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Posts posted by Abel(Tiger)
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You can install it in rescue mode like this: (this is a workaround and is not the best way)
1. Buy the vps 2. Restart in rescue mode 3. get the data from email and login using winscp 4. run command: wipefs -a /dev/sdb 5. run command: wget https://download.freebsd.org/releases/VM-IMAGES/12.4-RELEASE/i386/Latest/FreeBSD-12.4-RELEASE-i386.raw.xz 6. run command: xz -dc FreeBSD-12.4-RELEASE-i386.raw.xz | dd of=/dev/sdb bs=1M 7. run command: reboot vps
Please note this is an already configured freebsd image and it might not be the way you will configure it. If you want to do a clean install (didn't try this yet) I guess you can just mount the install image from here https://download.freebsd.org/releases/ISO-IMAGES/12.4/
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Everyone has this "problem". The problem is in uiShop.py in the function def SellAttachedItem.
if item.IsAntiFlag(item.ANTIFLAG_SELL): popup = uiCommon.PopupDialog() popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM) popup.SetAcceptEvent(self.__OnClosePopupDialog) popup.Open() self.popup = popup return
Add a mouseModule.mouseController.DeattachObject() before the popup appears like this:
if item.IsAntiFlag(item.ANTIFLAG_SELL): mouseModule.mouseController.DeattachObject() popup = uiCommon.PopupDialog() popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM) popup.SetAcceptEvent(self.__OnClosePopupDialog) popup.Open() self.popup = popup return
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what if I just edit the pack before opening the client
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Hello,
As the title says, there is a significant exploit in the chat link system. Given that many servers utilize this system, I believe most private servers are affected by this exploit.
Essentially, someone can execute any CMD command they want on a player's computer by instructing them to click on an item.
How does it work?
He sends this through whisper or public chat, and the player clicks on the item. The command opens notepad.exe.How can you fix it?
Firstly, STOP using os.system to open links. There are special libraries for that, such as the one I will use to implement this fix.
Please note that this is a straightforward fix and may not be 100% foolproof because malicious links can still be sent to open in the browser. I recommend using a link validation technique on the server side and allowing only specific links.- 149
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Hello,
Today I will present you two new features for affect.-
Real time affects: Long time ago a client of mine wanted some of his affects to be real time. As you may know the affects in metin2 are consumed only if you are online (except premium, but that is another story). The easier way to achieve this was to create a new variable inside the affect called bIsRealTime, set it to 1 and store the duration as unix time instead of seconds.
You can use this new functionality by adding True at the end of the AddAffect function call and everything will work automaticaly.
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Update affect: In a version some time ago the official servers added this new functionality to only update an affect. This is used for the Summer Event Roulette minigame to update the collected souls count in real time in client. I didn't create a easy way to use this because it depends on what you update for the affect. Here is an example of how I used it on this event to update lApplyValue:
CAffect * pAffect = pkChar->FindAffect(AFFECT_LATE_SUMMER_EVENT_BUFF); if(pAffect) { pAffect->lApplyValue += 1; pAffect->bIsUpdate = true; // Update the client SendAffectAddPacket(pkChar->GetDesc(), pAffect); }
Download link:
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Real time affects: Long time ago a client of mine wanted some of his affects to be real time. As you may know the affects in metin2 are consumed only if you are online (except premium, but that is another story). The easier way to achieve this was to create a new variable inside the affect called bIsRealTime, set it to 1 and store the duration as unix time instead of seconds.
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This is a nasty bug where a boss can throw you inside a wall if he hits you with a skill that has SKILL_FLAG_CRUSH or SKILL_FLAG_CRUSH_LONG.
