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Empire

Found 422 results

  1. I am selling a few of my systems here. More will be added from time to time. HWID Bansystem: Captcha System: Item Preview System: PayPal Cash-In Script: mob.get_level() Function with Quest: spawn_mob_in_map() Function with Quest: Refine Choose System Pickup System: Donate via E-Mail: Guildwar Limit System: Exp to long long: GM Restriction System: Better Trade Logs: Payment via PayPal, BTC (-10%) or Amazon Giftcards If you are interested, you can contact me here in the forum.
  2. Hey everyone! I want to ask you about how can i do the polymorph to an effekt like on the picture, and when i move the cursor to it it show how many time left from the polymorph. Thanks any replies. Greetings: Pr0HunT
  3. This item type is the new type from official servers used for battle boxes and recently for boss chest and fish event boxes. You can open boxes few times (set in item_proto). 1. You can use macro ENABLE_BATTLE_FIELD because was added with battle zone. 2. Number of openings is in item_proto -> LimitValue1 (Like official) Let's start: Server Source Part: #db\src\ProtoReader.cpp (same steps in ItemCSVReader.cpp) //Search: "ITEM_BELT", //Add after: "ITEM_GACHA" //Search: in array string* arSubType 0, //34 //Add after: 0, //37 //Search: in array int arNumberOfSubtype 0, //34 //Add after: 0, //37 #common\item_length.h //Search: ITEM_BELT, //Add after: ITEM_GACHA, #game\src\item_manager.cpp //Search: if (id == 0) //Add before: (be careful , before) if(item->GetType() == ITEM_GACHA) item->SetSocket(0, item->GetLimitValue(1)); #game\src\char_item.cpp //Search: (CHARACTER::UseItemEx) case ITEM_EXTRACT: ... break; //Add after: case ITEM_GACHA: { DWORD dwBoxVnum = item->GetVnum(); std::vector <DWORD> dwVnums; std::vector <DWORD> dwCounts; std::vector <LPITEM> item_gets(0); int count = 0; if (GiveItemFromSpecialItemGroup(dwBoxVnum, dwVnums, dwCounts, item_gets, count)) { if(item->GetSocket(0) > 1) item->SetSocket(0, item->GetSocket(0) - 1); else ITEM_MANAGER::instance().RemoveItem(item, "REMOVE (ITEM_GACHA)"); } } break; Client Source Part: #GameLib\ItemData.h //Search: ITEM_TYPE_BELT, //Add after: ITEM_TYPE_GACHA, #UserInterface\PythonItemModule.cpp //Search: PyModule_AddIntConstant(poModule, "ITEM_TYPE_BELT", CItemData::ITEM_TYPE_BELT); //Add after: PyModule_AddIntConstant(poModule, "ITEM_TYPE_GACHA", CItemData::ITEM_TYPE_GACHA); Client root part: #root\uitooltip.py #Search: elif item.ITEM_TYPE_FISH == itemType: if 0 != metinSlot: self.__AppendFishInfo(metinSlot[0]) #Add after: ### Gacha = Battle Shop Chest ### elif item.ITEM_TYPE_GACHA == itemType: if 0 != metinSlot: if self.isShopItem: restUsableCount = int(item.GetLimit(1)[1]) else: restUsableCount = int(metinSlot[0]) self.AppendSpace(5) self.AppendTextLine(localeInfo.TOOLTIP_REST_USABLE_COUNT % (restUsableCount), grp.GenerateColor(0.5, 1.0, 0.3, 1.0)) Client locale part: #locale_game.txt #Add: TOOLTIP_REST_USABLE_COUNT Left: %d Server Item_proto example: 25111 fish 보상상자 ITEM_GACHA 0 1 NONE NONE NONE NONE 0 0 0 0 0 LIMIT_NONE 0 LIMIT_NONE 1 APPLY_NONE 0 APPLY_NONE 0 APPLY_NONE 0 0 0 0 0 0 0 0 0 0 12 25112 fish 보상상자 ITEM_GACHA 0 1 NONE NONE NONE NONE 0 0 0 0 0 LIMIT_NONE 0 LIMIT_NONE 2 APPLY_NONE 0 APPLY_NONE 0 APPLY_NONE 0 0 0 0 0 0 0 0 0 0 12 25113 fish 보상상자 ITEM_GACHA 0 1 NONE NONE NONE NONE 0 0 0 0 0 LIMIT_NONE 0 LIMIT_NONE 3 APPLY_NONE 0 APPLY_NONE 0 APPLY_NONE 0 0 0 0 0 0 0 0 0 0 12
  4. Hi, folks! With this guide you will be able to combine textlines with images, like rubinum does. Usage is simple: emojiTextLine.SetText("|Eemoji/key_ctrl|e + |Eemoji/key_x|e + |Eemoji/key_rclick|e - Direct sell") The files are located in the icon pack, so basically the code will load from icon/{GIVEN_PATH}.tga - in the sample the path for the X is: icon/emoji/key_x.tga Here are the images from rubinum client:  Howto: Have fun Sorry for arab players , for sure they have also developers, so let's go guys, finish it If you have problem, maybe I made a mistake in the guide of missed out something, just leave a comment below. PS.: Sometimes the code tag of the board puts an extra invisible character mostly the end of the lines, if your IDE cries for syntax error, but it seems correct, check that part of the file with notepad++, it will show a ?(question mark) where the problem is.
