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M3ragon

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Posts posted by M3ragon

  1. for all with same bug...
    Bug comes from 4 Inventorypages

    Lenght.h

    //search:
    	bool IsDragonSoulEquipPosition() const
    
    //replace with:
    	bool IsDragonSoulEquipPosition() const
    	{
    		return (window_type == INVENTORY) && (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell);
    	}

     

    • Love 3
  2. sorry but i think im blind.
    Did you see any fail?

    and yes, bought the Switchbot.

    enum EMisc2
    {
    	DRAGON_SOUL_EQUIP_SLOT_START = INVENTORY_MAX_NUM + WEAR_MAX_NUM, 
    	// (DRAGON_SOUL_EQUIP_SLOT_START (212) |INVENTORY_MAX_NUM (180) |WEAR_MAX_NUM (32)
    	DRAGON_SOUL_EQUIP_SLOT_END = DRAGON_SOUL_EQUIP_SLOT_START + (DS_SLOT_MAX * DRAGON_SOUL_DECK_MAX_NUM),
    	// DRAGON_SOUL_EQUIP_SLOT_END (224) |DRAGON_SOUL_EQUIP_SLOT_START (212) |DS_SLOT_MAX (6) |DRAGON_SOUL_DECK_MAX_NUM (2)
    	DRAGON_SOUL_EQUIP_RESERVED_SLOT_END = DRAGON_SOUL_EQUIP_SLOT_END + (DS_SLOT_MAX * DRAGON_SOUL_DECK_RESERVED_MAX_NUM), 
    	// DRAGON_SOUL_EQUIP_RESERVED_SLOT_END (242) |DRAGON_SOUL_EQUIP_SLOT_END (224) |DS_SLOT_MAX (6) |DRAGON_SOUL_DECK_RESERVED_MAX_NUM (3)
    	BELT_INVENTORY_SLOT_START = DRAGON_SOUL_EQUIP_RESERVED_SLOT_END,
    	// BELT_INVENTORY_SLOT_START (242) |DRAGON_SOUL_EQUIP_RESERVED_SLOT_END (242)
    	BELT_INVENTORY_SLOT_END = BELT_INVENTORY_SLOT_START + BELT_INVENTORY_SLOT_COUNT,
    	// BELT_INVENTORY_SLOT_END (258) |BELT_INVENTORY_SLOT_START (242) |BELT_INVENTORY_SLOT_COUNT (26)
    	INVENTORY_AND_EQUIP_SLOT_MAX = BELT_INVENTORY_SLOT_END,
    	// INVENTORY_AND_EQUIP_SLOT_MAX (258) |BELT_INVENTORY_SLOT_END (258)
    };
    
    #pragma pack(push, 1)
    
    typedef struct SItemPos
    {
    	BYTE window_type;
    	WORD cell;
        SItemPos ()
        {
            window_type = INVENTORY;
    		cell = WORD_MAX;
        }
    
    	SItemPos (BYTE _window_type, WORD _cell)
        {
            window_type = _window_type;
            cell = _cell;
        }
    
    	bool IsValidItemPosition() const
    	{
    		switch (window_type)
    		{
    		case RESERVED_WINDOW:
    			return false;
    		case INVENTORY:
    		case EQUIPMENT:
    		case BELT_INVENTORY:
    			return cell < INVENTORY_AND_EQUIP_SLOT_MAX;
    		case DRAGON_SOUL_INVENTORY:
    			return cell < DRAGON_SOUL_INVENTORY_MAX_NUM;
    		case SAFEBOX:
    		case MALL:
    			return false;
    #ifdef ENABLE_SWITCHBOT
    		case SWITCHBOT:
    			return cell < SWITCHBOT_SLOT_COUNT;
    #endif
    		default:
    			return false;
    		}
    		return false;
    	}
    
    	bool IsEquipPosition() const
    	{
    		return ((INVENTORY == window_type || EQUIPMENT == window_type) && cell >= INVENTORY_MAX_NUM && cell < INVENTORY_MAX_NUM + WEAR_MAX_NUM)
    			|| IsDragonSoulEquipPosition();
    	}
    
