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About Cunoo

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  • Birthday January 1


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  1. Where is old metin if anyone need this system.. So lazy one more click for more fun..
  2. Hi, Does anyone idea how to create socket in shield, helm and boots just like stones (armor/weapon) or jewels (necklace, earrings, bracelet) ? Edit: Solved by yourself! - https://ctrlv.cz/4q8C
  3. Cool! Thats I want just how to declare subtype in uitooltip
  4. Anyone know how to block description for ARROW? Because in code is declared: item.GetItemType() == item.ITEM_TYPE_WEAPON Its a bug because arrow with bonuses is impossible..
  5. UTF8? For Czech?! xd Try use brain... Use charset windows1250 (Central European) and save as charset no instadead save.. Edit: CZ - UTF8 neumí diakritiku je to mezinárodní univerzal.. Musíš použít charset co jsem ti napsal a před zápisem prvně otevři locale_string.txt - já používám sublime místo notepadu.. V něm dej reopen with encoding.. Dej windows1250.. Zapiš si vše co chceš a pak to s tím ulož..
  6. Why? Just repair item_list.txt... Client is not trash can..
  7. Hi, Today I add new bonuses in character status, but I dont know how to add texts.. Whats I know: 1. 2D - windows.dds 2. Python - characterwindow.py Problem is I dont know what I must search and where is .sub file.. Can anyone help me? Here is screenshot what I need: https://ctrlv.cz/asLN Thanks!
  8. I mean OVH works with gameforge.. Try google on net.. Its full of this..
  9. affect.add_collect affect.remove_collect You can use this.. Its so ugly but works. Edit: If you want quest whats work.. 20lv - 3 40lv - 5 60lv - 10 80lv - 12 100lv - 20 3+5+10+12+20 = 50 at 100lv.. I mean this is better than after 20lv´s receive 10.. This is better balanced for actual lv.. quest human begin state start begin when login or levelup with pc.get_level() >= 20 begin affect.add_collect(apply.ATTBONUS_HUMAN, 3, 60*60*24*365*60) set_state(lv40) end end state lv40 begin when login or levelup with pc.get_level() >= 40 begin affect.add_collect(apply.ATTBONUS_HUMAN, 5, 60*60*24*365*60) set_state(lv60) end end state lv60 begin when login or levelup with pc.get_level() >= 60 begin affect.add_collect(apply.ATTBONUS_HUMAN, 10, 60*60*24*365*60) set_state(lv80) end end state lv80 begin when login or levelup with pc.get_level() >= 80 begin affect.add_collect(apply.ATTBONUS_HUMAN, 12, 60*60*24*365*60) set_state(lv100) end end state lv100 begin when login or levelup with pc.get_level() >= 100 begin affect.add_collect(apply.ATTBONUS_HUMAN, 20, 60*60*24*365*60) set_state(__COMPLETE__) end end state __COMPLETE__ begin end end
  10. Hi guys, I have little problem with my client.. So sounds works good (character, hitbox, monter, etc.. just sounds) but music dont play.. I mean .mp3.. List is ok, BGM folder is ok, miles folder is ok.. I can see ingame music in BGM folder, I can play music, but without volume.. And yes volume is on max... Did anyone have a similar problem or tip where is problem? Syserr is clean and I dont know how long I have this problem.. But I never changed anything.. Binary is packed by enigma but without miles folder.. Thanks for tips..
  11. Anyone has solution how to fix it? I want minimalize filter like classic mobs.. https://ctrlv.cz/mPoW Thanks! Edit: Fix by yourself.. This: // Metin STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_METIN)); aIterator = m_MetinPositionVector.begin(); while (aIterator != m_MetinPositionVector.end()) { TMarkPosition & rPosition = *aIterator; m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY); m_WhiteMark.Render(); ++aIterator; } Not under this: // NPC STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC)); aIterator = m_NPCPositionVector.begin(); while (aIterator != m_NPCPositionVector.end()) { TMarkPosition & rPosition = *aIterator; m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY); m_WhiteMark.Render(); ++aIterator; } But under this: // Monster STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_MOB));//m_MarkTypeToColorMap[TYPE_MONSTER]); aIterator = m_MonsterPositionVector.begin(); while (aIterator != m_MonsterPositionVector.end()) { TMarkPosition & rPosition = *aIterator; m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY); m_WhiteMark.Render(); ++aIterator; }
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