  5. Description: When you craft a item the bonuses from the old item will be transferred(saved). ### Cube.cpp //Search : this->gold = 0; //Add after : #ifdef ENABLE_CUBE_RENEWAL this->allowCopyAttr = false; #endif //Search: else TOKEN("gold") { cube_data->gold = value1; } //Add after : #ifdef ENABLE_CUBE_RENEWAL else TOKEN("allow_copy") { cube_data->allowCopyAttr = (value1 == 1 ? true : false); } #endif //Search in : bool Cube_make (LPCHARACTER ch) LPITEM new_item; Add after : #ifdef ENABLE_CUBE_RENEWAL DWORD copyAttr[ITEM_ATTRIBUTE_MAX_NUM][2]; #endif //Search : CUBE_VALUE *reward_value = cube_proto->reward_value(); //Add after: #ifdef ENABLE_CUBE_RENEWAL for (int i=0; i<CUBE_MAX_NUM; ++i) { if (NULL==items[i]) continue; if (items[i]->GetType() == ITEM_WEAPON || items[i]->GetType() == ITEM_ARMOR) { bool hasElement = false; for (int j = 0; j < cube_proto->item.size(); ++j) { if(cube_proto->item[j].vnum == items[i]->GetVnum()) { hasElement = true; break; } } if(hasElement == false) continue; for (int a = 0; a < ITEM_ATTRIBUTE_MAX_NUM; a++) { copyAttr[a][0] = items[i]->GetAttributeType(a); copyAttr[a][1] = items[i]->GetAttributeValue(a); } break; } continue; } #endif //Search: new_item = ch->AutoGiveItem(reward_value->vnum, reward_value->count); //Add after: #ifdef ENABLE_CUBE_RENEWAL if (cube_proto->allowCopyAttr == true && copyAttr != NULL) { new_item->ClearAttribute(); for (int a = 0; a < ITEM_ATTRIBUTE_MAX_NUM; a++) { new_item->SetForceAttribute(a, copyAttr[a][0], copyAttr[a][1]); } } #endif ###cube.h //Search in : struct CUBE_DATA int percent; unsigned int gold; //Add after : #ifdef ENABLE_CUBE_RENEWAL bool allowCopyAttr; #endif ###service.h /Add: #define ENABLE_CUBE_RENEWAL Example in cube.txt section npc 20378 item 11299 1 item 30509 10 item 30516 10 item 30514 10 allow_copy 1 reward 20000 1 gold 100000 percent 60 end
  6. Hello devs! I am trying to set the elemental bonuses on all mobs (only the defence against certain monsters). So, for setaou i have DEVIL,ATT_ELEC which is fine so far, but the bonus against lightning does absolutely nothing on their damage, strong against arrows still required by them. And my question is: How the hell is this thing working after all? I see nothing about arrows in mob proto or source code for setaou monsters. Does any of you share the same problem with me? Best regards, Cara Mark as solved / closed please. I found the solution for it.