    	bool IsDragonSoulEquipPosition() const
    	{
    		return (DRAGON_SOUL_EQUIP_SLOT_START <= cell) && (DRAGON_SOUL_EQUIP_SLOT_END > cell);
    	}
    
    	bool IsBeltInventoryPosition() const
    	{
    		return (BELT_INVENTORY_SLOT_START <= cell) && (BELT_INVENTORY_SLOT_END > cell);
    	}
    
    	bool IsDefaultInventoryPosition() const
    	{
    		return INVENTORY == window_type && cell < INVENTORY_MAX_NUM;
    	}
    #ifdef ENABLE_SWITCHBOT
    	bool IsSwitchbotPosition() const
    	{
    		return SWITCHBOT == window_type && cell < SWITCHBOT_SLOT_COUNT;
    	}
    #endif
    	bool operator==(const struct SItemPos& rhs) const
    	{
    		return (window_type == rhs.window_type) && (cell == rhs.cell);
    	}
    	bool operator<(const struct SItemPos& rhs) const
    	{
    		return (window_type < rhs.window_type) || ((window_type == rhs.window_type) && (cell < rhs.cell));
    	}
    } TItemPos;
    
    const TItemPos NPOS (RESERVED_WINDOW, WORD_MAX);
    
    typedef enum
    {
    	SHOP_COIN_TYPE_GOLD, // DEFAULT VALUE
    	SHOP_COIN_TYPE_SECONDARY_COIN,
    } EShopCoinType;

     

  3. Hey guys i have a Problem with my Dragonsoul Alchemi...
    wnt27AZ.png

    This Slot, wont work. I Cannot Refine then.

    Video:

    https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif

    I Saw this topic:

    Bug the guy only postet "Fixed" and not how...

    I found out the its a Problem with the Beld inventroy... but i dont know how to fix this.

    Can somebody tell me the Fix?

     

    Some infos about my Src.

    Martyfiles ( v4.9.40 )

    4 Inventroypages + Belt + Dragonsoul

     

     

     

    ~Meragon

  4. __________
    ClientSrc>GameLib>ItemData.h
    // Search: enum EApplyTypes
    // Add to Enum: 
    APPLY_ATTBONUS_NEWATTRTYPE,
    
    __________
    ClientSrc>UserInterface>PythonPlayerModule.cpp
    // Searcharch:
    	PyModule_AddIntConstant(poModule, "APPLY_ANTI_PENETRATE_PCT",    CItemData::APPLY_ANTI_PENETRATE_PCT );
    // Add:
    	PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_NEWATTRTYPE", CItemData::APPLY_ATTBONUS_NEWATTRTYPE);
    
    __________
    ClientSrc>UserInterface>Packet.h
    // Search: enum EPointTypes
    // Add to Enum:
    POINT_ATTBONUS_NEWATTRTYPE,
    
    __________
    GameSrc>common>length.h
    // Search: enum ERaceFlags
    // Add:
    RACE_FLAG_ATT_NEWATTRTYPE	= (1 << /*Last number +1*/)
    
    // Search: enum EApplyTypes
    // Add to Enum:
    APPLY_ATTBONUS_NEWATTRTYPE,
    
    __________
    GameSrc>game>char.h
    // Search: enum EPointTypes
    // Add to Enum:
    POINT_ATTBONUS_NEWATTRTYPE,
    
    __________
    GameSrc>game>char.cpp
    // Search: case POINT_RESIST_SHAMAN:
    // Add:
    case POINT_ATTBONUS_NEWATTRTYPE:
    
    // Search: case APPLY_NORMAL_HIT_DAMAGE_BONUS:
    // Add:
    case APPLY_ATTBONUS_NEWATTRTYPE:
    
    __________
    GameSrc>game>cmd_general.cpp
    // Search:
    static const char* [...]
    
    	switch (apply_number)
    