// char_skill.cpp // Search: if (IS_SET(m_pkSk->dwFlag, SKILL_FLAG_CRUSH | SKILL_FLAG_CRUSH_LONG) && !IS_SET(pkChrVictim->GetAIFlag(), AIFLAG_NOMOVE)) { ... } // Replace the if with: if (IS_SET(m_pkSk->dwFlag, SKILL_FLAG_CRUSH | SKILL_FLAG_CRUSH_LONG) && !IS_SET(pkChrVictim->GetAIFlag(), AIFLAG_NOMOVE)) { float fCrushSlidingLength = 200; if (m_pkChr->IsNPC()) fCrushSlidingLength = 400; if (IS_SET(m_pkSk->dwFlag, SKILL_FLAG_CRUSH_LONG)) fCrushSlidingLength *= 2; float fx, fy; float degree = GetDegreeFromPositionXY(m_pkChr->GetX(), m_pkChr->GetY(), pkChrVictim->GetX(), pkChrVictim->GetY()); if (m_pkSk->dwVnum == SKILL_HORSE_WILDATTACK) { degree -= m_pkChr->GetRotation(); degree = fmod(degree, 360.0f) - 180.0f; if (degree > 0) degree = m_pkChr->GetRotation() + 90.0f; else degree = m_pkChr->GetRotation() - 90.0f; } GetDeltaByDegree(degree, fCrushSlidingLength, &fx, &fy); long startX = (long)(pkChrVictim->GetX()); long startY = (long)(pkChrVictim->GetY()); long endX = (long)(pkChrVictim->GetX() + fx); long endY = (long)(pkChrVictim->GetY() + fy); // We asume all positions between the start and end point are movable bool allPositionsMovable = true; // Calculate the distance between the start and end points double distance = std::sqrt((endX - startX) * (endX - startX) + (endY - startY) * (endY - startY)); // Calculate the step size for each coordinate double stepX = (endX - startX) / distance; double stepY = (endY - startY) / distance; // Check if all points on the trajectory between startX, startY and endX, endY are movable for (double i = 0; i <= distance; ++i) { double currentX = startX + i * stepX; double currentY = startY + i * stepY; long roundedX = static_cast<long>(std::round(currentX)); long roundedY = static_cast<long>(std::round(currentY)); if (!SECTREE_MANAGER::instance().IsMovablePosition(pkChrVictim->GetMapIndex(), roundedX, roundedY)) { allPositionsMovable = false; break; } } if (allPositionsMovable) { sys_log(0, "CRUSH SUCCESS! %s -> %s (%d %d) -> (%d %d)", m_pkChr->GetName(), pkChrVictim->GetName(), pkChrVictim->GetX(), pkChrVictim->GetY(), (long)(pkChrVictim->GetX()+fx), (long)(pkChrVictim->GetY()+fy)); pkChrVictim->Sync(endX, endY); pkChrVictim->Goto(endX, endY); pkChrVictim->CalculateMoveDuration(); } else { sys_log(0, "CRUSH FAIL! %s -> %s (%d %d) -> (%d %d)", m_pkChr->GetName(), pkChrVictim->GetName(), pkChrVictim->GetX(), pkChrVictim->GetY(), (long)(pkChrVictim->GetX()+fx), (long)(pkChrVictim->GetY()+fy)); } if (m_pkChr->IsPC() && m_pkChr->m_SkillUseInfo[m_pkSk->dwVnum].GetMainTargetVID() == (DWORD) pkChrVictim->GetVID()) { SkillAttackAffect(pkChrVictim, 1000, IMMUNE_STUN, m_pkSk->dwVnum, POINT_NONE, 0, AFF_STUN, 4, m_pkSk->szName); } else { if (allPositionsMovable) pkChrVictim->SyncPacket(); } }
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There is a nasty bug where sometimes some items are not loaded in the safebox.
This problem occurs because the function that interprets the data from the set packet (RecvSafeBoxSetPacket) is called too early.
Fix:// PythonNetworkStream.cpp // 1. Search: Set(HEADER_GC_SAFEBOX_SET, CNetworkPacketHeaderMap::TPacketType(sizeof(TPacketGCItemSet), STATIC_SIZE_PACKET)); // 1. Replace with: Set(HEADER_GC_SAFEBOX_SET, CNetworkPacketHeaderMap::TPacketType(sizeof(TPacketGCItemSet2), STATIC_SIZE_PACKET));
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2 hours ago, Denizeri24 said:
bool CClientManager::InitializeItemTable() { std::map<int32_t, const char *> localMap; cCsvTable nameData; if (!nameData.Load("item_names.txt", '\t')) { fmt::fprintf(stderr, "item_names.txt couldn't be loaded or its format is incorrect.\n"); return false; // There's no reason to continue without names for us (i dont like korean) } nameData.Next(); // skip the description while (nameData.Next()) { localMap[static_cast<int32_t>(std::strtol(nameData.AsStringByIndex(0), nullptr, 0))] = nameData.AsStringByIndex(1); } cCsvTable data; if (!data.Load("item_proto.txt", '\t')) { fmt::fprintf(stderr, "item_proto.txt couldn't be loaded or the format is incorrect \n"); return false; } data.Next(); // skip first row (descriptions) m_vec_itemTable.resize(data.m_File.GetRowCount() - 1); // set the size of the vector memset(&m_vec_itemTable[0], 0, sizeof(TItemTable) * m_vec_itemTable.size()); // zero initialize auto item_table = &m_vec_itemTable[0]; for (; data.Next(); ++item_table) { if (!Set_Proto_Item_Table(item_table, data, localMap)) { fmt::fprintf(stderr, "Invalid item table. VNUM: %u\n", item_table->dwVnum); } m_map_itemTableByVnum.emplace(item_table->dwVnum, item_table); } std::sort(std::execution::par, m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum()); data.Destroy(); nameData.Destroy(); return true; }
There's zero initialization here. So I don't think your fix is needed..
If you use the code from the leaked Rubinum source, it does not mean you have solved the problem. Also, if you use modern coding techniques from C++ new standards, it does not mean all the code will fix itself. Your vector is still sorted, and the pointer in the map is still pointing to the old vector position.
