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Showing content with the highest reputation on 01/02/18 in all areas

  1. M2 Download Center Download Here ( Internal ) Hi there devs, I made some new reload commands about 2 weeks ago and published a tutorial about it on our Hungarian forum (you may saw them in the samurai core) and today I had some time to make the translation. What can I reload now? refine_proto (this is the only one which is not mine, its @xP3NG3Rx's, and already public here, but I added it, because I think this package has to contain it ) command: /reload p shop_item table (npc's shops) command: /reload p item_attr && item_attr_rare table; command: /reload p etc_drop_item.txt, mob_drop_item.txt, special_item_group.txt; command: /reload drop group.txt, group_group.txt; command: /reload group regen.txt, npc.txt, boss.txt, stone.txt (only on the current map) command: /reload regen because of the new "reload regen" command, I had to write a new purge command that destroys all mobs, npcs, stones (and so on...) on the current map, so I added a new /p map command to the "/p" commands that are already exists (no, the "/p all" only destroys the mobs on the current sectree (current block)) also I had to create a new command that stops all the regens (and ofc. deletes them from the memory) on the current map, so I added a new "/free_regens" command (because why not ) Its only deletes the loaded regens, and prevents the mobs from respawning (its not necessary to use this before the /reload regen) Known bug Well its not a serious problem, but for some unknown reason, when I'm debugging the core on windows server (no, not debug mode, but vs 13's debugger) and I try to do /reload regen, the core starts to consume ~40% cpu, and doesn't want to do anything (so stops working, but doesn't crash). It has no affect on FreeBSD and release or debug mode (without visual studio's debugger) on windows. game/src cmd.cpp cmd_gm.cpp input_db.cpp shop_manager.cpp refine.cpp char_manager.cpp char_manager.h item_manager.h item_manager_read_tables.cpp mob_manager.h mob_manager.cpp char.cpp sectree_manager.cpp regen.h regen.cpp shop.h shop.cpp db/src ClientManager.cpp And finally let me wish you all good luck for the setup If you have further question(s), remark(s), or anything that you want to ask or suggest, feel free to post it here, or send it in PM. If you get error(s) please upload the affected (and edited) file to [Hidden Content] and link it in your post, to make my work easier and probably I will be able to help you only in one post, so please spare me from asking basic requests like "Could you upload...". Thank you Have a nice day, ~masodikbela
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  2. ORDER BY player.level DESC >> ORDER BY player.playtime DESC
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  3. yup this quest will make it as "mount" not horse, so it won't stay next to you
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  4. You can use that quest to ride it as a mount quest mount_system begin state start begin when 71124.use begin if pc.is_polymorphed() then syschat("Nu poti calarii cat esti transformat.") elseif pc.is_riding() then syschat("Nu poti invoca un mount cat timp calaresti!") elseif pc.is_mount() then pc.unmount() else if true == horse.is_summon() then horse.unsummon() end pc.mount(20114, 365*24*60*60) --1year time end end end end Your bug because when you teleport, the horse appearance resets to normal, you can override that by using login state
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  5. Hey there! The unify_enable flag should be either 1(true) or 0(false). So if you set it to 1 then it should work New version coming soon with fixed db and some other small changes. Mainly stability stuff, I'm currently working on it through the night and inform you about the progress as soon as I can
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  6. Exactly! Wtf is this? A new kind of inteligent "backdoor" ?
    1 point
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