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About raNNNNNk
- Birthday 06/18/1999
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raNNNNNk started following Server compilation error , United Metin2 - Coming back soon! 07.07.2023! , Colorful Lord Sashes and 4 others
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Failed to load script
raNNNNNk replied to Quavers's topic in Community Support - Questions & Answers
You do not have "MESSAGE" in locale. -
I might be wrong but there goes my assumption: It has to be some "system" that doesn't permit the execution of the file if it is not named "Metin2.exe", how did you search for it in binary? Use notepad++ "Find in Files" option and search for "Metin2.exe" and "DO-NOT-EDIT-NAME" in both root files and binary, i'd say it's something in root instead of binary.
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I can also recommend contabo, using one vps from them for test-server and compiling and it has only went down ONCE since september '22.
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Server compilation error
raNNNNNk replied to raNNNNNk's topic in Community Support - Questions & Answers
I found the issue and solved it, I added that thing in another class function.. xd -
Hi, I tried to add some biologist system I`ve found on another server, I did the binary without problems, and now on server-side i get that error, I assume it's something easy but I've got no programming knowledge so I'm stuck on it. Thanks! input_main.cpp: In member function 'virtual int CInputDead::Analyze(LPDESC, BYTE, const char*)': input_main.cpp:3468:30: error: qualified-id in declaration before '(' token 3468 | int CInputMain::BiologManager(LPCHARACTER ch, const char* c_pData, size_t uiBytes); | ^ input_main.cpp:3480:67: error: 'uiBytes' was not declared in this scope 3480 | return pkBiologManager->RecvClientPacket(p->bSubHeader, c_pData, uiBytes);
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case ITEM_BLEND: // 새로운 약초들 sys_log(0,"ITEM_BLEND!!"); if (Blend_Item_find(item->GetVnum())) { int affect_type = AFFECT_BLEND; int apply_type = aApplyInfo[item->GetSocket(0)].bPointType; int apply_value = item->GetSocket(1); int apply_duration = item->GetSocket(2); CAffect* pAffect = FindAffect(affect_type, apply_type); if (FindAffect(affect_type, apply_type)) { if (item->GetSocket(2)) { RemoveAffect(pAffect); item->Lock(false); } else { ChatPacket(CHAT_TYPE_INFO, "Isi face deja efectul."); } } else { AddAffect(affect_type, apply_type, apply_value, 0, apply_duration, 0, false); item->Lock(true); } } break; that's how the case looks for now, i guess there need a little modification so that the time will go down when enabled, then paused when disabled.
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I managed to get them to be enabled and disabled, but the problem is as following: if i enable them , i get the correct value for the selected time, like in the following gif [Hidden Content] the problem is that the dews can be combined and get more time, like this [Hidden Content] but if i click on a 20minutes let's say, i get the affect (20% critical) for 20minutes, but the dew remains the same (for 20 minutes), if i disable (or the time runs down by itself), still 20 minutes, i need it to countdown the time that it gets used, for now they're somewhat permanent which is not what i want, i need them to expire after the time is gone. Like let's say, the alchemy, as long as it is active, the time goes down, otherwise it keeps the time, but on alchemy there is TIMER_BASED_ON_WEAR on proto, and the blends are not like this.
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How make skills permanents?
raNNNNNk replied to SafariXD's topic in Community Support - Questions & Answers
Skillproto mysql and skillproto client, you have to modify the duration from here as long as you want. I don't think u can make them permanent but add a high value like 30000 seconds. -
@Anix can't really compile because of that : RemoveAffectBlend(affect_type, apply_type); it says that is undefined. Anyway i don't want them to be always permanent, i just want them to be enabled and disabled even if they are just for 10 minutes as they were made by ymir, but if anyone knows and could help with that, the thing i said, adding time on an item would make it to go permanent at some point, then the permanent dews are fine where should i define it, i don't really know much about coding and stuff like that, i tried to do something on char.h but it's not what it should be ^^ Also, Itachi, any better idea then?