Jump to content

Cripplez

Member
  • Posts

    118
  • Joined

  • Last visited

  • Feedback

    0%

Everything posted by Cripplez

  1. Version of Files : XXX Hello, I tried to add the regen.txt in a new map, i added the same regen (with differenct coord) of another map with the same group vnum but when i start the server i have this syserr SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 SYSERR: Jul 14 19:16:26 :: SpawnMob: SpawnMob: no mob data for vnum 3031 I can't understand why in a map there are no problem with this group, in the other it says this, like it is trying to spawn the mob 3031 (that in fac doesn't exist) instead of spawning the group vnum Anyone else had this problem?
  2. Version of Files : XXX Hello, I was in party with a friend and when i picked up his item they went in a different new slot instead of the stack he already had. Can this be changed so when i pick up his items they will go to the same slot? Like it would if he would pick up the items? Thank you
  3. I did everything in the guide, but when i put the mouse over this i can't see the tooltip and it doesn't let me click it... i can't understand why... the syserr are empty too ?
  4. Version of Files : XXX Hello, I tried to search for a fix of Damage Hack and Wait Hack Range, I need to implement it in the server source. Is there available a good free fix? Or even if someone sell this fix in source, thank you
  5. Yea I forgot to add these after the if.. { } Thanks
  6. Hello, I tried to add this argument in client source but when I try to open the client with the correct argument it doesn't load it, if the argument is wrong it says the message of error. Do you know what could be the problem? if (strstr(lpCmdLine, "--open-testmt2") == 0) MessageBox(NULL, "[Error] Start from autopatcher", "metin2client", MB_ICONSTOP); return 0;
  7. Thank you all I solved with different value of the bonus
  8. Version of Files : XXX Hello, I'm trying to make one or more quest that gives you ATTBONUS_HUMAN every 20 level. I mean, at level 20 it will give you permanently +10 halfhuman, at level 40 again +10, level 60 +10 halfhuman, etc.. So that at level 100 you will have a total of 50 halfhuman permanently Do you know how can this be done? Thank you I tried with this but someone lose the bonus when relog quest test_human_1 begin state start begin when login or levelup with pc.get_level() >= 20 begin affect.add_collect(apply.ATTBONUS_HUMAN, 10, 60*60*24*365*60) q.done() set_quest_state("test_human_2") set_state("__complete") end end state __complete begin end end quest test_human_2 begin state start begin when login or levelup with pc.get_level() >= 40 begin affect.add_collect(apply.ATTBONUS_HUMAN, 10, 60*60*24*365*60) q.done() set_quest_state("test_human_3") set_state("__complete") end end state __complete begin end end //and the same quest till level 100
  9. They are clean source martysama so it should be int, but I don't know which one is it exactly and if I should change it both in server and binary source
  10. Hello, when I put on monster more than about 21.484.386 Max HP I have this visual bug How can i fix so i can use this amount or more of max hp? Thank you
  11. I tested again and it works for me too when the player is GM, when the player is not GM I can't compare weapon/armor with stones
  12. @Mali61 I have a small problem, if i try to compare a weapon or armor with stones it doesn't work The equipped Item with stones is okay, but the item in inventory with stones can't be compared. Let me know if you can try it and see what I mean
  13. Version of Files : martysama Hello, I'm trying to add the extended item award from Vegas: [Hidden Content] I have a problem compiling this part, but i think i did everything correcly This is my ItemAwardManager.cpp @VegaS™Do you know how I could fix this? Thank you Vegas helped me, i needed to add #include <math.h> at the beninning #solved
  14. Hello, I bought some new mobs but I have this problem with them: They start do damage when they are still far, do you know where I can fix this problem? thanks
  15. Solved. I can't edit the first post and mark it as "solved".
  16. Thank you, all works perfect. Just one last thing, how can i make that when i try to stack a stone with another stone with the same vnum the background is yellow instead of red?
  17. Hello, I'm trying to make a notice that when you kill Beran it will say: "name of player's guild" has killed Beran" I tried this but doesn't work: notice_all(""..guild.get_name().." has killed Beran!")
  18. Hello, I would like to make a dungeon that you can only enter if the member of the party are all in the same guild of the party leader Do you know how can this be done? There is something that already exist like this "party.member_same_guild()" or if this should be made in source or in quest function Thank you