Add this code after the std::sort, and you will be surprised:
for (auto it = m_map_itemTableByVnum.begin(); it != m_map_itemTableByVnum.end(); ++it) { DWORD key = it->first; // Access the key TItemTable* value = it->second; // Access the value if(value->dwVnum != key) { sys_err("Map Key %u --- Value vnum %u", key, value->dwVnum); } }
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Check if the FOXFS_MAGIC of the packer is the same with the FOXFS_MAGIC of the client.
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1. The fix I posted is done because you can spam the database with queries.
2. With your "fix" you can delete all coments from the guild with no permissions :)))
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Hello,
As you may already be aware, the official source code that was leaked some time ago includes code for saving window status. The code is designed to save various window attributes such as visibility, minimized status, x and y coordinates, and height. However, I have made some adjustments to only save the x and y coordinates. Please note that the logic I have utilized is different from the original planned approach.
In order to ensure the proper functioning of the save function, it is imperative to address an issue where the function is called too late and the interfacehandler is null:## 1. Open UserInterface/PythonSystem.cpp ## 1. Replace the following function: void CPythonSystem::SaveInterfaceStatus() { ... } ## 1. With: void CPythonSystem::SaveInterfaceStatus() { if(m_poInterfaceHandler) // This will always be null when this function is called PyCallClassMemberFunc(m_poInterfaceHandler, "OnSaveInterfaceStatus", Py_BuildValue("()")); FILE* File; File = fopen("interface.cfg", "wb"); if(!File) { TraceError("Cannot open interface.cfg"); return; } fwrite(m_WindowStatus, 1, sizeof(TWindowStatus) * WINDOW_MAX_NUM, File); fclose(File); }
Now, let's explore how we can save window attributes, specifically for the inventory window as an example:
## 1. Go to interfaceModule.py: ## 1. Search: if self.wndInventory: self.wndInventory.Hide() self.wndInventory.Destroy() ## 1. Change it like this: if self.wndInventory: xInventory, yInventory = self.wndInventory.GetGlobalPosition() systemSetting.SaveWindowStatus(systemSetting.WINDOW_INVENTORY, False, True, xInventory, yInventory, 0) self.wndInventory.Hide() self.wndInventory.Destroy() ## 2. Now search: self.wndInventory = uiInventory.InventoryWindow() self.wndInventory.BindInterfaceClass(self) ## 2. Change it like this: self.wndInventory = uiInventory.InventoryWindow() self.wndInventory.BindInterfaceClass(self) (_, _, invX, invY, _) = systemSetting.GetWindowStatus(systemSetting.WINDOW_INVENTORY) if invX > 0 and invY > 0 and invX + self.wndInventory.GetWidth() < wndMgr.GetScreenWidth() and invY + self.wndInventory.GetHeight() < wndMgr.GetScreenHeight(): self.wndInventory.SetPosition(invX, invY)
I hope you find this information useful.- 6
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Hello,
If you check the algorithm in char.cpp (DetermineDropMetinStone()) you will see that in some cases that is totaly posible. (for example pick randomly number 90 and folow the algorithm with the percentages from your table line 1 (40, 13, 5, 2, 0).
If you look closely the last value from the table is not even used because the loop goes from 0 to 3 only (the 0 in your table).
To fix this I consider the best way is to use discrete_distribution from stl:
#include <random> void CHARACTER::DetermineDropMetinStone() { const int METIN_STONE_NUM = 14; static DWORD c_adwMetin[METIN_STONE_NUM] = { 28030, 28031, 28032, 28033, 28034, 28035, 28036, 28037, 28038, 28039, 28040, 28041, 28042, 28043, }; DWORD stone_num = GetRaceNum(); int idx = std::lower_bound(aStoneDrop, aStoneDrop+STONE_INFO_MAX_NUM, stone_num) - aStoneDrop; if (idx >= STONE_INFO_MAX_NUM || aStoneDrop[idx].dwMobVnum != stone_num) { m_dwDropMetinStone = 0; } else { const SStoneDropInfo & info = aStoneDrop[idx]; m_bDropMetinStonePct = info.iDropPct; std::random_device rd; std::mt19937 gen(rd()); std::discrete_distribution<> d(info.iLevelPct, info.iLevelPct + STONE_LEVEL_MAX_NUM + 1); int randomIndex = d(gen); // This will be a random number in range (0, 4) m_dwDropMetinStone = c_adwMetin[number(0, METIN_STONE_NUM - 1)] + (randomIndex * 100); } }
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Hello,
This is because the values for hyperlink are sent as hexadecimal values (base 16) and not decimal values (base 10).
You can use this converter if you want decimal values: https://www.rapidtables.com/convert/number/hex-to-decimal.html
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Like this:
self.item_editline.OnIMEUpdate = ui.__mem_func__(self.OnUpdateItemEditLine)
And :
def OnUpdateItemEditLine(self): ui.EditLine.OnIMEUpdate(self.item_editline) editLineText = self.item_editline.GetText()
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What is this ? I think the following video will explain everything:
https://metin2.download/video/LHpoL6qFZ04jtnn673f1YdWEBL9C7ya7/.mp4
Please note this is experimental and might have issues.
