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Posts posted by Kenny1337
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core game
#0 0x0849645d in CAttribute::Get () #1 0x081fd64d in SECTREE::IsAttr (this=0x417c1140, x=17260863, y=17273216, dwFlag=129) at sectree.cpp:210 #2 0x081ffaf2 in SECTREE_MANAGER::IsMovablePosition (this=0xffff98e8, lMapIndex=56, x=17260863, y=17273216) at sectree_manager.cpp:825 #3 0x080d7e65 in CHARACTER::__StateIdle_Monster (this=0x6d253000) at char_state.cpp:714 #4 0x08076328 in CHARACTER::UpdateStateMachine (this=0x6d253000, dwPulse=486299) at char.cpp:4138 #5 0x080bdd04 in std::for_each<__gnu_cxx::__normal_iterator<CHARACTER**, std::v ector<CHARACTER*, std::allocator<CHARACTER*> > >, std::binder2nd<std::mem_fun1_t <void, CHARACTER, unsigned int> > > (__first={_M_current = 0x47fbb800}, __last= {_M_current = 0x47fbc840}, __f= {<std::unary_function<CHARACTER*,void>> = {<No data fields>}, op = {<std:: binary_function<CHARACTER*,unsigned int,void>> = {<No data fields>}, _M_f = {__p fn = 0x80762d0 <CHARACTER::UpdateStateMachine(unsigned int)>, __delta = 0}}, val ue = 486299}) at stl_function.h:656 #6 0x080bd761 in CHARACTER_MANAGER::Update (this=0xffffb5fc, iPulse=486299) at char_manager.cpp:695 #7 0x0826cf98 in idle () at main.cpp:931 #8 0x0826e636 in main (argc=1, argv=0xffffcbfc) at main.cpp:603
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nevermind
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24 minuty temu, Den napisał:
Show your char.cpp line 5239. You probably killed a mob that respawns with 0hp.
void CHARACTER::BroadcastTargetPacket()
{
if (m_set_pkChrTargetedBy.empty())
return;TPacketGCTarget p;
p.header = HEADER_GC_TARGET;
p.dwVID = GetVID();if (IsPC())
p.bHPPercent = 0;
else
p.bHPPercent = MINMAX(0, (GetHP() * 100) / GetMaxHP(), 100); --- 5239 lineCHARACTER_SET::iterator it = m_set_pkChrTargetedBy.begin();
while (it != m_set_pkChrTargetedBy.end())
{
LPCHARACTER pkChr = *it++;if (!pkChr->GetDesc())
{
sys_err("%s %p does not have desc", pkChr->GetName(), get_pointer(pkChr));
abort();
}pkChr->GetDesc()->Packet(&p, sizeof(TPacketGCTarget));
}
}hmm, i checked mob_proto and have one monster with 0hp... vnum 0, no name etc.
i removed it and will check if the problem then appear again
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sysser/syslog is clear
core:
#0 0x0807c84c in CHARACTER::BroadcastTargetPacket (this=0x301dc800) at char.cpp:5239 p = {header = 63 '?', dwVID = 4672, bHPPercent = 0 '\0'} it = {<std::tr1::__detail::_Hashtable_iterator_base<CHARACTER*,false>> = {_M_cur_node = 0xbfbf9df8, _M_cur_bucket = 0x82355d9}, <No data fields>} __FUNCTION__ = "BroadcastTargetPacket" #1 0x08082ce8 in CHARACTER::PointChange (this=0x301dc800, type=5 '\005', amount=-2874, bAmount=false, bBroadcast=false) at char.cpp:3284 prev_hp = 0 val = -2874 __FUNCTION__ = "PointChange" #2 0x08099011 in CHARACTER::Damage (this=0x301dc800, pAttacker=0x99101800, dam=2874, type=DAMAGE_TYPE_NORMAL) at char_battle.cpp:2293 pkSk = <value optimized out> iCriticalPct = <value optimized out> iPenetratePct = <value optimized out> iCurHP = 0 iCurSP = 0 IsCritical = false IsPenetrate = true IsDeathBlow = false #3 0x08062f62 in battle_hit (pkAttacker=0x99101800, pkVictim=0x301dc800, iRetDam=@0xbfbfa034) at battle.cpp:690 iDam = <value optimized out> pkWeapon = <value optimized out> #4 0x08063220 in battle_melee_attack (ch=0x99101800, victim=0x301dc800) at battle.cpp:165 max = 300 distance = 136 dam = 1807 ret = <value optimized out> #5 0x0809a449 in CHARACTER::Attack (this=0x99101800, pkVictim=0x301dc800, bType=0 '\0') at char_battle.cpp:227 dwCurrentTime = 823674 iRet = <value optimized out> __FUNCTION__ = "Attack" #6 0x081576e4 in CInputMain::Attack (this=0x4b3bf09c, ch=0x99101800, header=2 '\002', data=0x537dd000 "\002") at input_main.cpp:1837 victim = 0x301dc800 #7 0x0815dae5 in CInputMain::Analyze (this=0x4b3bf09c, d=0x4b3bf000, bHeader=<value optimized out>, c_pData=0x537dd000 "\002") at input_main.cpp:3219 ch = 0x99101800 iExtraLen = <value optimized out> __FUNCTION__ = "Analyze" #8 0x081466cb in CInputProcessor::Process (this=0x4b3bf09c,