  7. Hello. Demo: Mega.nz
  8. Hello togehter, today i want to share a small, but in my opinion, usefull security upgrade for your player password-hashes. The current default hash, which is used by the most of you (some exeptions might be out there) is the MD5 Hash. This hash might be not the best choice for hashing passwords in this modern days. This is why i thought about something to change there. And my solution for this is Argon2. This Method had won the Password Hashing Competition and this is why i had choosen this over bcrypt or scrypt. This tutorial isn't a 100% beginner firendly guide! Just follow my instructions if you got a little bit of c++ knowledge and know how to work with the source! Create the libargon2 Change the hash inner the game-core source (DEFAULT PASSWORD() MYSQL FUNC TUTORIAL) For now you just need to edit the account.account table and set the size for the password to 128 (Why 128? Db.h EArgon2::HASH_LENGTH = 64. 64 * 2 = 128) And you need to replace your hashes with the argon2 once. For this follow the link to the generation: https://argon2.online Example config for the tutorial setup: Have fun
  9. Hi, Here i publish my edit of the public Render Target System. I hate it, when people earn money with public systems. https://mega.nz/file/TREH0KQD#3wx1zo5pSxLPQ0tmU41cJjpGzuKsN3bLBKQCawBv250 Original Thread https://metin2.dev/board/index.php?/topic/20550-rlsrendertarget/&tab=comments#comment-111384 https://gyazo.com/f1529844682e872a6c580c27b2daa289 have a look at my comments at UiToolTip.py Bug Fix: UiToolTip-Fix.txt
  10. Hey guys, Today I'm releasing a tutorial for Boss Effect Over Head. Download link: Pastebin tutorial (only): Picture of system: Special thanks to: @Syreldar @M.Sorin for some functions which I used in the tutorial. I believe someone will use it Have a nice day/night! Sincerely, ReFresh
  11. https://github.com/blackdragonx61/Metin2-Skill-CoolTime-Update Based idea: https://puu.sh/FMqJb/715b86e1b3.png https://streamable.com/1g6nz7 You can add control for specific skill ids ----------- Not tested very well. Let me know, if you found a bug.
  12. Cheque system full ~ like official The tutorial was remade and uploaded to github Monetary unit: Won - Not compatible with long long gold - Max won 999 (like official) - Added support for OfflineShop(great) Download: https://github.com/WLsj24/Cheque-System Best regards.
  13. https://github.com/blackdragonx61/Metin2-Sort-Inventory-Items/tree/master/V2
  14. Hello M2Dev, Battle Pass (9.06.2019) Description: (Click) Lucky Box - My version inspired from official servers 19.1 Update. (9.06.2019) Description: (Click) CONTACT: ● DISCORD: ZeNu#9145 ● SKYPE: devil.devil997 ● Private Message
  15. 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.
  16. Hello, today is MCSP release date. Have fun. Some notes, if you like to implement new algorithms: Open CryptAlgorithms.h and define a new class with new stuff, like I did with LZO and Snappy. Make sure to modify Crypt.h "enum class CryptationTypes" https://mega.nz/file/oltVHIpT#y6btwI2QOLrmajnjHsmhrFZ42Q_qHFh7gbA5e4-OwEs Oh btw, you need to add Snappy in your Extern. How you may ask? Download https://github.com/google/snappy Install https://cmake.org/download/ Use cmake-gui to generate stuff, open snappy.sln and build it in release. Copy the .h files inside a newly created "snappy" folder in Extern/iniclude Go to (cmake build folder)/Release and copy your snappy.lib into Extern/lib Ready! **UPDATE:** I forgot a part on Locale_inc.h / GameLibDefines.h // -- Proto configuration #define PROTO_CRYPTATION_TYPE_AUTODETECT 0 // Macro for definition autodetect of proto #define PROTO_CRYPTATION_TYPE_LZO 1 // Macro for definition of LZO protos #define PROTO_CRYPTATION_TYPE_SNAPPY 2 // Macro for definition of Snappy protos #define PROTO_CRYPTATION_TYPE