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  1. 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:
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  2. M2 Download Center Download Here ( Internal ) Hello, I publish the light version of my ProtoReader here, the light version has one functionality. It converts client item_proto and mob_proto the their server version Input: item_proto mob_proto Output: item_names.txt item_proto.txt mob_names.txt mob_proto.txt Its fully automated just double click on it when its in the same folder as the item_proto and mob_proto. It works like dump_proto but in reverse. Attention! Not every value is included in the clientside proto tables it could happen that you have to change some values on your own. ProtoReader is for old item_proto files (before dragon soul (dragon stone alchemy)). ProtoReaderNewFormat is for the current files. Virustotal: [Hidden Content] You find the download in the attachments. When you like my work and this tool, go and visit: I might also do a Pro Version with some other Features like clientside proto to xml or sql or sql to server item_proto and so
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  3. [Hidden Content] Download -> M2DL (Update 2023-02-03) (IPS sometimes adds invisible characters when copying and pasting with IPS Code...) 24/08/2017: Polished up other functions. Added party_get_member_count, Added party_get_member_pids, Added clear_dungeon, Added table_get_keyword_index, Added table_is_any_subarray_containing_keyword, Added table_get_subarray_keyword_index 26/08/2017: Added table_shuffle. 12/12/2017: Added open_shop (Opens a shop without needing to use 2 lines of code); 30/04/2018: Reworked table_shuffle, since it was not working properly. Added InDungeon() [bool]. Added ToDungeonIndex(map_index) [int]. 01/06/2018: Added factorial (factorial(5) returns 120); 14/11/2019: (Did you miss me?) Updated the whole list, better code and even more functions! 25/12/2021: Added is_valid_number, is_integer_number. (safe funcs you should be using on numerical inputs) table_shuffle now creates a copy of the table and works on it instead of changing the table itself. The end result is the same, but the table passed as argument remains untouched. Reworked get_time_format. Renamed IsOdd to is_odd. 25/6/2022: Added get_gold_format Added BuildSkillListOfLevel Minor fixes. 25/10/2022: Fixed IntToRomanStr typo 29/01/2023: Rewritten. Added some new stuff. Provided more examples and data for each func. 20/03/2023: Added get_random_number_within_except(range_min, range_max, except_table). 25/04/2023: Added table_get_count(table). Added is_valid_num_field(num). Added is_valid_table_field(table). Added is_valid_func_field(func). Added time_remaining_until(os.date("%H:%M")). 11/05/2023: Added color_str(color, text). Updated some global calls for the latest globals.lua update. 26/09/2023: Added num_to_char(num). Added char_to_num(string). Added string_to_ascii_array(string). Added ascii_array_to_string(table). Added skill_level_to_id(num). Added skill_id_to_level(string). Added time_to_sec(num, string). (Kept the old separated functions for backwards compatibility) Little get_time_format improvement, it's still backwards-compatible. 01/24/2024 (last update): The func 'is_valid_number' now has an "allow_zero" arg. and default values. Added 'count_digits(num)'. Added 'get_nth_digit(num, index)'. Added 'generate_num_array(limit)'. Added 'get_time_after_seconds(sec)'. Added 'mirror_shuffle(original_table, shuffled_table, target_table)' Renamed BuildSkillList to BuildSkillList2 in order to avoid conflicts with the default func from ymir.
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  4. M2 Download Center Download Here ( Internal ) Hi, here I publish my edit of the public Render Target System. I hate it, when people earn money with public systems. Preview: [Hidden Content] DL: [Hidden Content] Original Thread [Hidden Content]
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  5. Hello Today I want to share with all of you a little thing. All times when you are trying to open your safebox, it's requesting the password, isn't it? But for what? I modified to limit these requests to one input per login. Of course if you warp or change character, you need to retype your password again. But with extra modifications you can do it to store the password until you close the client, but I don't recommend this. So, first go to the uiSafeBox.py file and paste this line into the __init__ method of the PasswordDialog class, with taking care of the tabulators: self.lastPassword = "" This variable will store your last entered password. Then replace the Accept method of the same class with this: (take a look for the syntax, modulename, and true/false!) def OnAccept(self): self.lastPassword = str(self.passwordValue.GetText()) m2net.SendChatPacket(self.sendMessage + self.lastPassword) self.CloseDialog() return True When you accept the password input dialog, the entered password will be saved, if it's correct if it isn't as well. Don't worry about it, it will be reset if you entered wrong password. The next step is that to paste these new functions into the same class. def InitSafeboxPassword(self): self.lastPassword = "" def GetSafeboxPwd(self): return self.lastPassword As you can see, here is a function which will reset the entered password . With this, the file is done. Open interfaceModule.py and serach this line: ## Safebox then paste this function below: def InitSafeboxPassword(self): self.dlgPassword.InitSafeboxPassword() Then replace the AskSafeboxPassword and AskMallPassword functions with these: def AskSafeboxPassword(self): if self.wndSafebox.IsShow(): return if self.dlgPassword.IsShow(): self.dlgPassword.CloseDialog() return self.dlgPassword.SetSendMessage("/safebox_password ") if self.dlgPassword.GetSafeboxPwd() != "": self.dlgPassword.OnAccept() return self.dlgPassword.SetTitle(localeInfo.PASSWORD_TITLE) self.dlgPassword.ShowDialog() def AskMallPassword(self): if self.wndMall.IsShow(): return if