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12 minut temu, Arkaico napisał:
The name of the quest: https://metin2.download/picture/DTwSrqfmMJO04SXO6GH57F51Xxmqjb7h/.png
Quest: https://metin2.download/picture/7p0kuqaNmpTws55KmvAgQBPPMDqUR2i5/.png
Error: https://metin2.download/picture/08sE0WznDA6EcS7s353LXuEBAb2FKWA8/.png
Quest complete:
quest achievementsystem begin
state start begin
when login begin
cmdchat("ACHIEVEMENTS QID#"..q.getcurrentquestindex())
achievements.check_if_first()
achievements.create_categorys()
achievements.load_achievements()
achievements.load_last_finished_achievements()
achievements.set_achievementshop_categories()
achievements.load_achievementshop_items()
loop_timer('achievements_level_flogin_check', 5)
loop_timer('achievementstime_achievements_flogin_check', 1)
end
when logout or disconnect begin
cleartimer('time_achievements')
end
when button begin
cmdchat('ACHIEVEMENTS INPUT#1')
local ashop = split(input(cmdchat('ACHIEVEMENTS SEND#')), '#')
cmdchat('ACHIEVEMENTS INPUT#0')
if ashop[1] == 'BUY_ITEM' then
achievements.buy_achievementshop_item(tonumber(ashop[2]), tonumber(ashop[3]))
end
end
when levelup begin
local info_level = achievements.get_next_achievement("level", 'Level')
if type(info_level) ~= 'table' then return end
cmdchat(string.format('ACHIEVEMENTS UPDATE_ACHIEVEMENT#%d#%d', 1, pc.get_level()))
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
if pc.get_level() >= info_level[1] then
achievements.set_finished(1, info_level[1], info_level[2], 0)
achievements.set_ap(info_level[2])
achievements.setf("level", achievements.getf("level")+1)
end
end
when kill with not npc.is_pc() and not npc.is_boss() and not npc.is_metin() begin
local npcRace = npc.get_race()
local achievementMobInfo,mobInfo,mobKills = achievements.getAchievementInfo(npcRace, 'Mobs'),achievements.getf(string.format("mob_info_%d", npcRace))+1,achievements.getf(string.format("mob_kills_%d", npcRace))+1
if table.getn(achievementMobInfo) < mobInfo then return end
cmdchat('ACHIEVEMENTS UPDATE_ACHIEVEMENT#2#'..mobKills..'#'..npcRace)
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
achievementMobInfo = achievementMobInfo[mobInfo]
achievements.setf(string.format("mob_kills_%d", npcRace), mobKills)
if mobKills >= achievementMobInfo[1] then
achievements.set_finished(2, achievementMobInfo[1], achievementMobInfo[2], npcRace)
achievements.set_ap(achievementMobInfo[2])
achievements.setf(string.format("mob_info_%d", npcRace), mobInfo)
end
end
when kill with npc.is_boss() begin
local npcRace = npc.get_race()
local achievementBossInfo,bossInfo,bossKills = achievements.getAchievementInfo(npcRace, 'Bosses'),achievements.getf(string.format("boss_info_%d", npcRace))+1,achievements.getf(string.format("boss_kills_%d", npcRace))+1
if table.getn(achievementBossInfo) < bossInfo then return end
cmdchat('ACHIEVEMENTS UPDATE_ACHIEVEMENT#3#'..bossKills..'#'..npcRace)
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
achievementBossInfo = achievementBossInfo[bossInfo]
achievements.setf(string.format("boss_kills_%d", npcRace), bossKills)
if bossKills >= achievementBossInfo[1] then
achievements.set_finished(3, achievementBossInfo[1], achievementBossInfo[2], npcRace)
achievements.set_ap(achievementBossInfo[2])
achievements.setf(string.format("boss_info_%d", npcRace), bossInfo)
end
end
when kill with npc.is_metin() begin
local npcRace = npc.get_race()
local achievementMetinInfo,metinInfo,metinKills = achievements.getAchievementInfo(npcRace, 'Metins'),achievements.getf(string.format("metin_info_%d", npcRace))+1,achievements.getf(string.format("metin_kills_%d", npcRace))+1