PROTO_CRYPTATION_TYPE_AUTODETECT // Define behaviour of the proto cryptation (Default: Autodetect) This allows you to define the behavour of the proto cryptation type! Just change the define PROTO_CRYPTATION_TYPE With the behavour you want. **UPDATE2:** Inside EterPack.h make sure your EEterPackTypes enum is like this enum EEterPackTypes { DBNAME_MAX_LEN = 255, FILENAME_MAX_LEN = 160, FREE_INDEX_BLOCK_SIZE = 32768, FREE_INDEX_MAX_SIZE = 512, DATA_BLOCK_SIZE = 256, COMPRESSED_TYPE_NONE = 0, COMPRESSED_TYPE_COMPRESS = 1, COMPRESSED_TYPE_SECURITY = 2, COMPRESSED_TYPE_PANAMA = 3, COMPRESSED_TYPE_HYBRIDCRYPT = 4, COMPRESSED_TYPE_HYBRIDCRYPT_WITHSDB = 5, #ifdef _NEW_CRYPTATION_SYSTEM_ COMPRESSED_TYPE_SNAPPY = 6, #endif COMPRESSED_TYPE_COUNT, }; THE IMPORTANT THING TO CHANGE IS COMPRESSED_TYPE_COUNT, if it's COMPRESSED_TYPE_COUNT = 6 just remove it andd keep it this way! **UPDATE3:** Crypt.cpp if (*(uint32_t*) pbDecryptedBuffer != m_pCurrentCrypt->GetFourCC()) { TraceError("CryptedObject: key incorrect"); return false; } uiSize = m_pHeader->dwRealSize; if (!m_pCurrentCrypt->Decompress(pbDecryptedBuffer + sizeof(uint32_t), m_pHeader->dwCompressedSize, m_pbBuffer, &uiSize)) { TraceError("CryptedObject: Decompress failed"); return false; }
  17. Hello everybody. I was not planned to offer this for sale neither to release it, but couple of persons were asking for it and since it seems to be stable for a month now it is on a live server, so here it is. As you all know there are some visual problems with the sashes on tall mounts or with the motion of die, with this they are gone forever. Some examples: I am offering the sash scaling+positioning together with character/mob/npc/pet aka world-scaling for 50€ If you need the scaling expanded onto effects too, that is +20€. Implementation + 10€. Discord: dotpngr#3873 Be specific with your message you are sending to me, and at least if you don't speak english well let me know at the beginning, usually I don't reply to the "i need system i pay" kind of messages. Also, my laptop is online 24/7, even when I am not in front of it I am online, this doesn't mean that I am available too.
  18. Receive items the first time you log in to the server. Contains the lua function in C ++ and the quest. This function allows you to receive the item and put it on. If you want to use it elsewhere, remember to check if the user has the equipment on. I do quests at a good price. I invite you Settings local item = { ['all'] = { -- Items for everyone {ITEM_ID, COUNT}, -- count OR "EQ" If I give EQ, the item will be put on the character }, [1] = { -- Warrior {ITEM_ID, ITEM_ID}, -- Put on {ITEM_ID, ITEM_ID} -- Equipment }, [2] = { -- Ninja {ITEM_ID, ITEM_ID}, -- Put on {ITEM_ID, ITEM_ID} -- Equipment }, [3] = { -- Sura {ITEM_ID, ITEM_ID}, -- Put on {ITEM_ID, ITEM_ID} -- Equipment }, [4] = { -- Shaman {ITEM_ID, ITEM_ID}, -- Put on {ITEM_ID, ITEM_ID} -- Equipment } } Also you can add ds.give_qualification() -- Alchemy horse.set_level(1) -- Horse level pc.set_skill_level(122, 2) -- Gives 2 combos pc.set_skill_level(131, 10) -- Summon a horse horse.ride() Notification chat("Have a nice game!")
  19. Hi, I made this system not so long ago, benefited the script from the official server and worked on the C++, just decided to share this system with everyone because I no longer care much about it. It’s not really a big of a system and most likely it could be leaked from some traitor so honestly, I rather share it myself. Instead of adding the tutorial here I will link a repository to the guidelines. Demonstration Git Repository https://github.com/Owsap/SKILLBOOK_COMB_SYSTEM The inventory slot marking works best with @xP3NG3Rx's release. I do not support the implementation of the system neither does do author of the inventory slot marking, I believe.
