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Found 204 results

  1. Hi there Devs, I successfully extended the maximum number of items in a stack, so I'd like to share it. Originally the type of the "count" variables are "BYTE", so the maximum number only 255. I changed this to "WORD" (unsigned short), so now its about 60k. client packet.h Search for this: typedef struct command_item_drop2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct command_item_move then replace this in the struct: BYTE num; To this: WORD num; Search for this: typedef struct SShopItemTable then replace this in the struct: BYTE count; to this: WORD count; Search for this: typedef struct packet_set_item2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct packet_update_item then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct SEquipmentItemSet replace this: BYTE count; to this: WORD count; PythonNetworkPhaseGame.cpp->RecvExchangePacket function Replace this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); To this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); and this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); to this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); pythonexchange.cpp: Replace this: BYTE CPythonExchange::GetItemCountFromTarget(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromTarget(BYTE pos) Then this: BYTE CPythonExchange::GetItemCountFromSelf(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromSelf(BYTE pos) And this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, WORD count) And then this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, WORD count) pythonexchange.h Replace this ones: BYTE GetItemCountFromTarget(BYTE pos); BYTE GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, BYTE count); void SetItemToSelf(DWORD pos, DWORD vnum, BYTE count); BYTE item_count[EXCHANGE_ITEM_MAX_NUM]; To this: WORD GetItemCountFromTarget(BYTE pos); WORD GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, WORD count); void SetItemToSelf(DWORD pos, DWORD vnum, WORD count); WORD item_count[EXCHANGE_ITEM_MAX_NUM]; PythonNetworkStreamPhaseGameItem.cpp Replace the whole function: bool CPythonNetworkStream::SendShopSellPacketNew With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; bool CPythonNetworkStream::SendShopSellPacketNew(BYTE bySlot, WORD byCount) { if (!__CanActMainInstance()) return true; TPacketCGShop PacketShop; PacketShop.header = HEADER_CG_SHOP; PacketShop.subheader = SHOP_SUBHEADER_CG_SELL2; TfckOFF second; second.byCount = byCount; second.bySlot = bySlot; if (!Send(sizeof(TPacketCGShop), &PacketShop)) { Tracef("SendShopSellPacket Error\n"); return false; } if (!Send(sizeof(TfckOFF), &second)) { Tracef("SendShopAddSellPacket Error\n"); return false; } /*if (!Send(sizeof(WORD), &byCount)) { Tracef("SendShopAddSellPacket Error\n"); return false; }*/ Tracef(" SendShopSellPacketNew(bySlot=%d, byCount=%u)\n", bySlot, byCount); return SendSequence(); } Then replace this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount) To this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount) pythonplayermodule.cpp Replace the whole function: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) With this: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) { switch (PyTuple_Size(poArgs)) { case 2: { int iSlotIndex; if (!PyTuple_GetInteger(poArgs, 0, &iSlotIndex)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 1, &wCount)) return Py_BuildException(); if (0 == wCount) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(TItemPos (INVENTORY, iSlotIndex), wCount); return Py_BuildNone(); } case 3: { TItemPos Cell; if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 2, &wCount)) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(Cell, wCount); return Py_BuildNone(); } default: return Py_BuildException(); } } PythonNetworkStreamModule.cpp Replace the following function: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) With this: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) { TItemPos Cell; TItemPos ChangeCell; int num; switch (PyTuple_Size(poArgs)) { case 3: if (!PyTuple_GetInteger(poArgs, 0, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 2, &num)) return Py_BuildException(); break; case 5: { if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetByte(poArgs, 2, &ChangeCell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 3, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 4, &num)) return Py_BuildException(); } break; default: return Py_BuildException(); } CPythonNetworkStream& rkNetStream=CPythonNetworkStream::Instance(); rkNetStream.SendItemMovePacket(Cell, ChangeCell, (WORD) num);//ez a sor az return Py_BuildNone(); } GameType.h Search for this: typedef struct packet_item Then replace this: BYTE count; With this: WORD count; Search for