if table.getn(achievementMetinInfo) < metinInfo then return end
cmdchat('ACHIEVEMENTS UPDATE_ACHIEVEMENT#4#'..metinKills..'#'..npcRace)
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
achievementMetinInfo = achievementMetinInfo[metinInfo]
achievements.setf(string.format("metin_kills_%d", npcRace), metinKills)
if metinKills >= achievementMetinInfo[1] then
achievements.set_finished(4, achievementMetinInfo[1], achievementMetinInfo[2], npcRace)
achievements.set_ap(achievementMetinInfo[2])
achievements.setf(string.format("metin_info_%d", npcRace), metinInfo)
end
endwhen kill with npc.is_pc() begin
local pvp,info_pvp = achievements.getf("pc_kills")+1,achievements.get_next_achievement("pvp", 'Pvp')
achievements.setf("pc_kills", pvp)
if type(info_pvp) ~= 'table' then return end
cmdchat(string.format('ACHIEVEMENTS UPDATE_ACHIEVEMENT#%d#%d', 6, pvp))
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
if pvp >= info_pvp[1] then
achievements.set_finished(6, info_pvp[1], info_pvp[2], 0)
achievements.set_ap(info_pvp[2])
achievements.setf("pvp", achievements.getf("pvp")+1)
end
endwhen time_achievements.timer begin
chat('time_achievements: 180sec')
local info_time = achievements.get_next_achievement("time", 'PlayedTime')
if type(info_time) ~= 'table' then return end
cmdchat(string.format('ACHIEVEMENTS UPDATE_ACHIEVEMENT#%d#%d', 5, pc.get_playtime()))
cmdchat('ACHIEVEMENTS REFRESH_ACHIEVEMENTS#')
if pc.get_playtime() >= info_time[1] then
achievements.set_finished(5, info_time[1], info_time[2], 0)
achievements.set_ap(info_time[2])
achievements.setf("time", achievements.getf("time")+1)
end
end
when achievementstime_achievements_flogin_check.timer begin
cleartimer('achievementstime_achievements_flogin_check') loop_timer('achievementstime_achievements_flogin_check', 10)
local info_time = achievements.get_next_achievement("time", 'PlayedTime')
if type(info_time) ~= 'table' then cleartimer('achievementstime_achievements_flogin_check') loop_timer('time_achievements', 60*3) return end
if pc.get_playtime() >= info_time[1] then
achievements.set_finished(5, info_time[1], info_time[2], 0)
achievements.set_ap(info_time[2])
achievements.setf("time", achievements.getf("time")+1)
end
end
when achievements_level_flogin_check.timer begin
local info_level = achievements.get_next_achievement("level", 'Level')
if type(info_level) ~= 'table' then cleartimer('achievements_level_flogin_check') return end
if pc.get_level() >= info_level[1] then
achievements.set_finished(1, info_level[1], info_level[2], 0)
achievements.set_ap(info_level[2])
achievements.setf("level", achievements.getf("level")+1)
end
endend
endcheck name
./qc achievementsystem.quest
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56 minutes ago, .T4Ump said:
Yea, its mine. You something forgot in server
i add all again, and problem still exists ;/
and yang after relog
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Just now, .T4Ump said:
Yea, its mine. You something forgot in server
Hmm, okey. i go check this. Thanks ;>
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1 minute ago, .T4Ump said:
My tutorial?
I don't know, maybe... i use tutorial from turkmmo
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f5 :/ i need help :/ this is client/game/bin problem?
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Hi guys, i resolved limit yang (long long type), when i buying item on shop/player shop, yang on invertory window (I) not refresh(after relog yang show correctly)
can u help me? :/
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" icons, 3D models, effects, etc. "
U have fish effects? to water
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look nice :-)
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54 minutes ago, thespeedy said:
how to remove fake edtion?