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If you work with Python scripts (uiscript files) you probably were in a situation where you needed to change an element property or add a new element based on a condition/binary macro.
Here are two new functions I wrote to make this job easier for you: (the code is based on official root from 2018 I posted here)
## ui.py ## 1. Find: class PythonScriptLoader(object): ## 1. Add ABOVE: def FindElementByName(window, name): if isinstance(window, dict): if "name" in window and window["name"] == name: return window for key in window: found = FindElementByName(window[key], name) if found is not None: return found elif isinstance(window, list) or isinstance(window, tuple): for item in window: found = FindElementByName(item, name) if found is not None: return found return None def ChangeElementProperty(window, name, propertyName, propertyValue): element = FindElementByName(window, name) if element: if propertyName in element: element[propertyName] = propertyValue ## 2. Search: self.ScriptDictionary["LOCALE_PATH"] = app.GetLocalePath() ## 2. Add after: self.ScriptDictionary["FindElementByName"] = FindElementByName self.ScriptDictionary["ChangeElementProperty"] = ChangeElementProperty
And this is how you can use it:
## The example is based on minimap.py from the official uiscript ## 1. BEFORE: window["children"][0]["children"] = window["children"][0]["children"] + [ { "name" : "InGameEventButton", ... },] ## 1. AFTER: openWindow = FindElementByName(window, "OpenWindow") if openWindow: openWindow["children"] = openWindow["children"] + [ { "name" : "InGameEventButton", ... },] ## 2. BEFORE: window["children"][0]["children"][5]["x"] = 0 window["children"][0]["children"][5]["y"] = 57 ## 2. AFTER: ChangeElementProperty(window, "AtlasShowButton", "x", 0) ChangeElementProperty(window, "AtlasShowButton", "y", 57)
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Post ClientManagerPlayer.cpp from the db. In most cases, your problem stems from this file.
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The issue is occurring because the pointer to the event function is null, whereas the info is not null.
To resolve this issue, you can simply check whether the pointer to the function is null or not.
if (!the_event->func) continue; new_time = (the_event->func) (get_pointer(the_event), processing_time);
Because the event functions are global functions, there are not many ways to get a null pointer. Therefore, you should check the following (although there may be other ways to get a null pointer, one of the following is likely your case):
- Check your event code and ensure that you are not explicitly setting the "func" pointer to null.- Check whether you are calling the event_create function like this: event_create(nullptr, info, PASSES_PER_SEC(1));
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Nice work
Here is a token list I use: ["\t", "\r", "\n", ",", " ", "=", "[", "]", "+", "-", "<", ">", "~", "!", ".", "(", ")", "*", "{", "}", "/"]
So you can use: (and more)
local drops = {DROP1, DROP2, DROP3}
local count = COUNT1+COUNT2- 1
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If you want to bulk crop here is a little python script I did some time ago:
Spoilerimport os import scandir # pip install scandir from PIL import Image # pip install Pillow dirSource = "catchking" # the folder with the .sub imageName = "king_001.dds" # the dds image # Recursive scantree def scantree(path): for entry in scandir.scandir(path): if entry.is_dir(follow_symlinks = False): for entry in scantree(entry.path): yield entry else: yield entry def cropImage(img, cropArea, newFilename): croppedImage = img.crop(cropArea) croppedImage.save(newFilename) def GetCropSourceFile(fileName): sourceName = "" with open(fileName, "rb") as f: for line in f: if line.startswith("image"): sourceName = str(line[6:]) return sourceName.strip().replace('"', "") def GetCropAreFromFile(fileName): left, top, right, bottom = 0, 0, 0, 0 with open(fileName, "rb") as f: for line in f: if line.startswith("left"): left = int(line[5:]) if line.startswith("top"): top = int(line[4:]) if line.startswith("right"): right = int(line[6:]) if line.startswith("bottom"): bottom = int(line[7:]) return (left, top, right, bottom) def main(): img = Image.open(imageName) for entry in scantree(dirSource): subName = entry.path root, ext = os.path.splitext(subName) if ext == ".sub": sourceName = GetCropSourceFile(subName) if sourceName != imageName: print "Can't crop sub %s because source name is not ok. (%s)" % (subName, sourceName) continue cropArea = GetCropAreFromFile(subName) print "Cropping %s - Area %s..." % (subName, str(cropArea)) cropImage(img, cropArea, root + ".png") os.remove(subName) if __name__ == "__main__": main()
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Use .dds, those load faster.
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Try this:
UserInterface -> Properties -> Manifest Tool -> Input and Output -> DPI Awareness -> High DPI Aware
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Good job. For what I've seen in the metin2 comunity a lot of people doesn't care about these values (they leave bosses without skills on live servers and so on).
The damage multiply column have also wrong values. Example: if the monster have 5.3 damage multiuply when you unpack you will get 5.
I personally changed the unpack function to read those values from a file at unpack.
