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Found 6 results

  1. Hi m2dev, I release my modifications of game core. 0x01.) Here are "some" new questfunctions to you ^^ If either of them is already public I'm sorry :> but these works perfectly. A short list of them: * Item module: - get_flag | Return: Integer | Args: None - get_wearflag | Return: Integer | Args: None - get_antiflag | Return: Integer | Args: None - has_antiflag | Return: Boolean | Args: int Antiflag - get_refine_set | Return: Integer | Args: None - get_limit | Return: Table1 | Args: byte LimitIndex[0..1] - get_apply | Return: Table1 | Args: byte ApplyIndex[0..2] - get_applies | Return: Table2 | Args: None - get_refine_materials | Return: Table3 | Args: None - get_addon_type | Return: Integer | Args: None - dec | Return: Nil | Args: None or byte Count - inc | Return: Nil | Args: None or byte Count - add_attribute | Return: Boolean | Args: None - get_attribute | Return: Table1 | Args: byte AttrIndex[0..4] - set_attribute | Return: Boolean | Args: byte AttrIndex[0..4], byte AttrType[1..94], short AttrValue[-32768..32767] - change_attribute | Return: Boolean | Args: None - add_rare_attribute | Return: Boolean | Args: None - get_rare_attribute | Return: Table1 | Args: byte AttrIndex[0..1] - set_rare_attribute | Return: Boolean | Args: byte AttrIndex[0..1], byte AttrType[1..94], short AttrValue[-32768..32767] - change_rare_attribute | Return: Boolean | Args: None - equip | Return: Boolean | Args: byte EquipCell[0..32] - set_count | Return: Nil | Args: byte/short Count(short with increased item stack number) Returning item table-structures: Table1 = { -- Type, Value 1, 2000 } Table2 = { -- [idx] = {Type, Value} -- Triton sword+9: [0] = { 7, 30 }, [1] = { 22, 12 }, [2] = { 17, 12 } } Table3 = { -- Poison sword+8(refineSet:27): material_count = 2, materials = { -- { Vnum, Count } { 30091, 2 }, { 27994, 1 } }, cost = 150000, prob = 10, } * NPC module: - get_level | Return: Integer | Args: None - get_name | Return: String | Args: None - get_type | Return: Byte | Args: None - get_rank | Return: Byte | Args: None - is_metin | Return: Boolean | Args: None - is_boss | Return: Boolean | Args: None - show_effect_on_target | Return: Boolean | Args: string EffectRealPath - get_ip | Return: String | Args: None - get_client_version | Return: String | Args: None - get_job | Return: Byte | Args: None - get_pid | Return: Integer | Args: None - get_exp | Return: Long | Args: None * PC module: - get_mount_vnum | Return: Integer | Args: None - get_point | Return: Integer | Args: byte PointNumber - get_real_point | Return: Integer | Args: byte PointNumber - show_effect | Return: Boolean | Args: string EffectRealPath - disconnect_with_delay | Return: Nil | Args: int Delay - get_max_level | Return: Integer | Args: None - get_ip | Return: String | Args: None - get_client_version | Return: String | Args: None - kill | Return: Nil | Args: None * Game module: - drop_item_and_select | Return: Nil | Args: int Vnum, byte/short Count=1, bool HasOwnership=false, short OwnershipTime=180 Example call: game.drop_item_and_select(19, 1, true, 30); item.set_attribute(0, apply.CRITICAL_PCT, 10) * Pet module: - is_mine | Return: Boolean | Args: None * Global: - purge_vid | Return: Nil | Args: int Vid Here are the codes: questlua_item.cpp questlua_npc.cpp questlua_pc.cpp questlua_game.cpp questlua_pet.cpp questlua_global.cpp 0x02.) Two GM commands: - "/kill_all" -> Kill all players inside your view-range/horizon - "/drop_item" -> Drop an item from arg1, or drop all items from range(arg1, arg2) Commands: Clientside version of kill_all: 0x03.) refine_proto reloading without server restart. Extend your "/reload Proto" command with the refine_proto reloading with this code parts: - Open your db/src/ClientManager.cpp file and replace your "void CClientManager::QUERY_RELOAD_PROTO()" function