First row -> Current hour | Second row -> Value added for players fake Example: From 15:00 until 15:59:59 will be added on statics + 75 players online fake. Because -> { 15, 75 } */ { 0, 190 }, { 1, 175 }, { 2, 160 }, { 3, 140 }, { 4, 130 }, { 5, 100 }, { 6, 80 }, { 7, 75 }, { 8, 60 }, { 9, 55 }, { 10, 40 }, { 11, 30 }, { 12, 50 }, { 13, 60 }, { 14, 70 }, { 15, 75 }, { 16, 80 }, { 17, 90 }, { 18, 105 }, { 19, 120 }, { 20, 135 }, { 21, 155 }, { 22, 175 }, { 23, 180 }
Edit like
{ 0, 0 }, { 1, 0 }, { 2, 0 },
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read errors and fix, what's the problem?
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23 hours ago, Matuszka said:
@TreeN Nothing is his work. (I'm super sure these mounts are your works that why you replied to this topic) His "service" is about to sell Atreya stuff what is created by Mizune and maybe somebody else but not him. The sad thing i can't find the unpackable Atreya client in the internet. The topic with the unpacker does not have the full client just some files and just the root and maybe the locale is unpackable. So he was lucky he got the client and he can extract it and now he sell other people's work. Best service congrats Trey"Art"
created by mizune?XD Nice joke
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nevermind, all work
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eq bug when i destroy item :/ can't rechange weapon, etc...
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bad type/subtype item_proto client
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Its 100% binary problem, when i run game with other binary with sash system, animation work.
Can u help me?
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16 hours ago, Uyas said:
Not Working;/
Maybe
elif ItemVnum == 111: <-- Edit 111 for vnum ur item
self.__AppendLimitInformation()
self.__AppendAffectInformation()
self.__AppendAttributeInformation(attrSlot) -
uitooltip.py
search
elif item.ITEM_TYPE_ARMOR == itemType:
and add this
elif item.ITEM_TYPE_RING == itemType:
self.__AppendLimitInformation()
self.__AppendAffectInformation()
self.__AppendAttributeInformation(attrSlot)screen: https://metin2.download/picture/SmijjBtNePSzc9wMaboERNqdP4cFwn7Z/.png
costume weapon slot error
in Community Support - Questions & Answers
Posted
Hi, i have one problem. When i wear costume weapon, then wear on invisible slot. :/
i have sash and costume system only, my gametype.h:
#ifdef ENABLE_COSTUME_SYSTEM const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0; const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1; //const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2; const DWORD c_Costume_Slot_Mount = c_Costume_Slot_Start + 3; #ifdef ENABLE_COSTUME_WEAPON const DWORD c_Costume_Slot_Weapon = c_Costume_Slot_Start + 1; const DWORD c_Costume_Slot_Count = 5; #else const DWORD c_Costume_Slot_Count = 4; #endif const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count; #endif
&
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM #ifdef ENABLE_COSTUME_WEAPON const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; #else const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; #endif const DWORD c_New_Equipment_Count = 3; const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0; const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1; const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2; #endif
and lenght.h
WEAR_BODY, // 0 WEAR_HEAD, // 1 WEAR_FOOTS, // 2 WEAR_WRIST, // 3 WEAR_WEAPON, // 4 WEAR_NECK, // 5 WEAR_EAR, // 6 WEAR_UNIQUE1, // 7 WEAR_UNIQUE2, // 8 WEAR_ARROW, // 9 WEAR_SHIELD, // 10 WEAR_ABILITY1, // 11 WEAR_ABILITY2, // 12 WEAR_ABILITY3, // 13 WEAR_ABILITY4, // 14 WEAR_ABILITY5, // 15 WEAR_ABILITY6, // 16 WEAR_ABILITY7, // 17 WEAR_ABILITY8, // 18 WEAR_COSTUME_BODY, // 19 WEAR_COSTUME_HAIR, // 20 WEAR_COSTUME_ACCE, // 21 #ifdef COSTUME_WEAPON WEAR_COSTUME_WEAPON,//22 #endif WEAR_COSTUME_MOUNT, // 23 WEAR_RING1, // 24 : 신규 반지슬롯1 (왼쪽) WEAR_RING2, // 25 : 신규 반지슬롯2 (오른쪽) WEAR_BELT, // 26 : 신규 벨트슬롯 WEAR_MAX = 32 //