Here is the code with all variables I found with wrong values or missing (maybe it can help you):Spoiler#ifdef ENABLE_GET_SAVED_DATA #include <algorithm> #include <iostream> #include <string> #include <sstream> #include <fstream> typedef struct SSavedData { DWORD dwGoldMin; DWORD dwGoldMax; float fDamMultiply; DWORD dwPolymorphItemVnum; TMobSkillLevel Skills[MOB_SKILL_MAX_NUM]; BYTE bBerserkPoint; BYTE bStoneSkinPoint; BYTE bGodSpeedPoint; BYTE bDeathBlowPoint; BYTE bRevivePoint; } TSavedData; std::map<DWORD, TSavedData> savedData; #endif void UnpackMobProto() { FILE * fp; DWORD fourcc, tableSize, dataSize; #ifdef ENABLE_GET_SAVED_DATA std::ifstream databaseFile("database.txt", std::ios::binary); DWORD dwMonsterVnum; TSavedData tempData; std::string temp; while (getline(databaseFile, temp)) { std::string delim = "\t"; std::size_t iPos = temp.find_first_of(delim); std::size_t iOldPos = 0; int iCur = 0; while(iPos != std::string::npos) { switch(iCur) { case 0: dwMonsterVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 1: tempData.dwGoldMin = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 2: tempData.dwGoldMax = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 3: tempData.fDamMultiply = static_cast<float>(std::stof(temp.substr(iOldPos, iPos))); break; case 4: tempData.dwPolymorphItemVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 5: tempData.Skills[0].bLevel = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 6: tempData.Skills[0].dwVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 7: tempData.Skills[1].bLevel = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 8: tempData.Skills[1].dwVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 9: tempData.Skills[2].bLevel = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 10: tempData.Skills[2].dwVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 11: tempData.Skills[3].bLevel = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 12: tempData.Skills[3].dwVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 13: tempData.Skills[4].bLevel = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 14: tempData.Skills[4].dwVnum = static_cast<DWORD>(std::stoul(temp.substr(iOldPos, iPos))); break; case 15: tempData.bBerserkPoint = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 16: tempData.bStoneSkinPoint = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 17: tempData.bGodSpeedPoint = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 18: tempData.bDeathBlowPoint = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; case 19: tempData.bRevivePoint = static_cast<BYTE>(std::stoul(temp.substr(iOldPos, iPos))); break; } iCur++; iOldPos = iPos; iPos = temp.find_first_of(delim, iPos + 1); } savedData.emplace(dwMonsterVnum, tempData); } databaseFile.close(); printf("Database read succesfuly!\n"); #endif fp = fopen("mob_proto", "rb"); if (fp==NULL) { printf("mob_proto not found\n"); return; } fread(&fourcc, sizeof(DWORD), 1, fp); fread(&tableSize, sizeof(DWORD), 1, fp); fread(&dataSize, sizeof(DWORD), 1, fp); BYTE * data = (BYTE *) malloc(dataSize); if (data) { fread(data, dataSize, 1, fp); CCryptedObject zObj; CryptationTypes types; #if PROTO_CRYPTATION_TYPE == PROTO_CRYPTATION_TYPE_LZO types = CryptationTypes::LZO; #elif PROTO_CRYPTATION_TYPE == PROTO_CRYPTATION_TYPE_SNAPPY types = CryptationTypes::SNAPPY; #else types = CryptationTypes::AUTO; #endif if (CCrypt::Instance().Decompress(zObj, data, types, g_adwMobProtoKey)) { if ((zObj.GetSize() % sizeof(TMobTable)) != 0) { printf("Invalid size %u check data format. Mob Table size %d\n", zObj.GetSize() / tableSize, sizeof(TMobTable)); return; } if (LoadNPrint) { for (DWORD i = 0; i < tableSize; ++i) { TMobTable & rTable = *((TMobTable *) zObj.GetBuffer() + i); printf("%u %s\n", rTable.dwVnum, rTable.szLocaleName); } } else { FILE * mf1 = fopen("mob_names.txt", "w"); FILE * mf2 = fopen("mob_proto.txt", "w"); if (mf1==NULL) { printf("mob_names.txt not writable"); return; } if (mf2==NULL) { printf("mob_proto.txt not writable"); return; } fprintf(mf1, "VNUM\tLOCALE_NAME\n"); fprintf(mf2, "VNUM\t" "NAME\t" "RANK\t" "TYPE\t" "BATTLE_TYPE\t" "LEVEL\t" #ifdef ENABLE_OFFICIAL_FULL_PROTO "SCALE\t" #endif "SIZE\t" "AI_FLAG\t" "MOUNT_CAPACITY\t" "RACE_FLAG\t" "IMMUNE_FLAG\t" "EMPIRE\t" "FOLDER\t" "ON_CLICK\t" "ST\t" "DX\t" "HT\t" "IQ\t" #ifdef ENABLE_OFFICIAL_FULL_PROTO "STR_SUNG_MA\t" "DEX_SUNG_MA\t" "CON_SUNG_MA\t" "INT_SUNG_MA\t" #endif "DAMAGE_MIN\t" "DAMAGE_MAX\t" "MAX_HP\t" "REGEN_CYCLE\t" "REGEN_PERCENT\t" "GOLD_MIN\t" "GOLD_MAX\t" "EXP\t" #ifdef