to this: void CClientManager::QUERY_RELOAD_PROTO() { if (!InitializeTables()) { sys_err("QUERY_RELOAD_PROTO: cannot load tables"); return; } for (TPeerList::iterator i = m_peerList.begin(); i != m_peerList.end(); ++i) { CPeer * tmp = *i; if (!tmp->GetChannel()) continue; tmp->EncodeHeader(HEADER_DG_RELOAD_PROTO, 0, sizeof(WORD) + sizeof(TSkillTable) * m_vec_skillTable.size() + sizeof(WORD) + sizeof(TBanwordTable) * m_vec_banwordTable.size() + sizeof(WORD) + sizeof(TItemTable) * m_vec_itemTable.size() + sizeof(WORD) + sizeof(TMobTable) * m_vec_mobTable.size() + sizeof(WORD) + sizeof(TRefineTable) * m_iRefineTableSize); tmp->EncodeWORD(m_vec_skillTable.size()); tmp->Encode(&m_vec_skillTable[0], sizeof(TSkillTable) * m_vec_skillTable.size()); tmp->EncodeWORD(m_vec_banwordTable.size()); tmp->Encode(&m_vec_banwordTable[0], sizeof(TBanwordTable) * m_vec_banwordTable.size()); tmp->EncodeWORD(m_vec_itemTable.size()); tmp->Encode(&m_vec_itemTable[0], sizeof(TItemTable) * m_vec_itemTable.size()); tmp->EncodeWORD(m_vec_mobTable.size()); tmp->Encode(&m_vec_mobTable[0], sizeof(TMobTable) * m_vec_mobTable.size()); tmp->EncodeWORD(m_iRefineTableSize); tmp->Encode(m_pRefineTable, sizeof(TRefineTable) * m_iRefineTableSize); } } - Then open game/src/refine.cpp and replace this function: "bool CRefineManager::Initialize(TRefineTable * table, int size)" to this: bool CRefineManager::Initialize(TRefineTable * table, int size) { if (!m_map_RefineRecipe.empty()) m_map_RefineRecipe.clear(); for (int i = 0; i < size; ++i, ++table) { sys_log(0, "REFINE %d prob %d cost %d", table->id, table->prob, table->cost); m_map_RefineRecipe.insert(std::make_pair(table->id, *table)); } sys_log(0, "REFINE: COUNT %d", m_map_RefineRecipe.size()); return true; } - If you are done with these, open game/src/input_db.cpp and extend this event "void CInputDB::ReloadProto(const char * c_pData)" with this: /* * REFINE */ wSize = decode_2bytes(c_pData); c_pData += 2; sys_log(0, "RELOAD: REFINE: %d", wSize); if (wSize) { CRefineManager::instance().Initialize((TRefineTable *) c_pData, wSize); c_pData += wSize * sizeof(TRefineTable); } - Done. 0x04.) kill quest trigger fix (when kill / when race.kill) With this change you can use every kill methods with mobs and players and runs by once per kills. Examples: when 101.kill begin -> Works when you are killing Wild dogs. when kill begin -> Works with mobs and players too. when kill with npc.is_pc() begin -> Works with players only. when kill with npc.is_pc() == false begin -> Works with monsters only. when kill with npc.get_race() == 102 begin -> Works when you hunt Wolf. I tested with these codes: when kill begin if npc.is_pc() then chat("kill pc") end if npc.get_race() > 100 then chat("kill by race: "..tostring(npc.race)) end end when kill with npc.is_pc() begin chat("kill with npc.is_pc") end when kill with npc.get_race() == 102 begin chat("kill with npc.get_race 102") end when 101.kill begin chat("101.kill") end Follow these steps to fix it: - Open game/src/questmanager.h and search for this: "void Kill(unsigned int pc, unsigned int npc);" replace to: "void Kill(unsigned int pc, unsigned int npc, unsigned int pc2 = 0);" - Save&Close, open game/src/questmanager.cpp and search this function: "void CQuestManager::Kill(unsigned int pc, unsigned int npc)" - and replace to this: void CQuestManager::Kill(unsigned int pc, unsigned int npc, unsigned int pc2) { //m_CurrentNPCRace = npc; PC * pPC; sys_log(0, "CQuestManager::Kill QUEST_KILL_EVENT (pc=%d, npc=%d, pc2=%d)", pc, npc, pc2); if ((pPC = GetPC(pc))) { if (!CheckQuestLoaded(pPC)) return; /* [hyo] ¸÷ kill˝Ă Áßşą Ä«żîĆĂ ŔĚ˝´ °ü·ĂÇŃ ĽöÁ¤»çÇ× quest scriptżˇ when 171.kill begin ... µîŔÇ ÄÚµĺ·Î ŔÎÇĎż© ˝şĹ©¸łĆ®°ˇ Ăł¸®µÇľú´ő¶óµµ ąŮ·Î returnÇĎÁö ľĘ°í ´Ů¸Ą °Ë»çµµ ĽöÇŕÇϵµ·Ď şŻ°ćÇÔ. (2011/07/21) */ // call script if (npc > 0 && pc2 == 0) m_mapNPC[npc].OnKill(*pPC); LPCHARACTER