this: typedef struct packet_shop_item And edit this: BYTE count; to this: WORD count; AbstractPlayer.h Replace this: virtual void SetItemCount(TItemPos itemPos, BYTE byCount) = 0; With this: virtual void SetItemCount(TItemPos itemPos, WORD byCount) = 0; PythonPlayer.cpp Replace this: void CPythonPlayer::SetItemCount(TItemPos Cell, BYTE byCount) With this: void CPythonPlayer::SetItemCount(TItemPos Cell, WORD byCount) PythonPlayer.h Replace this: void SetItemCount(TItemPos Cell, BYTE byCount); With this: void SetItemCount(TItemPos Cell, WORD byCount); PythonNetworkStream.h And this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount); bool SendShopSellPacketNew(BYTE bySlot, BYTE byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num); With this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount); bool SendShopSellPacketNew(BYTE bySlot, WORD byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num); Now we are done with the client, you can build it now. server common/tables.h Search this: typedef struct SShopItemTable Then replace this: BYTE count; To this: WORD count; packet.h Search for this: typedef struct command_item_drop2 Then edit this: BYTE count; To this: WORD count; Then search this:: typedef struct command_item_move Replace this: BYTE count; With this: WORD count; Then search this: typedef struct packet_item_set Replace this: BYTE count; To this: WORD count; Search this: typedef struct packet_item_update Replace this: BYTE count; To this: WORD count; Search this: struct packet_shop_item Replace this: BYTE count; To this: WORD count; Search this: typedef struct pakcet_view_equip Then replace this: BYTE count; To this: WORD count; input_main.cpp Replace this whole function: int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) { TPacketCGShop * p = (TPacketCGShop *) data; if (uiBytes < sizeof(TPacketCGShop)) return -1; if (test_server) sys_log(0, "CInputMain::Shop() ==> SubHeader %d", p->subheader); const char * c_pData = data + sizeof(TPacketCGShop); uiBytes -= sizeof(TPacketCGShop); switch (p->subheader) { case SHOP_SUBHEADER_CG_END: sys_log(1, "INPUT: %s SHOP: END", ch->GetName()); CShopManager::instance().StopShopping(ch); return 0; case SHOP_SUBHEADER_CG_BUY: { if (uiBytes < sizeof(BYTE) + sizeof(BYTE)) return -1; BYTE bPos = *(c_pData + 1); sys_log(1, "INPUT: %s SHOP: BUY %d", ch->GetName(), bPos); CShopManager::instance().Buy(ch, bPos); return (sizeof(BYTE) + sizeof(BYTE)); } case SHOP_SUBHEADER_CG_SELL: { if (uiBytes < sizeof(BYTE)) return -1; BYTE pos = *c_pData; sys_log(0, "INPUT: %s SHOP: SELL", ch->GetName()); CShopManager::instance().Sell(ch, pos); return sizeof(BYTE); } case SHOP_SUBHEADER_CG_SELL2: { if (uiBytes < sizeof(TfckOFF)) return -1; TfckOFF*p2 = (TfckOFF*)c_pData; /*BYTE pos = *(c_pData++); WORD count = *(c_pData);*/ sys_log(0, "INPUT: %s SHOP: SELL2", ch->GetName()); CShopManager::instance().Sell(ch, p2->bySlot, p2->byCount); return sizeof(TfckOFF); } default: sys_err("CInputMain::Shop : Unknown subheader %d : %s", p->subheader, ch->GetName()); break; } return 0; } shop_manager.cpp Replace this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount) To this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, WORD bCount) shop.h Search this: typedef struct shop_item Replace this: BYTE count; To this: WORD count; shop_manager.h Replace this: void Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount=0); To this: void Sell(LPCHARACTER ch, BYTE bCell, WORD bCount=0); char_item.cpp Replace this: bool CHARACTER::DropItem(TItemPos Cell, BYTE bCount) To this: bool CHARACTER::DropItem(TItemPos Cell, WORD bCount) Then replace this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, BYTE count) To this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, WORD count) And replace this in this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); Then replace this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, BYTE bCount, int iRarePct, bool bMsg) To this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, WORD bCount, int iRarePct, bool bMsg) And replace this in this function: BYTE bCount2 = MIN(200 - item->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item->GetCount(), bCount); And replace this inside the PickupItem function: BYTE bCount = item->GetCount(); To this: WORD bCount = item->GetCount(); And this (still inside this function): BYTE bCount2 = MIN(200 - item2->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item2->GetCount(), bCount); item.cpp->DWORD CItem::GetCount() Replace this: return MIN(m_dwCount, 200); To this: return MIN(m_dwCount, ITEM_MAX_COUNT); safebox.cpp Replace this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, BYTE count) To this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, WORD count) Then replace this inside