ENABLE_OFFICIAL_FULL_PROTO "NEW_WORLD_EXP\t" #endif "DEF\t" "ATTACK_SPEED\t" "MOVE_SPEED\t" "AGGRESSIVE_HP_PCT\t" "AGGRESSIVE_SIGHT\t" "ATTACK_RANGE\t" "DROP_ITEM\t" "RESURRECTION_VNUM\t" "ENCHANT_CURSE\t" "ENCHANT_SLOW\t" "ENCHANT_POISON\t" "ENCHANT_STUN\t" "ENCHANT_CRITICAL\t" "ENCHANT_PENETRATE\t" "RESIST_SWORD\t" "RESIST_TWOHAND\t" "RESIST_DAGGER\t" "RESIST_BELL\t" "RESIST_FAN\t" "RESIST_BOW\t" #ifdef ENABLE_WOLFMAN_CHARACTER "RESIST_CLAW\t" #endif "RESIST_FIRE\t" "RESIST_ELECT\t" "RESIST_MAGIC\t" "RESIST_WIND\t" "RESIST_POISON\t" #ifdef ENABLE_WOLFMAN_CHARACTER "RESIST_BLEEDING\t" #endif "DAM_MULTIPLY\t" "SUMMON\t" "DRAIN_SP\t" "MOB_COLOR\t" "POLYMORPH_ITEM\t" "SKILL_LEVEL0\t" "SKILL_VNUM0\t" "SKILL_LEVEL1\t" "SKILL_VNUM1\t" "SKILL_LEVEL2\t" "SKILL_VNUM2\t" "SKILL_LEVEL3\t" "SKILL_VNUM3\t" "SKILL_LEVEL4\t" "SKILL_VNUM4\t" "SP_BERSERK\t" "SP_STONESKIN\t" "SP_GODSPEED\t" "SP_DEATHBLOW\t" "SP_REVIVE" "\n"); for (DWORD i = 0; i < tableSize; ++i) { TMobTable & rTable = *((TMobTable *) zObj.GetBuffer() + i); fprintf(mf1, "%u %s\n", rTable.dwVnum, rTable.szLocaleName); #ifdef ENABLE_GET_SAVED_DATA auto iter = savedData.find(rTable.dwVnum); TSavedData * savedDataMonster = NULL; if(iter != savedData.end()) savedDataMonster = &iter->second; #endif fprintf(mf2, "%u " // dwVnum "%s " // szName "%s " // bRank "%s " // bType "%s " // bBattleType "%u " // bLevel #ifdef ENABLE_OFFICIAL_FULL_PROTO "%u " // bScale #endif "%s " // bSize "%s " // dwAIFlag "%u " // bMountCapacity "%s " // dwRaceFlag "%s " // dwImmuneFlag "%u " // bEmpire "%s " // szFolder "%u " // bOnClickType "%u " // bStr "%u " // bDex "%u " // bCon "%u " // bInt #ifdef ENABLE_OFFICIAL_FULL_PROTO "%u " // bStrSungMa "%u " // bDexSungMa "%u " // bConSungMa "%u " // bIntSungMa #endif "%u " // dwDamageRange[0] "%u " // dwDamageRange[1] "%u " // dwMaxHP "%u " // bRegenCycle "%u " // bRegenPercent "%u " // dwGoldMin "%u " // dwGoldMax "%u " // dwExp #ifdef ENABLE_OFFICIAL_FULL_PROTO "%u " // dwNewWorldExp #endif "%u " // wDef "%d " // sAttackSpeed "%d " // sMovingSpeed "%u " // bAggresiveHPPct "%u " // wAggressiveSight "%u " // wAttackRange "%u " // dwDropItemVnum "%u " // dwResurrectionVnum "%d " // cEnchants[MOB_ENCHANT_CURSE] "%d " // cEnchants[MOB_ENCHANT_SLOW] "%d " // cEnchants[MOB_ENCHANT_POISON] "%d " // cEnchants[MOB_ENCHANT_STUN] "%d " // cEnchants[MOB_ENCHANT_CRITICAL] "%d " // cEnchants[MOB_ENCHANT_PENETRATE] "%d " // cResists[MOB_RESIST_SWORD] "%d " // cResists[MOB_RESIST_TWOHAND] "%d " // cResists[MOB_RESIST_DAGGER] "%d " // cResists[MOB_RESIST_BELL] "%d " // cResists[MOB_RESIST_FAN] "%d " // cResists[MOB_RESIST_BOW] #ifdef ENABLE_WOLFMAN_CHARACTER "%d " // cResists[MOB_RESIST_CLAW] #endif "%d " // cResists[MOB_RESIST_FIRE] "%d " // cResists[MOB_RESIST_ELECT] "%d " // cResists[MOB_RESIST_MAGIC] "%d " // cResists[MOB_RESIST_WIND] "%d " // cResists[MOB_RESIST_POISON] #ifdef ENABLE_WOLFMAN_CHARACTER "%d " // cResists[MOB_RESIST_BLEEDING] #endif "%.1f " // fDamMultiply "%u " // dwSummonVnum "%u " // dwDrainSP "%u " // dwMobColor "%u " // dwPolymorphItemVnum "%u " // Skills[0].bLevel "%u " // Skills[0].dwVnum "%u " // Skills[1].bLevel "%u " // Skills[1].dwVnum "%u " // Skills[2].bLevel "%u " // Skills[2].dwVnum "%u " // Skills[3].bLevel "%u " // Skills[3].dwVnum "%u " // Skills[4].bLevel "%u " // Skills[4].dwVnum "%u " // bBerserkPoint "%u " // bStoneSkinPoint "%u " // bGodSpeedPoint "%u " // bDeathBlowPoint "%u" // bRevivePoint "\n", rTable.dwVnum, rTable.szName, set_Mob_Rank_Value(rTable.bRank).c_str(), set_Mob_Type_Value(rTable.bType).c_str(), set_Mob_BattleType_Value(rTable.bBattleType).c_str(), rTable.bLevel, #ifdef ENABLE_OFFICIAL_FULL_PROTO rTable.bScale, #endif set_Mob_Size_Value(rTable.bSize).c_str(), set_Mob_AIFlag_Value(rTable.dwAIFlag).c_str(), rTable.bMountCapacity, set_Mob_RaceFlag_Value(rTable.dwRaceFlag).c_str(), set_Mob_ImmuneFlag_Value(rTable.dwImmuneFlag).c_str(), rTable.bEmpire, rTable.szFolder, rTable.bOnClickType, rTable.bStr, rTable.bDex, rTable.bCon, rTable.bInt, #ifdef ENABLE_OFFICIAL_FULL_PROTO rTable.bStrSungMa, rTable.bDexSungMa, rTable.bConSungMa, rTable.bIntSungMa, #endif rTable.dwDamageRange[0], rTable.dwDamageRange[1], rTable.dwMaxHP, rTable.bRegenCycle, rTable.bRegenPercent, #ifdef ENABLE_GET_SAVED_DATA savedDataMonster ? savedDataMonster->dwGoldMin : rTable.dwGoldMin, savedDataMonster ? savedDataMonster->dwGoldMax : rTable.dwGoldMax, #else rTable.dwGoldMin, rTable.dwGoldMax, #endif