ch = GetCurrentCharacterPtr(); LPPARTY pParty = ch->GetParty(); LPCHARACTER leader = pParty ? pParty->GetLeaderCharacter() : ch; if (leader) { m_pCurrentPartyMember = ch; if (m_mapNPC[npc].OnPartyKill(*GetPC(leader->GetPlayerID()))) return; pPC = GetPC(pc); } LPCHARACTER victim = CHARACTER_MANAGER::instance().FindByPID(pc2); if (victim && victim->IsPC() && m_mapNPC[QUEST_NO_NPC].OnKill(*pPC)) return; else if (m_mapNPC[QUEST_NO_NPC].OnKill(*pPC)) return; if (leader) { m_pCurrentPartyMember = ch; m_mapNPC[QUEST_NO_NPC].OnPartyKill(*GetPC(leader->GetPlayerID())); } } else sys_err("QUEST: no such pc id : %d", pc); } - Save&Close, open game/src/char_battle.cpp and search this call: "quest::CQuestManager::instance().Kill(pkKiller->GetPlayerID(), quest::QUEST_NO_NPC)" - and replace to this: "quest::CQuestManager::instance().Kill(pkKiller->GetPlayerID(), quest::QUEST_NO_NPC, GetPlayerID());" - Done. 0x05.) ImmuneBug fix. I know there are some fixes but this is a working solution.. Everything inside two functions into item.cpp file by names: "CItem::EquipTo" and "CItem::Unequip". Every two functions are containing this sh*!&t: DWORD dwImmuneFlag = 0; for (int i = 0; i < WEAR_MAX_NUM; ++i) if (m_pOwner->GetWear(i)) SET_BIT(dwImmuneFlag, m_pOwner->GetWear(i)->m_pProto->dwImmuneFlag); m_pOwner->SetImmuneFlag(dwImmuneFlag); Hm, you have to replace those to this: DWORD dwImmuneFlag = 0; LPITEM item = NULL; for (int i = 0; i < WEAR_MAX_NUM; ++i) { if (item=m_pOwner->GetWear(i)) { if (item->GetImmuneFlag() != 0) SET_BIT(dwImmuneFlag, item->GetImmuneFlag()); if (item->GetAttributeCount() > 0) { if (item->HasAttr(APPLY_IMMUNE_STUN)) SET_BIT(dwImmuneFlag, IMMUNE_STUN); if (item->HasAttr(APPLY_IMMUNE_SLOW)) SET_BIT(dwImmuneFlag, IMMUNE_SLOW); if (item->HasAttr(APPLY_IMMUNE_FALL)) SET_BIT(dwImmuneFlag, IMMUNE_FALL); } } } m_pOwner->SetImmuneFlag(dwImmuneFlag); - Done. 0x06.) Finished uiQuest.py selection by keyboard-usage with "Next" and "Prev" buttons. Test-example: when 9010.chat."TEST selection pages" begin local sTab = { "01","02","03","04","05","06","07","08","09","10", "11","12","13","14","15","16","17","18","19","20", "Exit"--to make exit by Escape key } local s=select_table(sTab) if s==table.getn(sTab) then return end chat("You'r choice: sTab["..tostring(s).."] -> "..sTab[s]) end Here you can download the full uiquest.py file from my client: Download 0x07.) Little SQL-Script: SELECT log.log.time AS "When", player.player.`name` AS Who, log.log.how AS WhatDid, log.log.what AS ItemID, log.log.vnum AS ItemVnum, player.item_proto.locale_name AS ItemName, player.item.count AS Count, player.item.Socket0, player.item.Socket1, player.item.Socket2, player.item.AttrType0, player.item.AttrValue0, player.item.AttrType1, player.item.AttrValue1, player.item.AttrType2, player.item.AttrValue2, player.item.AttrType3, player.item.AttrValue3, player.item.AttrType4, player.item.AttrValue4, player.item.AttrType5, player.item.AttrValue5, player.item.AttrType6, player.item.AttrValue6 FROM log.log INNER JOIN player.player ON log.log.who = player.player.id INNER JOIN player.item ON log.log.what = player.item.id INNER JOIN player.item_proto ON log.log.vnum = player.item_proto.vnum WHERE log.how in ("EXCHANGE_GIVE", "EXCHANGE_TAKE", "DROP", "SAFEBOX PUT", "SAFEBOX GET", "DEAD_DROP") AND player.`name` = "Xeriesey"; * You have to give a name where you can see Xeriesey ^-^ Result of query: I hope you like it. If you have any questions or find an error/mistake, just post a message into this thread and I will try to make answer when I'll be online. ps.: Sorry for my bad English. "(" + "c" + ")" == © -> F**k Changelog: - 2014.09.22. 16:29 / 04:29 PM ~ Added forgotten include to questlua_npc.cpp. - 2014.09.22. 16:48 / 04:48 PM ~ Added more forgotten things :S - 2014.09.27. 13:08 / 01:08 PM ~ SQL syntax fix With Regards, P3NG3R
  2. Mind Rapist

