this option is not considered if the TextureSet path input is not empty when creating a new map [since v24] NEWMAP_TEXTURESETSAVEASMAPNAME = 1 ; remove the weird attr flags from the generated server_attr SERVERATTR_REMOVE_WEIRD_FLAGS = 1 ; show diffuse lighting to object VIEW_OBJECT_LIGHTING = 1 ; path of mob_proto used for regen MOB_PROTO_PATH = "locale/ymir/mob_proto" ; select monster area info checkbox at startup VIEW_MONSTER_AREA_INFO = 0 ; brush cursor / object selection color RGB float between 0.0 to 1.0 (default: green -> 0 1 0) RENDER_CURSOR_COLOR_R = 0.0 RENDER_CURSOR_COLOR_G = 1.0 RENDER_CURSOR_COLOR_B = 0.0 Download: [Hidden Content] How To Map: This release will not cover this part. Look at CryPrime`s tutorials to understand how to do it. About the ServerAttr Generator: (since v14) This is a beta function but it should work fine. I tested it on gm_guild_build (1x1), metin2_map_a1 (4x5), metin2_map_trent (2x2), metin2_n_snowm_01 (6x6) and the result was the same as the blackyuko map editor. (I use a different lzo version and I clean deprecated and useless flags, so the size is different from this last one but the "final image" will be the same; using game_test to fix his server_attr will let mine and his perfectly equal byte per byte) I also give you the source code of my server_attr generator function. CLICK A server_attr file is based on all the attr.atr files merged into a one raw RGBA image and each one scaled from 256x256 to 512x512. After that, the image will be splitted into sectors of 128x128 px and each one compressed using lzo compression. The server_attr header is composed by the size of the map*4. (e.g. a 4x4 will have a 16x16 size with 256 sectors inside) (gj ymir CLICK) An uncompressed server_attr sector is just like this: CLICK (the sub 4 byte header is the size returned by the LzoCompress which indicates how much the compressed sector data are large) Each attr.atr is just like this: CLICK (the header is composed of 6 byte in total: 3 WORDs respectively for version, width and height; they are always 2634, 1, 1 so don't bother about it) A single attr.atr scaled from 256x256 to 512x512 will be just like this: CLICK You can use the game_test (from source) to perform few tasks like: Create a server_attr from a .mcd file (I won't suggest it) a <collision data filename> <map directory> Regenerate an old server_attr to server_attr.new using the current lzo compression and cleaning useless flag CLICK c <filename> Other stuff such as b to create a character instance or q to quit About the SkyBox Bottom pic fix: (since v21) Both metin2launch.exe and worldeditor.exe should be edited to see the bottom pic of the skybox. Ymir messed up the code wrongly flipping the bottom image. Open ./Srcs/Client/EterLib/SkyBox.cpp and replace: ////// Face 5: BOTTOM v3QuadPoints[0] = D3DXVECTOR3(1.0f, -1.0f, -1.0f); v3QuadPoints[1] = D3DXVECTOR3(1.0f, 1.0f, -1.0f); v3QuadPoints[2] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f); v3QuadPoints[3] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f); with: ////// Face 5: BOTTOM v3QuadPoints[0] = D3DXVECTOR3(1.0f, 1.0f, -1.0f); v3QuadPoints[1] = D3DXVECTOR3(1.0f, -1.0f, -1.0f); v3QuadPoints[2] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f); v3QuadPoints[3] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f); then recompile. Credits:
    1 point
  4. M2 Download Center Download Here ( Advance Refine Systems ) Download Here ( Cheque System ) Download Here ( Soul Bind System ) Hello everyone ! I've been away from metin2 for about 6 months and i've get back from less then a month and made thoes systems , i've start selling them but i didn't sell it to anyone and i got bored from metin2 again so i'm going to release it and go off from metin2 for ever . about the Advance Refine System here some info: so download and have fun [Hidden Content]
    1 point