rTable.dwExp, #ifdef ENABLE_OFFICIAL_FULL_PROTO rTable.dwNewWorldExp, #endif rTable.wDef, rTable.sAttackSpeed, rTable.sMovingSpeed, rTable.bAggresiveHPPct, rTable.wAggressiveSight, rTable.wAttackRange, rTable.dwDropItemVnum, rTable.dwResurrectionVnum, rTable.cEnchants[MOB_ENCHANT_CURSE], rTable.cEnchants[MOB_ENCHANT_SLOW], rTable.cEnchants[MOB_ENCHANT_POISON], rTable.cEnchants[MOB_ENCHANT_STUN], rTable.cEnchants[MOB_ENCHANT_CRITICAL], rTable.cEnchants[MOB_ENCHANT_PENETRATE], rTable.cResists[MOB_RESIST_SWORD], rTable.cResists[MOB_RESIST_TWOHAND], rTable.cResists[MOB_RESIST_DAGGER], rTable.cResists[MOB_RESIST_BELL], rTable.cResists[MOB_RESIST_FAN], rTable.cResists[MOB_RESIST_BOW], #ifdef ENABLE_WOLFMAN_CHARACTER rTable.cResists[MOB_RESIST_CLAW], #endif rTable.cResists[MOB_RESIST_FIRE], rTable.cResists[MOB_RESIST_ELECT], rTable.cResists[MOB_RESIST_MAGIC], rTable.cResists[MOB_RESIST_WIND], rTable.cResists[MOB_RESIST_POISON], #ifdef ENABLE_WOLFMAN_CHARACTER rTable.cResists[MOB_RESIST_BLEEDING], #endif #ifdef ENABLE_GET_SAVED_DATA savedDataMonster ? savedDataMonster->fDamMultiply : rTable.fDamMultiply, #else rTable.fDamMultiply, #endif rTable.dwSummonVnum, rTable.dwDrainSP, rTable.dwMobColor, #ifdef ENABLE_GET_SAVED_DATA savedDataMonster ? savedDataMonster->dwPolymorphItemVnum : rTable.dwPolymorphItemVnum, savedDataMonster ? savedDataMonster->Skills[0].bLevel : rTable.Skills[0].bLevel, savedDataMonster ? savedDataMonster->Skills[0].dwVnum : rTable.Skills[0].dwVnum, savedDataMonster ? savedDataMonster->Skills[1].bLevel : rTable.Skills[1].bLevel, savedDataMonster ? savedDataMonster->Skills[1].dwVnum : rTable.Skills[1].dwVnum, savedDataMonster ? savedDataMonster->Skills[2].bLevel : rTable.Skills[2].bLevel, savedDataMonster ? savedDataMonster->Skills[2].dwVnum : rTable.Skills[2].dwVnum, savedDataMonster ? savedDataMonster->Skills[3].bLevel : rTable.Skills[3].bLevel, savedDataMonster ? savedDataMonster->Skills[3].dwVnum : rTable.Skills[3].dwVnum, savedDataMonster ? savedDataMonster->Skills[4].bLevel : rTable.Skills[4].bLevel, savedDataMonster ? savedDataMonster->Skills[4].dwVnum : rTable.Skills[4].dwVnum, savedDataMonster ? savedDataMonster->bBerserkPoint : rTable.bBerserkPoint, savedDataMonster ? savedDataMonster->bStoneSkinPoint : rTable.bStoneSkinPoint, savedDataMonster ? savedDataMonster->bGodSpeedPoint : rTable.bGodSpeedPoint, savedDataMonster ? savedDataMonster->bDeathBlowPoint : rTable.bDeathBlowPoint, savedDataMonster ? savedDataMonster->bRevivePoint : rTable.bRevivePoint #else rTable.dwPolymorphItemVnum, rTable.Skills[0].bLevel, rTable.Skills[0].dwVnum, rTable.Skills[1].bLevel, rTable.Skills[1].dwVnum, rTable.Skills[2].bLevel, rTable.Skills[2].dwVnum, rTable.Skills[3].bLevel, rTable.Skills[3].dwVnum, rTable.Skills[4].bLevel, rTable.Skills[4].dwVnum, rTable.bBerserkPoint, rTable.bStoneSkinPoint, rTable.bGodSpeedPoint, rTable.bDeathBlowPoint, rTable.bRevivePoint #endif ); } ; } } free(data); } fclose(fp); }
The database file too:
Spoiler10611 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2051 122 183 1.4 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2052 127 190 1.4 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2053 201 302 1.8 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2054 208 313 1.8 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2055 216 325 1.8 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8200 736 1104 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 11116 600 700 3.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2061 320 498 1.89 70104 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2062 352 425 1.89 70105 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2063 430 498 2.1 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2064 343 475 2.1 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2065 321 416 2.1 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 20500 0 0 1.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20501 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20502 496 744 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2071 304 457 3.0 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2072 316 474 3.0 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2073 392 588 3.22 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2074 406 609 3.22 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2075 420 630 3.22 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2076 130 360 3.58 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 30129 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10094 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 11117 600 700 3.