  19. Solved doing this instead: case USE_TUNING: case USE_DETACHMENT: { LPITEM item2; if (!IsValidItemPosition(DestCell) || !(item2 = GetItem(DestCell))) return false; if (item2->IsExchanging() || item2->IsEquipped()) // @fixme114 return false; switch (item->GetVnum()) { case 71032: if (item2->GetType() != ITEM_WEAPON) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("error_refine_only_weapon")); return false; } break; case 39022: if (item2->GetSubType() == ARMOR_BODY) { } else { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("error_refine_only_armor")); return false; } break; } #ifdef ENABLE_ACCE_SYSTEM if (item->GetValue(0) == ACCE_CLEAN_ATTR_VALUE0) { if (!CleanAcceAttr(item, item2)) return false; return true; } #endif
  20. Sorry I mean this message "error_refine_only_weapon" that should say it when I use 71032 on an item that is NOT an ITEM_WEAPON case 71032: if (item2->GetType() != ITEM_WEAPON) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("error_refine_only_weapon")); return false; }
  21. Hello I'm trying to make this refine item only for item_weapon and another refine item for item_armor I tried something like this but it's not working, the item 71032 should only work for weapon but when i use it on a weapon or another item it says the message of error Do you know how i can fix this? Thank you case USE_TUNING: case USE_DETACHMENT: { LPITEM item2; switch (item->GetVnum()) { case 71032: if (item2->GetType() != ITEM_WEAPON) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("error_refine_only_weapon")); return false; } break; case 39022: if (item2->GetSubType() != ARMOR_BODY) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("error_refine_only_armor")); return false; } break; } if (!IsValidItemPosition(DestCell) || !(item2 = GetItem(DestCell))) return false; if (item2->IsExchanging() || item2->IsEquipped()) // @fixme114 return false; #ifdef ENABLE_ACCE_SYSTEM if (item->GetValue(0) == ACCE_CLEAN_ATTR_VALUE0) { if (!CleanAcceAttr(item, item2)) return false; return true; } #endif
  22. Ok I fixed all the syserr and now it is empty, but when i use the item 71032 it doesnt show this: self.probText.SetText(localeInfo.REFINE_SUCCESS_PROBALITY % (self.percentage2)) Maybe it is not correct using this here for what I need? if itemVnum == 71032: self.probText.SetText(localeInfo.REFINE_SUCCESS_PROBALITY % (self.percentage2)) else: self.probText.SetText(localeInfo.REFINE_SUCCESS_PROBALITY % (self.percentage))
  23. Hello, i would like to change this part of the uirefine.py that if you use the scroll vnum 71032 you will see +10% in the probability success I tried something like this, but when i try to use the scroll it doesn't work and in the syserr i have this def Open(self, targetItemPos, nextGradeItemVnum, cost, prob, type, itemVnum): if False == self.isLoaded: self.__LoadScript() self.__Initialize() self.targetItemPos = targetItemPos self.vnum = nextGradeItemVnum self.cost = cost self.percentage = prob self.percentage2 = prob + 10 self.type = type if itemVnum == 71032: self.probText.SetText(localeInfo.REFINE_SUCCESS_PROBALITY % (self.percentage2)) else: self.probText.SetText(localeInfo.REFINE_SUCCESS_PROBALITY % (self.percentage)) 0220 13:34:53671 :: Traceback (most recent call last): 0220 13:34:53671 :: File "game.py", line 809, in OpenRefineDialog 0220 13:34:53671 :: File "interfaceModule.py", line 975, in OpenRefineDialog 0220 13:34:53671 :: TypeError 0220 13:34:53671 :: : 0220 13:34:53671 :: Open() takes exactly 7 arguments (6 given) 0220 13:34:53671 :: 0220 13:34:53672 :: Traceback (most recent call last): 0220 13:34:53672 :: File "game.py", line 812, in AppendMaterialToRefineDialog 0220 13:34:53672 :: File "interfaceModule.py", line 978, in AppendMaterialToRefineDialog 0220 13:34:53672 :: File "uiRefine.py", line 375, in AppendMaterial 0220 13:34:53672 :: File "uiRefine.py", line 378, in UpdateDialog 0220 13:34:53672 :: AttributeError 0220 13:34:53672 :: : 0220 13:34:53672 :: 'RefineDialogNew' object has no attribute 'toolTip' 0220 13:34:53672 :: 0220 13:34:53672 :: Traceback (most recent call last): 0220 13:34:53672 :: File "game.py", line 812, in AppendMaterialToRefineDialog 0220 13:34:53672 :: File "interfaceModule.py", line 978, in AppendMaterialToRefineDialog 0220 13:34:53672 :: File "uiRefine.py", line 375, in AppendMaterial 0220 13:34:53672 :: File "uiRefine.py", line 378, in UpdateDialog 0220 13:34:53672 :: AttributeError 0220 13:34:53672 :: : 0220 13:34:53672 :: 'RefineDialogNew' object has no attribute 'toolTip' 0220 13:34:53672 :: Do you know if there is an easy way to do this? Thank you
  24. The metin stone will have the green bar even if they can't be poisoned, do you have a fix for this? Thank you
  25. Hello, I tried to set 5 different value in my item_attr_rare but when I change or add the rare bonus it always give me the higher value (number 5), it's not working like the normal item_attr. Do you know where I can change this? Thank you
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.