  5. M2 Download Center Download Here ( Internal ) Hi there Devs, I successfully extended the maximum number of items in a stack, so I'd like to share it. Originally the type of the "count" variables are "BYTE", so the maximum number only 255. I changed this to "WORD" (unsigned short), so now its about 60k. client packet.h Search for this: typedef struct command_item_drop2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct command_item_move then replace this in the struct: BYTE num; To this: WORD num; Search for this: typedef struct SShopItemTable then replace this in the struct: BYTE count; to this: WORD count; Search for this: typedef struct packet_set_item2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct packet_update_item then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct SEquipmentItemSet replace this: BYTE count; to this: WORD count; PythonNetworkPhaseGame.cpp->RecvExchangePacket function Replace this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); To this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); and this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); to this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); pythonexchange.cpp: Replace this: BYTE CPythonExchange::GetItemCountFromTarget(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromTarget(BYTE pos) Then this: BYTE CPythonExchange::GetItemCountFromSelf(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromSelf(BYTE pos) And this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, WORD count) And then this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, WORD count) pythonexchange.h Replace this ones: BYTE GetItemCountFromTarget(BYTE pos); BYTE GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, BYTE count); void SetItemToSelf(DWORD pos, DWORD vnum, BYTE count); BYTE item_count[EXCHANGE_ITEM_MAX_NUM]; To this: WORD GetItemCountFromTarget(BYTE pos); WORD GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, WORD count); void SetItemToSelf(DWORD pos, DWORD vnum, WORD count); WORD item_count[EXCHANGE_ITEM_MAX_NUM]; PythonNetworkStreamPhaseGameItem.cpp Replace the whole function: bool CPythonNetworkStream::SendShopSellPacketNew With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; bool CPythonNetworkStream::SendShopSellPacketNew(BYTE bySlot, WORD byCount) { if (!__CanActMainInstance()) return true; TPacketCGShop PacketShop; PacketShop.header = HEADER_CG_SHOP; PacketShop.subheader = SHOP_SUBHEADER_CG_SELL2; TfckOFF second; second.byCount = byCount; second.bySlot = bySlot; if (!Send(sizeof(TPacketCGShop), &PacketShop)) { Tracef("SendShopSellPacket Error\n"); return false; } if (!Send(sizeof(TfckOFF), &second)) { Tracef("SendShopAddSellPacket Error\n"); return false; } /*if (!Send(sizeof(WORD), &byCount)) { Tracef("SendShopAddSellPacket Error\n"); return false; }*/ Tracef(" SendShopSellPacketNew(bySlot=%d, byCount=%u)\n", bySlot, byCount); return SendSequence(); } Then replace this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount) To this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount) pythonplayermodule.cpp Replace the whole function: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) With this: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) { switch (PyTuple_Size(poArgs)) { case 2: { int iSlotIndex; if (!PyTuple_GetInteger(poArgs, 0, &iSlotIndex)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 1, &wCount)) return Py_BuildException(); if (0 == wCount) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(TItemPos (INVENTORY, iSlotIndex), wCount); return Py_BuildNone(); } case 3: { TItemPos Cell; if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 2, &wCount)) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(Cell, wCount); return Py_BuildNone(); } default: return Py_BuildException(); } } PythonNetworkStreamModule.cpp Replace the following function: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) With this: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) { TItemPos Cell; TItemPos ChangeCell; int num; switch (PyTuple_Size(poArgs)) { case 3: if (!PyTuple_GetInteger(poArgs, 0, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 2, &num)) return Py_BuildException(); break; case 5: { if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetByte(poArgs, 2, &ChangeCell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 3, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 4, &num)) return Py_BuildException(); } break; default: return Py_BuildException(); } CPythonNetworkStream& rkNetStream=CPythonNetworkStream::Instance(); rkNetStream.SendItemMovePacket(Cell, ChangeCell, (WORD) num);//ez a sor az return Py_BuildNone(); } GameType.h Search for this: typedef struct packet_item Then replace this: BYTE count; With this: WORD count; Search for this: typedef struct packet_shop_item And edit this: BYTE count; to this: WORD count; AbstractPlayer.h Replace this: virtual void