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Abel(Tiger)

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  1. Abel(Tiger)'s post in MALL window item's size bug was marked as the answer   
    For the mall the grid is placed on the db, check ClientManager.cpp bellow this line:
    CGrid grid(5, MAX(1, pi->pSafebox->bSize) * 9);
     

     
    Also try this (a common bug in metin2 source):
    In ClientManagerBoot.cpp search:
    sort(m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum()); And move it before the iterator is initialized like this:
    m_map_itemTableByVnum.clear(); // Now it's here sort(m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum()); itertype(m_vec_itemTable) it = m_vec_itemTable.begin(); while (it != m_vec_itemTable.end()) { TItemTable * item_table = &(*(it++)); sys_log(1, "ITEM: #%-5lu %-24s %-24s VAL: %ld %ld %ld %ld %ld %ld WEAR %lu ANTI %lu IMMUNE %lu REFINE %lu REFINE_SET %u MAGIC_PCT %u", item_table->dwVnum, item_table->szName, item_table->szLocaleName, item_table->alValues[0], item_table->alValues[1], item_table->alValues[2], item_table->alValues[3], item_table->alValues[4], item_table->alValues[5], item_table->dwWearFlags, item_table->dwAntiFlags, item_table->dwImmuneFlag, item_table->dwRefinedVnum, item_table->wRefineSet, item_table->bAlterToMagicItemPct); // Also you can insert these values after the sort but because we // already looping through the list of items once (for the syslog), it's better to // move the sort function above (the complexity is half this way) m_map_itemTableByVnum.insert(std::map<DWORD, TItemTable *>::value_type(item_table->dwVnum, item_table)); } // It was here return true;  
  2. Abel(Tiger)'s post in Written shop title in shop name? was marked as the answer   
    Take this: 
    This is the hidden content, please Sign In or Sign Up Compare the folders and copy the changes in your root source. PS: you might already have interface binded
  3. Abel(Tiger)'s post in Remove extra space when using command ingame was marked as the answer   
    It get's random stuff from the memory but because it's a gm command don't stress about it. But if you really want that gone try a lenght check:
    ACMD(do_notice) { if(strlen(argument) < 2) return; BroadcastNotice(argument + 1); }  
  4. Abel(Tiger)'s post in Make monsters and players die immediately was marked as the answer   
    Yeah, I see what you talking about. The Dead method is called so fast now and it removes the stun flag so the check for the skill is not working anymore.
    Try this: 
    // char_skill.cpp // Replace: if (!pkChrVictim->Damage(m_pkChr, iDam, dt) && !pkChrVictim->IsStun()) // With: if (!pkChrVictim->Damage(m_pkChr, iDam, dt) && !pkChrVictim->IsStun() && !pkChrVictim->IsDead())  
  5. Abel(Tiger)'s post in Error Db source offline shop was marked as the answer   
    #include "service.h" in tables.h
  6. Abel(Tiger)'s post in Block Enchant and Reinforce for weapons? was marked as the answer   
    The official servers already did that for begginers weapons with antiflag.
     
  7. Abel(Tiger)'s post in Offline Shop duplicate bug was marked as the answer   
    This bug is old =) Very old. 
    In :
    void COfflineShopManager::TakeItem(LPCHARACTER ch, BYTE bPos)
    Search:
    "FROM %soffline_shop_item WHERE owner_id = %u and pos = %d", get_table_postfix(), ch->GetPlayerID(), bPos);
    Replace with:
    "FROM %soffline_shop_item WHERE owner_id = %u and pos = %d and status = 1", get_table_postfix(), ch->GetPlayerID(), bPos);
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