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EVENT FLAG NOTICE
Hi, here is my question: How set a notice when a game flag is changed? E.g: quest test1 begin state start begin when 8027.kill with game.get_event_flag("event_test1_drop") == 1 when that "event_test1_drop" == 1 some notice pop up on global chat, like: "Event Test1 is now enabled..." -
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Sash bug +19% absorb
Hello Metin2 dev, I have 1 bug in the Sash system , basically all sash with 19 +% equip another sash. If someone can help me i would be grateful. Thanks. -
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TRANSMUTATION WITH BLESSING SCROLL AND MAGIC STONE 100%
One possible problem is, transmutated weapon is not copied to the newly created item. Take a look at function called RefineWithScroll (or something similar) in char_item.cpp and add the missing part.- 1
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[HowTo] The "hello world" of metin2
Hello everybody, So I'm getting back to a game i loved and i wanna customise a server, but I really get lost on it all, what I'm asking is for a little bump, a little success from which i can build upon. I'm pretty good with python/OOP which I saw is client side, in the packages, but i got no idea how to create a server side function(C++ Embbedes python) that passes a value to the client, and actually display the value in the client (reveiced by the client, and displayed by ther UI) so basically, i need the "hello world" of metin2 that would look like this: Given: -
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TRANSMUTATION WITH BLESSING SCROLL AND MAGIC STONE 100%
I have a problem: transmutation using blessing scroll or magic stone is falling. How can i change that? -
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Sash absorb bug
Hello community. I have a problem with absorb on acce system. If you see this image below, they player gets only the first bonus of the sash item (on the image is Defense) . It doesnt read the rest 3 bonuses. Any ideas? http://epvpimg.com/kj1geab -
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Debug DB vanilla Core
Hi, I debug the vanilla core and I'm getting this types of error * thread #1, name = 'db', stop reason = signal SIGABRT * frame #0: 0x20af7ca3 libc.so.7`__sys_thr_kill + 7 frame #1: 0x20af61ab libc.so.7`_raise + 59 frame #2: 0x20a7269f libc.so.7`abort + 79 frame #3: 0x00458d97 db_core`emergency_sig(int) + 55 frame #4: 0x209766b9 libthr.so.3`___lldb_unnamed_symbol101$$libthr.so.3 + 201 frame #5: 0x20975bf2 libthr.so.3`___lldb_unnamed_symbol82$$libthr.so.3 + 386 thread #2, name = 'db', stop reason = signal SIGABRT frame #0: 0x20a0b3a9 libc.so.7`__sys__umtx_op + 5 -
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Give item after kill monster [c++]
Hi community, How can i make in c++ system, when i kill a monster / boss, you get a reward for it? (But only the one who killed in other words, the one who did last hit.) I tried some stuff, but nothing works like i want. If someone can help please i appreciate.
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Neverr 0
Hello i have two visual problems with the official pet system:
First i have this before i hit some monsters my character lvl is on 0 and before my pet increase a level he show me the right lvl but when i hit some monsters it looks like this https://gyazo.com/31435243953906dbac0fbefc94f56679 and in both interfaces it shows me still the right lvl.
My other visual problem is that https://gyazo.com/f229d0b82f0f33b3dc8d5ea1a3b60c98 my pet got monster exp and item exp but the monster and item exp balls doesnt fill,i think, i have the exp_gauge files in the right path
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