this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, (I changed this to 300, just for the test) char.h Replace this: bool DropItem(TItemPos Cell, BYTE bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, BYTE num); LPITEM AutoGiveItem(DWORD dwItemVnum, BYTE bCount=1, int iRarePct = -1, bool bMsg = true); To this: bool DropItem(TItemPos Cell, WORD bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, WORD num); LPITEM AutoGiveItem(DWORD dwItemVnum, WORD bCount=1, int iRarePct = -1, bool bMsg = true); safebox.h Replace this: bool MoveItem(BYTE bCell, BYTE bDestCell, BYTE count); To this: bool MoveItem(BYTE bCell, BYTE bDestCell, WORD count); oxevent.cpp Replace this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, BYTE count) To this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, WORD count) oxevent.h Replace this: bool GiveItemToAttender(DWORD dwItemVnum, BYTE count); With this: bool GiveItemToAttender(DWORD dwItemVnum, WORD count); Now we are done with the server, don't foget to build the db and the gamefile too! database We have to do 2 more things: Go to the player database, right click on the item table -> desing table, then edit the count column's type from tinyint to smallint and the lenght from 3 to 4. shop_item table->desing table: edit the count column's type from tinyint to smallint And we are done I also captured the "progress" like in my "Expand maximum level" topic, its about 40 minutes long again, its not necessary at all to watch it, but if you are interested about the progress, or you just bored and have 40-50 minute freetime, watch it, if you want Special thanks to TheSLZ for testing the edits. If you have any problem/remark/question, or you've just found a bug, feel free to tell/ask it here or in PM. Have a nice day, ~masodikbela
  2. Hi everyone. The time has come, and sorry for this late. What is this? Check the base version on this video: Necessary functions: It doesn't hurt to know: Need a bit of knowledge of programming, especially for implementing the python parts. You need to see the whole python core of metin2 how it works to understand what, why and how. Regarding to 1. and 2. this release is not for beginners. It has been tested on test and a live server too, small problems what appeared has been fixed. MouseWheel is not included, but public on the internet. Special thank to @masodikbela for testing and @Tatsumaru for the gui elements(wider tab buttons). Download PS.: If I missed something out from the guide feel free to let me know.
  3. Description : The mount will follow you. The bonuses is set from item_proto. https://i.gyazo.com/9dac9deaada344672a153f37575d0b13.mp4 https://i.gyazo.com/05713068360a55cbbe25db6761925030.mp4https://i.gyazo.com/de7397f26a0b7aeeb66e1b4ce4af5b0d.mp4 Code is based on default pet code from Ymir, i don't offer support for extra features, details, anyway easy for use. (Sorry for tutorial, not so perfect.) Download (Reupload): https://mega.nz/#!1FBggSLK!PD4TNZjBZ1oDwyQ5EjhvqWeyy2zGwDKaH9iUVbjVogw
  4. Hi there Devs, I would like to share my "little" system. If you aren't interested in the introduction/preview etc. and you just want to download it and put in to your server, just scroll down until the "[How-To] Set up" subtitle. The story Firstly let me tell this system's story. I've got an idea one year before, that it would be good if the players would be able to put their items into a "global" system where they could see the other player's items, and they could buy it for DC or gold (that time I worked with the latest vanilla core (not with the source)). Then in the following 8 days I made it (it took about 80-90 working hours). Originally the system was created for one of my friend's server. but this server has never started, and nobody used this system. After some mounts I've decided to publish it on the Hungarian forum, because it won't worth to work on it for long hours if nobody uses it and its just collecting dust on my computer. Then I've published it on the 2nd of December, 2014. After some time I've decided to translate it into English and I've got a new idea for a new feature. This feature was: the trade system (I will explain its working later). This idea inspired by one of the players (from a server where this system was able to use). He told me that it would be better if they could set the gold price via an item (what's value is very high). Then with more than 180 working hours (totally) behind my back I'm here. Overview [How-To] Set up Customizing the tradehouse Questions and Answers Notes changelog: 19th of August, 2015: I publicated the tradehouse here. my toDo list: add logging for the system (the released version don't log the actions in the tradehouse) Thanks for reading the topic, if you have any problem/remark feel free to ask it here or write me a PM. Have a good day!