    The Bug Database

    Ok so late night thought... We have this right? So I came up with this idea. Might be good might be bad might be shit. We'll see... So I thought we could open a post just like the above to answer to peoples' bugs. Can be python, c++, php or just anything. In the end, this post can end up like a little knowledge base and help and inspire the community. As I said it could be a nice idea or a crappy one, you'll be the judges of that And btw, if you are a newbie read before you type. No more than 1 comment per issue we don't own a data center. Best regards
  3. hovasconcelos

    open Help me compile src

    compile check_server.cpp compile dragon_soul_table.cpp compile DragonSoul.cpp In file included from ../../libserverkey/CheckServerKey.h:3:0, from check_server.h:6, from check_server.cpp:1: ../../libserverkey/SIM.h: In member function 'bool SIM::ParseLine(const char*)': ../../libserverkey/SIM.h:57:50: error: 'printf' was not declared in this scope printf("invalid MAC address - mac(%s)\n", mac); ^ ../../libserverkey/SIM.h:61:58: error: 'printf' was not declared in this scope printf("IP-MAC type added - ip(%u) mac(%s)\n", ip, mac); ^ ../../libserverkey/SIM.h:81:76: error: 'printf' was not declared in this scope printf("IP RANGE type added - begin[%u] end[%u]\n", ipr.fromip, ipr.toip); ^ ../../libserverkey/SIM.h:90:47: error: 'printf' was not declared in this scope printf("single IP type added - ip(%u)\n", ip); ^ ../../libserverkey/SIM.h: In member function 'bool SIM::checkmac(const char*)': ../../libserverkey/SIM.h:287:59: error: 'printf' was not declared in this scope printf("checkmac - invalid length (%s)(%u)\n", mac, len); ^ ../../libserverkey/SIM.h:302:53: error: 'printf' was not declared in this scope printf("checkmac - cannot find '-' (%s)\n", mac); ^ ../../libserverkey/SIM.h:313:65: error: 'printf' was not declared in this scope printf("checkmac - invalid character (%s)(%c)\n", mac, mac[i]); ^ ../../libserverkey/SIM.h: In member function 'bool SIM::mac2bin(const string&, unsigned char*)': ../../libserverkey/SIM.h:331:31: error: 'atoi' was not declared in this scope unsigned char b = atoi(buf); ^ ../../libserverkey/SIM.h:344:61: error: 'strtol' was not declared in this scope unsigned char b = (unsigned char)strtol(buf, &endptr, 16); ^ ../../libserverkey/SIM.h: In member function 'void SIM::bin2mac(unsigned char*, char*)': ../../libserverkey/SIM.h:356:47: error: 'snprintf' was not declared in this scope _snprintf(outbuf + (i*3), 3, "%02X", bin[i]); ^ gmake: *** [Makefile:131: OBJDIR/check_server.o] Error 1 gmake: *** Waiting for unfinished jobs.... compile group_text_parse_tree.cpp Why this mistake in the end?
  4. xP3NG3Rx

    [C++] DB + NoTXT!

    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_END7.) 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: TXT1: 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.
  5. By chance, does Someone know about this problem?? Look how she holds the fan If you know any solution contact me in PM or write in a comment some clues
  6. SeXpL0SiVe

    Client Bin Build

    Hello peeps, i am dealing a problem with the metin2 client bin compiling well basically i have downloaded over 6 different binaries and i cant compile anyone of them i have vs 2008, 10 and 15 and i have no idea what im doing wrong... I just open the .sln file and choose "Release" mode from the preferences to all files... i also tag the include and libs folders usually from the extern folder that i download with each binary when available but i dont know what else to do is anybody know where im possibly wrong? I have also watched almost every tut available online about compiling client binaries but they are all pretty much the same... I appreciate any help effords thank you