SetItemCount(TItemPos itemPos, BYTE byCount) = 0; With this: virtual void SetItemCount(TItemPos itemPos, WORD byCount) = 0; PythonPlayer.cpp Replace this: void CPythonPlayer::SetItemCount(TItemPos Cell, BYTE byCount) With this: void CPythonPlayer::SetItemCount(TItemPos Cell, WORD byCount) PythonPlayer.h Replace this: void SetItemCount(TItemPos Cell, BYTE byCount); With this: void SetItemCount(TItemPos Cell, WORD byCount); PythonNetworkStream.h And this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount); bool SendShopSellPacketNew(BYTE bySlot, BYTE byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num); With this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount); bool SendShopSellPacketNew(BYTE bySlot, WORD byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num); Now we are done with the client, you can build it now. server common/tables.h Search this: typedef struct SShopItemTable Then replace this: BYTE count; To this: WORD count; packet.h Search for this: typedef struct command_item_drop2 Then edit this: BYTE count; To this: WORD count; Then search this:: typedef struct command_item_move Replace this: BYTE count; With this: WORD count; Then search this: typedef struct packet_item_set Replace this: BYTE count; To this: WORD count; Search this: typedef struct packet_item_update Replace this: BYTE count; To this: WORD count; Search this: struct packet_shop_item Replace this: BYTE count; To this: WORD count; Search this: typedef struct pakcet_view_equip Then replace this: BYTE count; To this: WORD count; input_main.cpp Replace this whole function: int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) { TPacketCGShop * p = (TPacketCGShop *) data; if (uiBytes < sizeof(TPacketCGShop)) return -1; if (test_server) sys_log(0, "CInputMain::Shop() ==> SubHeader %d", p->subheader); const char * c_pData = data + sizeof(TPacketCGShop); uiBytes -= sizeof(TPacketCGShop); switch (p->subheader) { case SHOP_SUBHEADER_CG_END: sys_log(1, "INPUT: %s SHOP: END", ch->GetName()); CShopManager::instance().StopShopping(ch); return 0; case SHOP_SUBHEADER_CG_BUY: { if (uiBytes < sizeof(BYTE) + sizeof(BYTE)) return -1; BYTE bPos = *(c_pData + 1); sys_log(1, "INPUT: %s SHOP: BUY %d", ch->GetName(), bPos); CShopManager::instance().Buy(ch, bPos); return (sizeof(BYTE) + sizeof(BYTE)); } case SHOP_SUBHEADER_CG_SELL: { if (uiBytes < sizeof(BYTE)) return -1; BYTE pos = *c_pData; sys_log(0, "INPUT: %s SHOP: SELL", ch->GetName()); CShopManager::instance().Sell(ch, pos); return sizeof(BYTE); } case SHOP_SUBHEADER_CG_SELL2: { if (uiBytes < sizeof(TfckOFF)) return -1; TfckOFF*p2 = (TfckOFF*)c_pData; /*BYTE pos = *(c_pData++); WORD count = *(c_pData);*/ sys_log(0, "INPUT: %s SHOP: SELL2", ch->GetName()); CShopManager::instance().Sell(ch, p2->bySlot, p2->byCount); return sizeof(TfckOFF); } default: sys_err("CInputMain::Shop : Unknown subheader %d : %s", p->subheader, ch->GetName()); break; } return 0; } shop_manager.cpp Replace this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount) To this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, WORD bCount) shop.h Search this: typedef struct shop_item Replace this: BYTE count; To this: WORD count; shop_manager.h Replace this: void Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount=0); To this: void Sell(LPCHARACTER ch, BYTE bCell, WORD bCount=0); char_item.cpp Replace this: bool CHARACTER::DropItem(TItemPos Cell, BYTE bCount) To this: bool CHARACTER::DropItem(TItemPos Cell, WORD bCount) Then replace this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, BYTE count) To this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, WORD count) And replace this in this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); Then replace this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, BYTE bCount, int iRarePct, bool bMsg) To this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, WORD bCount, int iRarePct, bool bMsg) And replace this in this function: BYTE bCount2 = MIN(200 - item->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item->GetCount(), bCount); And replace this inside the PickupItem function: BYTE bCount = item->GetCount(); To this: WORD bCount = item->GetCount(); And this (still inside this function): BYTE bCount2 = MIN(200 - item2->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item2->GetCount(), bCount); item.cpp->DWORD CItem::GetCount() Replace this: return