  5. root/uiinventory.py Search x2 if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): Replace if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR, item.ITEM_TYPE_BELT): item_attribute.cpp in function int CItem::GetAttributeSetIndex() Search if (GetType() == ITEM_ARMOR) After whole function add else if (GetType() == ITEM_BELT) return ATTRIBUTE_SET_BELT; UPDATE: If you want table for item_attr mysql below: 1. Open length.h and search: ATTRIBUTE_SET_MAX_NUM and add before: ATTRIBUTE_SET_BELT, Like that: http://prntscr.com/kogvds 2. Open ClientManagerBoot.cpp and search: bool CClientManager::InitializeItemAttrTable() put here this: ", belt" Like that: http://prntscr.com/kogvzj Search ([!]Careful this line must be in bool CClientManager::InitializeItemAttrTable() ) str_to_number(t.bMaxLevelBySet[ATTRIBUTE_SET_EAR], data[col++]); and add after: str_to_number(t.bMaxLevelBySet[ATTRIBUTE_SET_BELT], data[col++]); Like that: http://prntscr.com/kogx6k If you want this for item_attr_rare table make the 2nd step but in function: bool CClientManager::InitializeItemRareTable() And make this new table (belt) on item_attr & item_attr_rare (if you did for item_attr_rare in ClientManagerBoot.cpp )
  6. Tab Targeting: Player has the possibility to select the nearest monster around the character by pressing the Tab key. NOTE: Players are not able to select NPCs, Metin Stones and players as target! Repository at GitHub: https://github.com/Vegas007/Metin2-Tab-Targeting-GF-v16.1 Copyright infringement:
  7. https://github.com/blackdragonx61/ShopExRenewal Anyway now you can sell shop items with sockets and attrs at shopex. New price types. New sorting options Every Item can have different price type. price_type: 1:Gold 2:Second Coin 3:Item 4:EXP sort: Asc,Desc,Vnum,Price,Name,Type
  8. Hi there devs, I made some new reload commands about 2 weeks ago and published a tutorial about it on our Hungarian forum (you may saw them in the samurai core) and today I had some time to make the translation. What can I reload now? refine_proto (this is the only one which is not mine, its @xP3NG3Rx's, and already public here, but I added it, because I think this package has to contain it ) command: /reload p shop_item table (npc's shops) command: /reload p item_attr && item_attr_rare table; command: /reload p etc_drop_item.txt, mob_drop_item.txt, special_item_group.txt; command: /reload drop group.txt, group_group.txt; command: /reload group regen.txt, npc.txt, boss.txt, stone.txt (only on the current map) command: /reload regen because of the new "reload regen" command, I had to write a new purge command that destroys all mobs, npcs, stones (and so on...) on the current map, so I added a new /p map command to the "/p" commands that are already exists (no, the "/p all" only destroys the mobs on the current sectree (current block)) also I had to create a new command that stops all the regens (and ofc. deletes them from the memory) on the current map, so I added a new "/free_regens" command (because why not ) Its only deletes the loaded regens, and prevents the mobs from respawning (its not necessary to use this before the /reload regen) Known bug Well its not a serious problem, but for some unknown reason, when I'm debugging the core on windows server (no, not debug mode, but vs 13's debugger) and I try to do /reload regen, the core starts to consume ~40% cpu, and doesn't want to do anything (so stops working, but doesn't crash). It has no affect on FreeBSD and release or debug mode (without visual studio's debugger) on windows. game/src cmd.cpp cmd_gm.cpp input_db.cpp shop_manager.cpp refine.cpp char_manager.cpp char_manager.h item_manager.h item_manager_read_tables.cpp mob_manager.h mob_manager.cpp char.cpp sectree_manager.cpp regen.h regen.cpp shop.h shop.cpp db/src ClientManager.cpp And finally let me wish you all good luck for the setup If you have further question(s), remark(s), or anything that you want to ask or suggest, feel free to post it here, or send it in PM. If you get error(s) please upload the affected (and edited) file to http://pastebin.com/ and link it in your post, to make my work easier and probably I will be able to help you only in one post, so please spare me from asking basic requests like "Could you upload...". Thank you Have a nice day, ~masodikbela