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2091 1736 2104 2.2 0 30 261 0 0 0 0 0 0 0 0 5 10 0 0 0 2092 7960 11940 4.4 0 40 261 0 0 0 0 0 0 0 0 5 10 0 0 0 2093 29600 39400 2.5 0 35 261 0 0 0 0 0 0 0 0 5 10 0 7 40 2094 23400 35100 2.28 0 40 261 0 0 0 0 0 0 0 0 20 20 0 7 40 2095 0 0 1.0 0 0 0 0 0 0 0 0 0 0 0 20 20 0 7 40 20392 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 30001 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2101 900 1340 2.0 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2102 168 253 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2103 176 265 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2104 254 381 1.8 70106 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2105 558 837 1.8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2106 276 414 1.8 70106 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2107 603 904 1.8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2108 404 607 2.0 70107 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10504 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8049 2392 5382 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5131 68 103 1.2 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2401 180 290 2.4 0 0 0 0 0 0 0 0 0 0 0 30 0 0 0 0 5132 116 174 1.68 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2402 160 197 2.4 0 0 0 0 0 0 0 0 0 0 0 0 0 30 0 0 5133 167 250 2.16 70106 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20393 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2131 533 798 1.89 70104 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2132 552 828 1.89 70105 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2133 698 1047 2.1 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2134 723 1085 2.1 70106 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2135 747 1121 2.5 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 30117 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2141 0 0 3.08 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2142 0 0 3.08 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10096 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 101 18 27 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 102 23 34 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 103 25 38 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2152 168 253 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 105 37 56 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 106 47 70 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 107 72 84 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 108 32 49 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 109 56 84 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 110 44 67 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 111 76 114 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 112 61 92 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 113 94 126 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 114 59 88 1.0 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 115 94 123 1.4 70105 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20326 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20391 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5141 100 150 1.2 70104 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 30116 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 131 60 91 1.8 70106 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 132 80 121 2.0 70107 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 133 77 116 1.8 70106 0 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0 0 0 0 0 0 0 5 2 0 0 0 2035 420 630 2.0 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 2036 420 630 2.0 70107 0 0 0 0 0 0 0 0 0 0 5 2 0 0 0 20390 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20071 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20322 0 0 0.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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Feeding game source to LLM
in Metin2
Posted
You don't need to train it on your source code. You just need to take a good model and give it more context. For example I use Github Copilot to help me with some trivial task while coding. If I need info about the whole source I just use @workspace in the chat when I ask it a question and then he has more context about the source.