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  1. M2 Download Center Download Here ( Internal ) There its a design of a presentation designed by me. DOWLOAD WITH MEGA All of the layers are by me, except the birds and the wings This psd have 150 (+ -) layers
    4 points
  2. M2 Download Center Download Here ( Internal ) Hello, I´m wanna search an icon pack with you. Download: [Hidden Content] Have fun!
    1 point
  3. 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.
    1 point
  4. https://mega.nz/#!CZAlSJrR!EokhWkgU0PgKeM_VZrZp4-8nI7u184weKWQRGblmXMM Have fun.
    1 point
  5. common_drop_item.txt mod_drop_item.txt etc_drop_item.txt drop_item_group.txt mob_proto ( row -> drop_item ) = etc_drop_item.txt Be sure bro ^^
    1 point
  6. @VegaS You need to consider that there are more items that can drop that are not in the mob_drop_item.txt file. Keep that in mind.
    1 point
  7. If you both are willing to pay for mobs information system I can make a finde version for you. Just message me.
    1 point
  8. He's not the only guy who i see with this system Mobs informations , i would like this system too because it's genius, players are asking too many questions about drops
    1 point
  9. There is more animations action.rar
    1 point
  10. Please do not kill lua. pc.set_level(amount) already you have this in source Not tested, only write fast, but need to work this fucking shit. --[[ ########################### # Quest: Login set level # ########################### ]] quest start_login_ begin state start begin --[[@vegasfunctest286 function test_set_level_(exp) while pc.get_level() ~= test[i] do pc.give_exp2(pc.get_next_exp2() / exp[i]) end end ]] when login with pc.getqf("used_quest") < 1 and pc.get_level() == 1 begin local pLevel = 105 -- Level what you want to start pc.set_level(pLevel) pc.setqf("used_quest", 1) syschat(string.format("<Debug> Succes set level: %d", pLevel)) end end end
    1 point
  11. i can give you some data from me 900 players on one channel (one core), about 40 maps. 50% cpu usage of one core e3-1240v2. there was no core crashes, lags etc everything depends on optimization ;x right now i'm using 2 cores per channel, but it's not caused by stabilitiy or something simmilar, I assure
    1 point
  12. I think more the question is how many players you have. If you only mean for testing theoretically 1 core should be enough. For a high player count server i would recommend at least 5 cores each channel.
    1 point
  13. playersettingmodule.py: change: chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_weapon") to: chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right")
    1 point
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