  9. https://github.com/blackdragonx61/Metin2-Level-Info It gives info messages when character level up. From 2018 locale/xx/settings.lua: -- level, msg, type (you can add multiple msg) add_level_info(2, "MSGGGG1", 8); --8 big notice add_level_info(2, "MSGGGG122", 2); --2 notice add_level_info(3, "MSGGGG122333", 1); --1 info
  10. Find in char_item.cpp: if (inv_item->GetSocket(0) == item->GetSocket(0) && inv_item->GetSocket(1) == item->GetSocket(1) && inv_item->GetSocket(2) == item->GetSocket(2) && inv_item->GetCount() < ITEM_MAX_COUNT) Change: if (inv_item->GetSocket(0) == item->GetSocket(0) && inv_item->GetSocket(1) == item->GetSocket(1) && inv_item->GetSocket(2) == item->GetSocket(2) && inv_item->GetCount() + item->GetCount() <= ITEM_MAX_COUNT)
  11. Since some piece of shit ''developer'' decided that it's ok to resell my system, here you go. https://github.com/Grimmjock/Systems-Metin2/blob/master/Battle_Pass.rar have fun.
  12. Hey there, I have an Halloween gift for you all. i have been working for a few hours on official like element image on target window(See screenshots below). When you click on a mob if it is defined as elemental, it will open an element image in addition to the target window. Don't forget to hit the like button! (C) Metin2 guild wars - coded by [GA]Ruin - 27/10/2017 (I create custom metin2 systems in c++/python. if you want a custom system send me a pm and we can talk over skype). Client files: element_image_client_files.rar Let's begin! Server Side: Open service.h, add in the end: #define ELEMENT_TARGET Open char.cpp, search for else { p.dwVID = 0; p.bHPPercent = 0; } add below: #ifdef ELEMENT_TARGET const int ELEMENT_BASE = 11; DWORD curElementBase = ELEMENT_BASE; DWORD raceFlag; if (m_pkChrTarget && m_pkChrTarget->IsMonster() && (raceFlag = m_pkChrTarget->GetMobTable().dwRaceFlag) >= RACE_FLAG_ATT_ELEC) { for (int i = RACE_FLAG_ATT_ELEC; i <= RACE_FLAG_ATT_DARK; i *= 2) { curElementBase++; int diff = raceFlag - i; if (abs(diff) <= 1024) break; } p.bElement = curElementBase - ELEMENT_BASE; } else { p.bElement = 0; } #endif open packet.h, search for: } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif Client side: open locale_inc.h, add in the end: #define ELEMENT_TARGET open packet.h, search for } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif open PythonNetworkPhaseGame.cpp, look for: else if (pInstPlayer->CanViewTargetHP(*pInstTarget)) replace below with the following: #ifdef ELEMENT_TARGET PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(iii)", TargetPacket.dwVID, TargetPacket.bHPPercent, TargetPacket.bElement)); #else PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(ii)", TargetPacket.dwVID, TargetPacket.bHPPercent)); #endif open PythonApplicationModule.cpp, look for #ifdef ENABLE_ENERGY_SYSTEM add above: #ifdef ELEMENT_TARGET PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 1); #else PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 0); #endif open game.py, look for def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() replace with: if app.ENABLE_VIEW_ELEMENT: def SetHPTargetBoard(self, vid, hpPercentage,bElement): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.SetElementImage(bElement) self.targetBoard.Show() else: def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() open uitarget.py, look for import background add below: if app.ENABLE_VIEW_ELEMENT: ELEMENT_IMAGE_DIC = {1: "elect", 2: "fire", 3: "ice", 4: "wind", 5: "earth", 6 : "dark"} look for: self.isShowButton = False add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside Destroy method, look for: self.__Initialize() add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside ResetTargetBoard method, look for: self.hpGauge.Hide() add below: if app.ENABLE_VIEW_ELEMENT and self.elementImage: self.elementImage = None look for : def SetElementImage(self,elementId): add above: if app.ENABLE_VIEW_ELEMENT: def SetElementImage(self,elementId): try: if elementId > 0 and elementId in ELEMENT_IMAGE_DIC.keys(): self.elementImage = ui.ImageBox() self.elementImage.SetParent(self.name) self.elementImage.SetPosition(-60,-12) self.elementImage.LoadImage("d:/ymir work/ui/game/12zi/element/%s.sub" % (ELEMENT_IMAGE_DIC[elementId])) self.elementImage.Show() except: pass Compile server, client source and root pack and that's it! Enjoy! Happy halloween! element_image_client_files.rar