self.dlgPassword.IsShow(): self.dlgPassword.CloseDialog() return self.dlgPassword.SetSendMessage("/mall_password ") if self.dlgPassword.GetSafeboxPwd() != "": self.dlgPassword.OnAccept() return self.dlgPassword.SetTitle(localeInfo.MALL_PASSWORD_TITLE) self.dlgPassword.ShowDialog() With these functions, if the last entered password is correct, the storages will open automatically with the last entered password. The file is done. Next, open your game.py and search this function: OnSafeBoxError and extend it with this line: self.interface.InitSafeboxPassword() So, as you can see this is the answer from the server to entered wrong password and this function will reset the last entered password as well . That's all, I hope you like it, and have fun. Edit.: Fix for change password. game/src/input_db.cpp void CInputDB::SafeboxChangePasswordAnswer(LPDESC d, const char* c_pData) { //[...] d->GetCharacter()->ChatPacket(CHAT_TYPE_COMMAND, "safebox_change_passwd %d", p->flag); // to the bottom of the function } client/UserInterface/PythonNetworkStreamCommand.cpp void CPythonNetworkStream::ServerCommand(char * c_szCommand) { // [...] const char * szCmd = TokenVector[0].c_str(); if (!strcmpi(szCmd, "quit")) { // [...] } else if (!strcmpi(szCmd, "BettingMoney")) { // [...] } //Add between the "else if" cases: else if (!strcmpi(szCmd, "safebox_change_passwd")) { if (2 != TokenVector.size()) { TraceError("CPythonNetworkStream::ServerCommand(c_szCommand=%s) - Strange Parameter Count : %d", c_szCommand, TokenVector.size()); return; } const int iFlag = atoi(TokenVector[1].c_str()); PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "RecvSafeboxPasswordChangeAnswer", Py_BuildValue("(i)", iFlag)); } else if (!strcmpi(szCmd, "gift")) { // [...] } // [...] } client/root/game.py # below of CommandCloseSafebox function add: def RecvSafeboxPasswordChangeAnswer(self, flag): self.interface.RecvSafeboxPasswordChangeAnswer(flag) client/root/interfaceModule.py # Below of CommandCloseSafebox function add: def RecvSafeboxPasswordChangeAnswer(self, flag): if flag: self.dlgPassword.SetSafeboxPwd(str(self.wndSafebox.dlgChangePassword.GetNewPasswordText())) client/root/uiSafeBox.py # change the OnAccept function of the PasswordDialog class with this: def OnAccept(self): if self.lastPassword == "" and "" != str(self.passwordValue.GetText()): self.lastPassword = str(self.passwordValue.GetText()) net.SendChatPacket(self.sendMessage + self.lastPassword) self.CloseDialog() return True # add this new function to the PasswordDialog class: def SetSafeboxPwd(self, pwd): self.lastPassword=pwd # add this line into the ChangePasswordDialog.__init__ function: self.__newPassword = "" # add this line into the ChangePasswordDialog.Open function: self.__newPassword = "" # add this function to the ChangePasswordDialog class: def GetNewPasswordText(self): return self.__newPassword # add the following line into the ChangePasswordDialog.OnAccept function (between the password check and the SendChatPacket): # return True self.__newPassword = newPasswordText #m2net.SendChatPacket("/safebox_change_password %s %s" % (oldPasswordText, newPasswordText)) Edit: fix of flooding: moving the saving method of the password from the OnAccept function to a separated one and calling it when the Safebox opens, this will be enough I guess. client/root/uiSafeBox.py # add the following function to the PasswordDialog class: def SavePassword(self): if self.lastPassword == "" and "" != str(self.passwordValue.GetText()): self.lastPassword = str(self.passwordValue.GetText()) # make the changes on the function in the PasswordDialog class def OnAccept(self): net.SendChatPacket(self.sendMessage + (self.lastPassword if self.lastPassword != "" else self.passwordValue.GetText())) self.CloseDialog() return True client/root/interfaceModule.py # add the following line into the beginning of the OpenSafeboxWindow and the OpenMallWindow function self.dlgPassword.SavePassword()
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  6. When you are changing attributes in your item for every-single attribute server sends update packet to client, which is up to 4 unnecessary packets per one change. You must agree this is pointless. If you use bonus switcher and, let's say, with 500ms delay for 7 items it is 5 * 7 * 2 update packets per second. Going lower with delay you will get absurd amount of those packets. Another issue is you are not able to read attributes, I mean, avarage human cannot. After digging in code I got rid of redundant packets and received smoother in-game experience This how it looks for 150ms switch delay: gif With my fix: gif Download: link
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  7. Hello. Example of a bad quest: That is absolutely obnoxious in my opinion, totally obnoxious. I'm here today to show you the simplest, cleanest and shortest way to deal with something like this: A quest which communicates with a simple library in order to get global notice and eventual drop from a boss/monster or metin kill, the quest is coded to work with bosses, but it's fully ampliable and 100% customizable to your likings. I release this in hope to see less quests like the one i put into a spoiler (no one should see that, it could spread terminal cancer). As always, the library is fully customizable. Each function contains a clear explanation of its structure and what it does. Have fun! Function Library File (.lua): [Hidden Content] Quest File: [Hidden Content] Download (To avoid IPS invisible characters) -> M2DL How do i use the library file? Make it load by dofile() in your questlib.lua or simply add what's inside it to the questlib.lua as it is. Why should i use it? First of all, as I said, it's fully customizable: you can just add new monsters to the main data array and the quest will handle them. Secondly, the library file contains the full boss and data arrays + documentation and yet it still is only 120 lines of code, the quest contains the checks and the notice/drop functions, nothing else, since the whole is completely managed by the library, small, yet full of functionalities.