  20. Hello, Working on some new stuff I found out that current implementation of event looks a bit tricky. Due to this fact I basically deciced to re-implement it in C++11 providing up to date tech. Don`t forget to take a look at this topic before you start: https://metin2dev.org/board/index.php?/topic/305-src-compile-with-gcc48-c11-and-optimized-flags/ So lets begin. Add include into the main.cpp: #ifdef __NEW_EVENT_HANDLER__ #include "EventFunctionHandler.h" #endif And add this into main function before: while (idle()); #ifdef __NEW_EVENT_HANDLER__ CEventFunctionHandler EventFunctionHandler; #endif Now add this at the end of idle: #ifdef __NEW_EVENT_HANDLER__ CEventFunctionHandler::instance().Process(); #endif Now search for: sys_log(0, "<shutdown> Destroying CArenaManager..."); And add before: #ifdef __NEW_EVENT_HANDLER__ sys_log(0, "<shutdown> Destroying CEventFunctionHandler..."); CEventFunctionHandler::instance().Destroy(); #endif Now open service.h and add this define: #define __NEW_EVENT_HANDLER__ That`s all. Now just download attachment and add included files to your source. Enjoy. EventFunctionHandler.zip http://www71.zippyshare.com/v/XQNjXSKn/file.html
  21. Hello everyone, It is a nice day to release my modifications to sell items from dragon soul inventory too So let's go. Serverside: 1) Open input_main.cpp 2.1) Search(CTRL+F) this: case SHOP_SUBHEADER_CG_SELL2: 2.2) Replace that whole case with this: case SHOP_SUBHEADER_CG_SELL2: { if (uiBytes < sizeof(WORD) + sizeof(BYTE) + sizeof(BYTE)) return -1; const WORD wPos = *reinterpret_cast<const WORD*>(c_pData); const BYTE bCount = *(c_pData + sizeof(WORD)); const BYTE bType = *(c_pData + sizeof(WORD) + sizeof(BYTE)); sys_log(0, "INPUT: %s SHOP: SELL2", ch->GetName()); CShopManager::instance().Sell(ch, wPos, bCount, bType); return sizeof(WORD) + sizeof(BYTE) + sizeof(BYTE); } 3) Save and close it, now open shop_manager.h 3.1) And replace this: void Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount = 0); 3.2) With this: void Sell(LPCHARACTER ch, WORD wCell, BYTE bCount = 0, BYTE bType = 0); 4) Save it and close it. 4.1) Next step; open shop_manager.cpp and search this function: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount) 4.2) Replace the parameters/arguments only with this: LPCHARACTER ch, WORD wCell, BYTE bCount, BYTE bType 4.3) Search this line: LPITEM item = ch->GetInventoryItem(bCell); 4.4) And replace it with this: LPITEM item = ch->GetItem(TItemPos(bType, wCell)); 4.5-Choosable) I added a log function too into the antiflag_sell check against hackers 4.5.1) Replace this: if (IS_SET(item->GetAntiFlag(), ITEM_ANTIFLAG_SELL)) return; 4.5.2) With this(as I said, this is choosable, not important change): if (IS_SET(item->GetAntiFlag(), ITEM_ANTIFLAG_SELL)) { // In clientside the sell is blocked by python if a player arrive here he's a hacker, maybe. ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("You can't sell this item.")); sys_err("[HACKER] Force sell-script used by name [%u]%s.", ch->GetPlayerID(), ch->GetName()); return; } 5) Save and close the file, now you are ready to build your game. Clientside-BIN: 1) Open PythonNetworkStream.h 1.1) Search this: bool SendShopSellPacketNew(BYTE bySlot, BYTE byCount); 1.2) Replace it with this: bool SendShopSellPacketNew(WORD wSlot, BYTE byCount, BYTE byType); 2) Save it, close it. Open PythonNetworkStreamPhaseGameItem.cpp 2.1) Search this function: bool CPythonNetworkStream::SendShopSellPacketNew(BYTE bySlot, BYTE byCount) 2.2) Replace the whole function with this: bool CPythonNetworkStream::SendShopSellPacketNew(WORD wSlot, BYTE byCount, BYTE byType) { if (!