MIN(m_dwCount, 200); To this: return MIN(m_dwCount, ITEM_MAX_COUNT); safebox.cpp Replace this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, BYTE count) To this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, WORD count) Then replace this inside this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, (I changed this to 300, just for the test) char.h Replace this: bool DropItem(TItemPos Cell, BYTE bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, BYTE num); LPITEM AutoGiveItem(DWORD dwItemVnum, BYTE bCount=1, int iRarePct = -1, bool bMsg = true); To this: bool DropItem(TItemPos Cell, WORD bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, WORD num); LPITEM AutoGiveItem(DWORD dwItemVnum, WORD bCount=1, int iRarePct = -1, bool bMsg = true); safebox.h Replace this: bool MoveItem(BYTE bCell, BYTE bDestCell, BYTE count); To this: bool MoveItem(BYTE bCell, BYTE bDestCell, WORD count); oxevent.cpp Replace this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, BYTE count) To this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, WORD count) oxevent.h Replace this: bool GiveItemToAttender(DWORD dwItemVnum, BYTE count); With this: bool GiveItemToAttender(DWORD dwItemVnum, WORD count); Now we are done with the server, don't foget to build the db and the gamefile too! database We have to do 2 more things: Go to the player database, right click on the item table -> desing table, then edit the count column's type from tinyint to smallint and the lenght from 3 to 4. shop_item table->desing table: edit the count column's type from tinyint to smallint And we are done I also captured the "progress" like in my "Expand maximum level" topic, its about 40 minutes long again, its not necessary at all to watch it, but if you are interested about the progress, or you just bored and have 40-50 minute freetime, watch it, if you want Special thanks to TheSLZ for testing the edits. If you have any problem/remark/question, or you've just found a bug, feel free to tell/ask it here or in PM. Have a nice day, ~masodikbela
    1 point
  6. I want share you critical effect: UserInterface/InstanceBaseEffect.cpp open and search: else if (flag & DAMAGE_CRITICAL) { //rkEftMgr.CreateEffect(ms_adwCRCAffectEffect[EFFECT_DAMAGE_CRITICAL],v3Pos,v3Rot); //return; 숫자도 표시. } Thus replaced: else if (flag & DAMAGE_CRITICAL) { rkEftMgr.CreateEffect(ms_adwCRCAffectEffect[EFFECT_DAMAGE_CRITICAL],v3Pos,v3Rot); //return; 숫자도 표시. } root/playersettingmodule.py open and search: #chrmgr.RegisterCacheEffect(chrmgr.EFFECT_DAMAGE_CRITICAL, "", "d:/ymir work/effect/affect/damagevalue/critical.mse") Thus replaced: chrmgr.RegisterCacheEffect(chrmgr.EFFECT_DAMAGE_CRITICAL, "", "d:/ymir work/effect/affect/damagevalue/critical.mse") Effect: [Hidden Content] [Hidden Content]
    1 point
  7. ez , one of the mount is made for slot(source game) and one is made from quest...so there are 0 problems, u just need to made the changes
    1 point
  8. Why you modify the buffer size to 512? Your file name has more than 225 characters? I'm sure not, it's enough 256. Also you should do a check if your water texture file exists in your path for sure, otherwise everything will be fucked up with the array when trying to get texture pointer and function D3D texture. (possible crash because of nullptr) So, you should change: m_WaterInstances[i].SetImagePointer((CGraphicImage *)CResourceManager::Instance().GetResourcePointer(buf)); With: if (CResourceManager::Instance().IsFileExist(buf)) m_WaterInstances[i].SetImagePointer(dynamic_cast<CGraphicImage *>(CResourceManager::Instance().GetResourcePointer(buf))); Also, instead of change everywhere 30 with 99 or what value you want, you should do a constant variable and use it everywhere. [Hidden Content] Also this is the good method for accessing the array with a safe method. STATEMANAGER.SetTexture(0, m_WaterInstances[((ELTimer_GetMSec() / 70) % 30)].GetTexturePointer()->GetD3DTexture()); [...] auto pImageInstance = m_WaterInstances[(ELTimer_GetMSec() / 70) % _countof(m_WaterInstances)]; if (pImageInstance.GetTexturePointer()) STATEMANAGER.SetTexture(0, pImageInstance.GetTexturePointer()->GetD3DTexture());
    1 point
  9. 0 points
  10. How the python syserr works... Using " else if " instead to make the function using " for ". When you finally finished the your code...
    0 points
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