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About Metin2Place

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  • Birthday February 17


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  1. Where can I find the model of every characters?
  2. Metin2Place

    Summer Kingdoms

    Download link?
  3. I have your errors too. From where do you have those libs?
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  6. I implemented this offline shop https://www.dosyaupload.com/il8H. At first If i hide them and clicked on a position where they are, the shop will open. I made this change in PythonPlayerInput.cpp void CPythonPlayer::__OnClickActor(CInstanceBase& rkInstMain, DWORD dwPickedActorID, bool isAuto): if (rkInstVictim.IsNPC()) { #ifdef ENABLE_HIDE_SHOPS if ((rkInstVictim.GetRace() == 30000 || rkInstVictim.GetRace() == 30001) && CPythonSystem::Instance().IsHideShops()) return; #endif __SendClickActorPacket(rkInstVictim); } Now only if I click it quickly near me and they are shops, they will open. So it partially fix the problem. Anyone know how to fully fix it?
  7. In PythonPlayerInput.cpp void CPythonPlayer::__OnClickActor(CInstanceBase& rkInstMain, DWORD dwPickedActorID, bool isAuto) you must replace if (rkInstVictim.IsNPC()) { __SendClickActorPacket(rkInstVictim); } with if (rkInstVictim.IsNPC()) { #ifdef ENABLE_HIDE_SHOPS if (rkInstVictim.GetRace() == 30000 && CPythonSystem::Instance().IsHideShops()) return; #endif __SendClickActorPacket(rkInstVictim); }
  8. Error LNK2001 unresolved external symbol "public: bool __thiscall CMapOutdoor::IsVisiblePart(int)" (?IsVisiblePart@CMapOutdoor@@QAE_NH@Z) UserInterface
  9. Hello, in the equipment viewer the weapon costume shows in the wrong slot. How can I make it show where it's suppose to be? http://prntscr.com/raemsw
  10. Or if someone show me how to make the seals unequip when die and add the bonuses in item_proto.
  11. I don't think it does. int pc_mount_bonus(lua_State* L) { BYTE applyOn = static_cast<BYTE>(lua_tonumber(L, 1)); long value = static_cast<long>(lua_tonumber(L, 2)); long duration = static_cast<long>(lua_tonumber(L, 3)); LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if( NULL != ch ) { ch->RemoveAffect(AFFECT_MOUNT_BONUS); ch->AddAffect(AFFECT_MOUNT_BONUS, aApplyInfo[applyOn].bPointType, value, AFF_NONE, duration, 0, false); } return 0; }
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