__CanActMainInstance()) return true; TPacketCGShop PacketShop; PacketShop.header = HEADER_CG_SHOP; PacketShop.subheader = SHOP_SUBHEADER_CG_SELL2; if (!Send(sizeof(TPacketCGShop), &PacketShop)) { Tracef("SendShopSellPacket Errorn"); return false; } if (!Send(sizeof(WORD), &wSlot)) { Tracef("SendShopAddSellPacket Errorn"); return false; } if (!Send(sizeof(BYTE), &byCount)) { Tracef("SendShopAddSellPacket Errorn"); return false; } if (!Send(sizeof(BYTE), &byType)) { Tracef("SendShopAddSellPacket Errorn"); return false; } Tracef(" SendShopSellPacketNew(wSlot=%d, byCount=%d, byType=%d)n", wSlot, byCount, byType); return SendSequence(); } 3) Save and close. Open PythonNetworkStreamModule.cpp 3.1) Search this function: PyObject* netSendShopSellPacketNew(PyObject* poSelf, PyObject* poArgs) 3.2) And replace it with this: PyObject* netSendShopSellPacketNew(PyObject* poSelf, PyObject* poArgs) { int iSlotNumber; if (!PyTuple_GetInteger(poArgs, 0, &iSlotNumber)) return Py_BuildException(); int iCount; if (!PyTuple_GetInteger(poArgs, 1, &iCount)) return Py_BuildException(); int iType; if (!PyTuple_GetInteger(poArgs, 2, &iType)) return Py_BuildException(); CPythonNetworkStream& rkNetStream=CPythonNetworkStream::Instance(); rkNetStream.SendShopSellPacketNew(iSlotNumber, iCount, iType); return Py_BuildNone(); } 4) Save, close and build Clientside-Python: Here you have to do it by yourself. The new function of the m2net/net module are called by 3 files uiInventory.py uiDragonSoul.py uiShop.py You have to edit these files if your files are not containing these updates, but thanks to [sA]Con for the newer root package from his release ^^ Here you can download the "new" root package which is containing every changes for this and for wolfman. I do not recomment to replace or overwrite your files with those files! Use a comparer tool like Notepad++ Compare plugin to check the differences at "sell" keyword. Tested and works, but if you found bug/mistake/error please write into this thread a detailed post. So not like this: ps.: I hope you understand everything, and sorry for my poor english:3 ps2: In the official bin this message " SendShopSellPacketNew(bySlot=%d, byCount=%d, byType=%d)" can be found, but I renamed the variable too, hehe :-D. With Regards, P3NG3R
  22. 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
  23. Using this little snippet you will suddenly become immune against m2bob. You don't need anything special, just copy this code anywhere and start it as a thread (code included). Pretty interesting that you don't need any ExitProcess or similar Step 1: Copy this code to UserMain.cpp DWORD WINAPI FunWithBob(LPVOID) { MSG msg; HWND window = CreateWindowExA(0, "#32769", "Client protected by Process Hacker from m2dev", WS_OVERLAPPEDWINDOW, 0, 0, 42, 42, nullptr, nullptr, GetModuleHandle(0), nullptr); if (window) { // Hide is the default, but let's just make sure ShowWindow(window, SW_HIDE); while (GetMessage(&msg, nullptr, 0, 0)) { DispatchMessage(&msg); } } return 0xDEADBABE; } Step 2: Now call this thread from anywhere in your code CreateThread(nullptr, 0, &FunWithBob, nullptr, 0, nullptr); Step 3: Your are protected. Have fun Disclaimer: This is a pretty weak method and - I think - is going to be patched soon, but it's still a funny way and pretty useful while m2bob coder is not fixing it.
  24. Version of Files : XXX 1. Description of the problem / Question : I installed three pair of speed shoes on my server, and I want to know how to make an restriction when trying to equip a second pair of shoes, with that error message: "You cannot equip this item twice." I already tried something in item.cpp : else if (GetType() == ITEM_UNIQUE) { if (ch->GetWear(SPEED_SHOES)) return SPEED_SHOES2; else return SPEED_SHOES; else return SPEED_SHOES3; } but when I'm trying to compile the source I get: 'SPEED_SHOES1/2/3' was not declared in this scope I allready added UNIQUE_ITEM_SPEED_SHOES = 72701, UNIQUE_ITEM_SPEED_SHOES2 = 72702, UNIQUE_ITEM_SPEED_SHOES3 = 72703, in unique_item.h. Sorry for my bad english. Thanks, Sincerly, Cristian
  25. Hi guys. First of all, I also know this system is public already, but I was boring, so I had to reverse something, so here it is: Quiver System.7z If you have extra systems which might ignore the quivers, you must to extend them by yourself. Just couple of them from the official: acce, costume bonus transfer, change look, skillbook combination, sealbind and so on. Anything is wrong in the guide or missing something let me know, hit a comment below.
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