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iCoredump

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Everything posted by iCoredump

  1. M2 Download Center Download Here ( Internal ) Hi everyone, here is the new patch from Metin2 DE, worldcup costumes unpacked. Kind regards iCoredump Metin2DEPatches - 10.06. WC-Costumes.rar
  2. the music from the snow dungeon video [Hidden Content] [Hidden Content]
  3. you make skilldamage with the c++ part, like DE i don't know, sry
  4. Serverside attr and more are uploaded what should missing there?
  5. New download link is online: [Hidden Content]
  6. M2 Download Center Download Here ( Internal ) Hi everyone, here is the new patch from Metin2 DE, Snow Dungeon unpacked. Kind regards iCoredump 1. Metin2DE_Clientside - 20.05. Snow Dungeon 2. Metin2DE_Serverside - 24.05. Snow Dungeon
  7. Hi guys, when i aktiv the skill rage, i have gdf and rage aktiv WTF? I dont know why, can someone help me pls?
  8. iCoredump

    Granny 2.8

    Convert fail, try it again. forget that with msm
  9. iCoredump

    Granny 2.8

    Convert fail, try it again. Granny can not finde the bone! (AttachingBoneName "Bip01")
  10. Thank you guys, in the future I will do more releases
  11. Thanks for your feedback Shichirojii, Mehti and I hope the other people on metin2dev can use too.
  12. Hi everyone, In this thread I will show you how to add new armor effects to the binary. Open InstanceBase.cpp and search for this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Ưȭ ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Replace with this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Ưȭ ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); // color armors [blue shining] - DEFAULT if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer vnum >= 12040 && vnum <= 12049) //Kleidung des Drachen { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining } //Beginning NEW ARMOR - [New Effect] - NEW ARMOR if (vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID?) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect } //End NEW ARMOR - [New Effect] - NEW ARMOR } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Open InstanceBase.h and search for this: EFFECT_BODYARMOR_SPECIAL, EFFECT_BODYARMOR_SPECIAL2, Add the new lines with the new effects name and go over with the mouse to see the position of the effect in the enum. Example: EFFECT_BODYARMOR_SPECIAL = 19 EFFECT_BODYARMOR_SPECIAL2 = 20 EFFECT_BODYARMOR_NEW_SPECIAL1 = 21 EFFECT_BODYARMOR_NEW_SPECIAL2 = 22 Open the playersettingmodule.py and add the new effects chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new2.mse") After you did it pack the root.epk/eix and compile the binary.
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