  13. Hi guys, It's maybe released somewhere else, but i ran into this with 300-400 player on my server and one of them injected a little python script which invites mobs or npcs into guild and party or forces guild skills on mobs or npcs. If that happens the core will crash since there is no checks for that. input_main.cpp Find in case GUILD_SUBHEADER_CG_ADD_MEMBER:: if (!ch->IsPC()) Replace: if (!ch->IsPC() || !newmember->IsPC()) Find in CInputMain::PartyUseSkill: if (pch) ch->GetParty()->SummonToLeader(pch->GetPlayerID()); Replace: if (pch) { if (pch->IsPC()) ch->GetParty()->SummonToLeader(pch->GetPlayerID()); } Add at the beginning of the CInputMain::PartyInvite function: if (!ch) return; In the same function find: if (!pInvitee || !ch->GetDesc() || !pInvitee->GetDesc()) Replace: if (!pInvitee || !ch->GetDesc() || !pInvitee->GetDesc() || !pInvitee->IsPC() || !ch->IsPC()) Add at the beginning of the CInputMain::PartyInviteAnswer function: if (!ch) return; In the same function find: if (!pInviter) Replace: if (!pInviter || !pInviter->IsPC()) Have a nice day!
  14. https://github.com/blackdragonx61/Refresh-Money-With-Sleep You can change sleep time.
  15. Hello friends, While I was adjusting my skills and doing some updates to them, I encoutered a funny bug I had never noticed. I asked my friends and tried some servers and they either had this bug or they had it "fixed" already. I didn't try the official but they surely patched it in 17.5NB. You will see that when you use this skill, two things can happen based on your server: Your character will walk toward the ennemy and launch the skill. The skill will hit the target but nothing will happen. No processing, no damage, no aggro, simply nothing. The skill will be effective only at point blank range. Screencap below. You will launch the skill as long as you have an attackable opponent targeted. That's the "fix" I talked about, which is more like a workaroundNB. Preview of the bug: https://i.gyazo.com/187830323bb0cea016e5816b218b03f0.mp4 (Thanks @Veltor88) This is an easy fix that probably anyone can come up with, but I would like to share it with you, let's make the game better for everyone. Open Server/char_battle.cpp and search for the following case in class CFuncShoot: case SKILL_YONGBI: { m_me->OnMove(true); } break; Delete the case. It simply makes you move to the target, launch the skill and that's it. Probably an unfinished piece of code that made it's way to the final game. Search for (in the same class): case SKILL_TUSOK: case SKILL_BIPABU: case SKILL_NOEJEON: case SKILL_GEOMPUNG: case SKILL_SANGONG: case SKILL_MAHWAN: case SKILL_PABEOB: And extend the check with: case SKILL_YONGBI: //Fix for Shooting Dragon Now your character will walk to the ennemy, launch the skill and deal damages as well as triggering the aggro and stuff like that. NB: The bug highlighted in the screecap was made and reproduced on the latest official client (as of February the 20th). A matching 17.5 skilltable (client->server) was also running at that time. The "work-around" I mentioned is surely happening if you have skill datas prior to the patch 17.5 as it was probably how the skill was back then and how it was intended to work. It might seem odd anyway and you might want to fix it. Also, you may encounter a "double-triggering" bug when launching the skill at point black. For those two cases, I forward you to this great post, giving you a fix. I don't know if I have this bug (and will provide you with all the necessary files if I happen to have it). I didn't do any checks on the clientside as I was simply trusting Ymir and using latest (supposedly working and tested) skill datas both serverside and clientside. Enjoy!
