One possible problem is, transmutated weapon is not copied to the newly created item. Take a look at function called RefineWithScroll (or something similar) in char_item.cpp and add the missing part.
Hello everybody,
So I'm getting back to a game i loved and i wanna customise a server, but I really get lost on it all, what I'm asking is for a little bump, a little success from which i can build upon.
I'm pretty good with python/OOP which I saw is client side, in the packages, but i got no idea how to create a server side function(C++ Embbedes python) that passes a value to the client, and actually display the value in the client (reveiced by the client, and displayed by ther UI) so basically, i need the "hello world" of metin2 that would look like this:
Given:
Hello community.
I have a problem with absorb on acce system.
If you see this image below, they player gets only the first bonus of the sash item (on the image is Defense) . It doesnt read the rest 3 bonuses.
Any ideas?
http://epvpimg.com/kj1geab
Hi community,
How can i make in c++ system, when i kill a monster / boss, you get a reward for it?
(But only the one who killed in other words, the one who did last hit.)
I tried some stuff, but nothing works like i want.
If someone can help please i appreciate.
Hi, this syslog is the basicly heart beat of the db.I think this syslog useless, if you dont want to see this ;
Open db/src/ClientManager.cpp
Find ;
else
{
pt_log ("[%9d] return %d/%d/%d/%d async %d/%d/%d%/%d",
thecore_heart->pulse,
CDBManager::instance().CountReturnQuery (SQL_PLAYER),
CDBManager::instance().CountReturnResult (SQL_PLAYER),
CDBManager::instance().CountReturnQueryFinished (SQL_PLAYER),
CDBManager::instance().CountReturnCopiedQuery (SQL_PLAYER),
CDBManager::instance().CountAsyncQuery (SQL_PLAYER),