    	{
    
    		// ICINDE BUL
    
    		case POINT_RESIST_SHAMAN:    return LC_TEXT("¹«´ç°ø°Ý¿¡ %d%% ÀúÇ×");
    
    // Add:
    		case POINT_ATTBONUS_NEWATTRTYPE:    return LC_TEXT("POINT_ATTBONUS_NEWATTRTYPE: %d%%");
    
    __________
    GameSrc>game>cmd_gm.cpp
    // Search: tch->GetPoint(POINT_ATTBONUS_SHAMAN));
    // Add in do_state command:
    ch->ChatPacket(CHAT_TYPE_INFO, "   NEWATTRTYPE:%3d%%",
    
    	tch->GetPoint(POINT_ATTBONUS_NEWATTRTYPE));
    
    __________
    GameSrc>game>constants.cpp
    // Search: const TApplyInfo aApplyInfo[MAX_APPLY_NUM] =
    // Add in function:
    	{ POINT_ATTBONUS_NEWATTRTYPE,		},	// APPLY_ATTBONUS_NEWATTRTYPE,
    
    // Search: TValueName c_aApplyTypeNames[] =
    // Search in this: { NULL,        0            }
    // Add above:
    	{ "ATT_NEWATTRTYPE",    APPLY_ATTBONUS_NEWATTRTYPE    },
    
    __________
    GameSrc>game>battle.cpp
    
    pkVictim (It meanings of defendor)
    
    pkAttacker is attacker 
    
    if we are adding Defence attr type from mobs we will add this func.
    if (pkAttacker->IsNPC() && pkVictim->IsPC())
    or we are adding attack attr type to mobs we will add this func.
    if (pkAttacker->IsPC() && pkVictim->IsNPC())
    
    Logic is this
    
    //Search: iAtk+= (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ANIMAL)) / 100;
    // Add:
    		else if (pkVictim->IsRaceFlag(RACE_FLAG_ATT_NEWATTRTYPE))
    			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_NEWATTRTYPE)) / 100;
    
    __________
    GameSrc>db>protoreader.cpp
    // Search: string arApplyType[]
    // Add to the end:
    "APPLY_ATTBONUS_NEWATTRTYPE",
    
    // Search: string arRaceFlag[]
    // Add to the end:
    "ATT_NEWATTRTYPE"
    
    __________
    Tools>DumpProtoSource>ItemCSVReader.cpp
    // Search: string arApplyType[]
    // Add to the end:
    "APPLY_ATTBONUS_NEWATTRTYPE",
    
    // Search: string arRaceFlag[]
    // Add to the end:
    "ATT_NEWATTRTYPE"
    
    __________
    Client>root>uitooltip.py
    // Search: item.APPLY_ATTBONUS_DEVIL : localeInfo.TOOLTIP_APPLY_ATTBONUS_DEVIL,
    // Add:
    item.APPLY_ATTBONUS_NEWATTRTYPE : localeInfo.TOOLTIP_APPLY_ATTBONUS_NEWATTRTYPE,
    
    __________
    Client>locale>xx>locale_game.txt
    // Add:
    TOOLTIP_APPLY_ATTBONUS_NEWATTRTYPE	Strong against to attr type you want xd	+%d%%	SA
    
    
    

    Hope dont muss something

    • Love 1
  5. On 1/18/2020 at 12:25 PM, T4UMP said:

    Missing function "SetScale" @HITRON

    this must be work.

     

    GrpImageInstance.h
    //Search in this file:
    		void SetDiffuseColor(float fr, float fg, float fb, float fa);
    
    //Add after:
    
    		void SetScale(float sx, float sy);
    
    ---------------------------------------------------
    GrpImageInstance.cpp
    //Search in this file:
    
    void CGraphicImageInstance::SetPosition(float fx, float fy)
    {
    	m_v2Position.x = fx;
    	m_v2Position.y = fy;
    }
    
    //Add after:
    
    void CGraphicImageInstance::SetScale(float fx, float fy) {
    	m_vScale = fx;
    }

    its from the imageScale of the "PetScale System like offical DE"

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