  16. Today i release a code which you can walk through safezone without block Client Source: GameLib ActorInstance.h // Search for: BOOL TestPhysicsBlendingCollision(CActorInstance & rVictim); // Add under: // #ifdef ENABLE_SAFEZONE_STOP_COLLISION BOOL IsInSafe(CActorInstance & ptr); // #endif ActorInstanceCollisionDetection.cpp // Search for: BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim) // Add before: // #ifdef ENABLE_SAFEZONE_STOP_COLLISION #include "../UserInterface/PythonBackground.h" BOOL CActorInstance::IsInSafe(CActorInstance & ptr) { const TPixelPosition& c_rkPPosCur = ptr.NEW_GetCurPixelPositionRef(); if (CPythonBackground::Instance().isAttrOn(c_rkPPosCur.x, c_rkPPosCur.y, (1 << 2))) return true; return false; } // #endif // On CActorInstance::TestActorCollision // Search for: if (rVictim.IsDead()) return false; // Add under: // #ifdef ENABLE_SAFEZONE_STOP_COLLISION if (IsInSafe(rVictim)) return false; // #endif Enjoy.
  17. Hello , this is one of my first systems that i made for my pvp server 1-2 years ago and since then i was using it and it has no problems. I'm not a system's developer i only made things for my servers and this one i want to share with you. https://mega.nz/#!esBDGQRL!CJof_zrdIkYvMmEsyZPhRG5AIFJ4U-TLGB4dWighQdE
  18. Find in ClientManager.cpp(x2): pkPeer->EncodeHeader(HEADER_DG_SAFEBOX_WRONG_PASSWORD, dwHandle, 0); Add(x2): delete pSafebox;
  19. PythonApplication.cpp if (m_isMinimizedWnd) { canRender = false; } change to: if (m_isMinimizedWnd) { canRender = true; } thats it. tested and works. If already public, sorry!
  20. safebox.cpp Find: if (pkOldGrid) m_pkGrid = M2_NEW CGrid(pkOldGrid, 5, m_iSize); else m_pkGrid = M2_NEW CGrid(5, m_iSize); Change: if (pkOldGrid) { m_pkGrid = M2_NEW CGrid(pkOldGrid, 5, m_iSize); delete pkOldGrid; } else m_pkGrid = M2_NEW CGrid(5, m_iSize);
  21. Hello guys, While trying things on my server, I stumbled accross a weird core-downer. It is really simple but I say "weird" because in litteraly 10 years it has never happened to me nor anyone I know. It probably gets triggered by a malfunctioning quest I had taken from 2012 and forgot to remove (quests were not my concern at the time). I didn't want to only remove the quest but instead I decided to fix the coredowner. It happens because the game is not expected to trigger the function get_leader_vid() without a party. However, there is no check at all if it somehow did and on my server it randomly got triggered without a party and the core simply crashed. So instead of digging further, I thus added a check to avoid the core to crash. Please note that my sources were vanilla at that time. Well, head to questlua_npc.cpp and find the function "npc_get_leader_vid". It should normally look like this: //Function "npc_get_leader_vid" { CQuestManager& q = CQuestManager::instance(); LPCHARACTER npc = q.GetCurrentNPCCharacterPtr(); LPPARTY party = npc->GetParty(); LPCHARACTER leader = party->GetLeader(); if (leader) lua_pushnumber(L, leader->GetVID()); else lua_pushnumber(L, 0); return 1; } Then simply check if "party" exists or not; it should look like this: //The same function should now look like this { CQuestManager& q = CQuestManager::instance(); LPCHARACTER npc = q.GetCurrentNPCCharacterPtr(); LPPARTY party = npc->GetParty(); if (!party) { sys_err("npc_get_leader_vid: Function triggered without party"); return 1; } LPCHARACTER leader = party->GetLeader(); if (leader) lua_pushnumber(L, leader->GetVID()); else lua_pushnumber(L, 0); return 1; } Here you are, note that the coredowner is rare, but it can happen so it's better to avoid it.
  22. https://github.com/blackdragonx61/Metin2-Official-Block-System
  23. https://github.com/blackdragonx61/Metin2-Hide-Objects
  24. https://github.com/blackdragonx61/Metin2-Sort-Inventory-Items/tree/master/V2
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