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  8. ClientManagerBoot.cpp //search static const char * s_szQuery = "SELECT " "shop.vnum, " "shop.npc_vnum, " "shop_item.item_vnum, " "shop_item.count " "FROM shop LEFT JOIN shop_item " "ON shop.vnum = shop_item.shop_vnum ORDER BY shop.vnum, shop_item.item_vnum"; //replace or adapt: static const char * s_szQuery = "SELECT " "shop.vnum, " "shop.npc_vnum, " "shop_item.item_vnum, " "shop_item.count " "FROM shop LEFT JOIN shop_item " "ON shop.vnum = shop_item.shop_vnum ORDER BY shop.vnum, shop_item.id"; // shop_item.item_vnum - shop_item.id shop_item.sql SET NAMES utf8mb4; SET FOREIGN_KEY_CHECKS = 0; -- ---------------------------- -- Table structure for shop_item -- ---------------------------- DROP TABLE IF EXISTS `shop_item`; CREATE TABLE `shop_item` ( `id` int(10) UNSIGNED NOT NULL DEFAULT 1, `shop_vnum` int(11) NOT NULL DEFAULT 0, `item_vnum` int(11) NOT NULL DEFAULT 0, `count` tinyint(4) unsigned NOT NULL DEFAULT 1 ) ENGINE = MyISAM CHARACTER SET = latin1 COLLATE = latin1_swedish_ci ROW_FORMAT = Fixed; -- ---------------------------- -- Records of shop_item -- ---------------------------- INSERT INTO `shop_item` VALUES (1, 1, 1009, 1); INSERT INTO `shop_item` VALUES (2, 1, 297, 1); INSERT INTO `shop_item` VALUES (3, 1, 4049, 1); SET FOREIGN_KEY_CHECKS=1;
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  9. M2 Download Center Download Here ( Internal ) VT DOWNLOAD
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  10. Version of Files : Marty Sama 4.9 Hi / Hello, If I want to combine two bands e.g. ruler band (fine) 5% and another 5% I do not get 10% but only 5% does anyone know how to fix it? [Hidden Content]
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  11. Fix for changing default settings during the first run of the game and blocking settings lower than 800x600.
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  12. That was just an example, it's not a tutorial for that specific stuff. But put it in CPythonNetworkStream::RecvPointChange in the if (PointChange.Type == POINT_GOLD) condition.
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  13. GF v20.3.3 patch (Metin2 Download) Contents: Some re-exported, new mob models. Simple GUI for WorldBoss event, Flower event. Removed FindM event perhaps by mistake. New skill icon for wolfman(?) Probably soon the new skills are coming too. root+dump, locales+protos
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  14. This bug is practically caused by clientside Rewrite this: void CRaceMotionData::SetName(UINT eName) In RaceMotionData.cpp and bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst) + void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket) In ActorInstanceBattle.cpp Especially for those animations that are used in flying after external force and after damage-hit. https://metin2.download/picture/2RgNs1N831t4nv36JT1SOA8B0R2ViSeG/.gif After fix you are able to set free even from this: https://metin2.download/picture/hM8f8qTnimgg4n7yA1DRA5nN44zYCIxv/.gif
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  15. Bug-Fix for all others. Preview is now only on Items in Inventory UiToolTip-Fix.txt
    1 point
  16. M2 Download Center Download Here ( Internal ) Hey guyz, I didn't find it anywhere so coded a new one. 1. Upload the files to your site. 2. Change IP and DB login data in the PHP file 3. Upload your item_list.txt and icon folder next to the PHP file. (convert all tga to png with the converter attached) 4. Call the PHP file xy.php?name=charactername (you can use like an iframe for ranklist, whatevs) Here's a converter too: Put your icon folder next to the exe and execute it. It will convert all tga image to png without changing the folder construction.
    1 point
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