HisaoShou
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Posts posted by HisaoShou
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Thank you very much for pointing out how to solve the issue, I will see how this will end.
Have a good day and thank you again!
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Hello everyone, I have searched on most of the forums to find a way to modify these bonuses but I couldn't find anything.
Does anyone knows how to modify the bonuses granted by Party Leadership?
More info about Leadership can be found here: http://wiki.metin-2.com/index.php/Leadership
I want to know how to modify the bonuses granted by "Set As Berserker" , "Set as melee", and so on...
Can anyone help me with this issue please?
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Thank you very much about your answer! It was really helpful.
Thank you also for your time spent explaining all these to me, thanks!
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Hello everyone. I would like to know if I could increase the range of Bravery Capes.
More precisely, is there any way I can increase the range of pc.aggregate_monster quest function?
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Acum 5 ore, OtherChoice a spus:
each quest function, including questflags and globalflags, its called by the quest itself(lua) but is handled on game server and its declaration its c++ code. What you could do is adding a new function in client binary to pythonnetworkmodule so your py files can call this function which sends a request packet (HEADER_CG) to game server which performs any check you want on said flags and sends the response back to client (HEADER_GC), then you could have a BINARY_CALLBACK (game.py function accessible by client binary) which performs your desired python function. Hope it was clear, if not just tell me which part isn't clear and i'll make some example code as i get back home.
Thank you for your answer, it made me understand a little how this works.
What I want to do is only quest - client related. For example I want an UI button to be displayed only if the variable declared by quest has a certain value. Do you think this is possible only with python(client) and quest(lua) ?
I would really appreciate an example if you have one. Something like, if you could make a present game button (e.g.: Inventory Button from the bottom bar) be displayed only when quest variable is 1 that would be the easiest i think. I'm sorry for asking for this, I'm not good at it.
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Hello everyone.
I'm currently facing an issue where I want to make a certain system / icon visible only if a variable (which was declared and changed via quest) has a certain value. I want the client to check the value of the variable for the quest, and the client to update automatically as the variable is set to a certain value.
Can this be done? I have looked into an older topic related to this issue: [HowTo|Old]Quest-Client communication(for any version) , but it didn't help really much. I'm still not sure how to check this.
Can someone help me please? I'm pretty dumb when comes to client communication
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Acum 33 minute, Dobrescu Sebastian a spus:
Struct you put at the top of cmd_general after the includes. Acmd you put at the end of file. If you want by quest you use the acmd code in questlua_pc.cpp
Thank you sir!
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Acum 22 minute, Dobrescu Sebastian a spus:
struct FPlayerCounter { int nCount; void operator () (LPENTITY ent) { if (ent->IsType(ENTITY_CHARACTER)) { LPCHARACTER pChar = static_cast<LPCHARACTER>(ent); if (pChar->IsPC() == true) { nCount++; } } } };
ACMD(do_get_player_count) { LPSECTREE_MAP pSectree = SECTREE_MANAGER::instance().GetMap(ch->GetMapIndex()); if (pSectree == NULL) return; FPlayerCounter f; f.nCount = 0; pSectree->for_each(f); ch->ChatPacket(CHAT_TYPE_INFO, "MapIndex: %d PlayerCount %d", ch->GetMapIndex(), f.nCount); }
Wow, thank you very much!
But can you please tell me where to put these?
And can it be used as a quest function? I want to check the number of players from a map with a quest
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Acum 5 minute, Exygo a spus:
There is no function like that
Then is there any way to check how many players are in certain map?
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Hello.
I need a quest for a tournament where the players can register in it, and after a certain amount time, the registered will be teleported in certain map.
Can someone please tell me if this is possible or how can be done?
Can it be done without sql?
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Hello everyone.
I need a little help here: I need quest function which checks how many players are in certain maps.
Does someone know any way do check this?
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Acum 4 minute, Syreldar a spus:
fix your server ¯\_(ツ)_/¯
Bruh, don't you have an workaround or something? (;¬_¬)
I have no idea how this would be a server issue
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Acum 12 minute, Syreldar a spus:
Apparently, you don't have the mysql_direct_query functions on your server, sigh.
Just remove it from the quest.
Yes, this still does not work:
quest giveItem begin state start begin when login begin say("test") local vnum = tonumber(input()); if (vnum == nil or vnum == 0) then return say_reward("Invalid input.[ENTER]"); end -- if/elseif pc.give_item2(vnum, 1); say(string.format("The item %d (%s) has been received.", vnum, item_name(vnum))) say_item_vnum(vnum); end -- when end -- state end -- quest
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Acum 1 minut, Syreldar a spus:
We are almost in 2018 man, don't you know you have to add that to the quest_functions file first?
Uhm, i did. But the quest does nothing in game. After I put the item number, nothing happens afterwards
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Acum 1 oră, Syreldar a spus:
?
quest giveItem begin state start begin when login begin say("test") local vnum = tonumber(input()); if (vnum == nil or vnum == 0) then return say_reward("Invalid input.[ENTER]"); elseif (mysql_direct_query(string.format("SELECT vnum FROM player.item_proto WHERE vnum = '%d';", vnum)) == 0) then return say_reward(string.format("The item %d doesn't exist in the database.[ENTER]", vnum)) end -- if/elseif pc.give_item2(vnum, 1); say(string.format("The item %d (%s) has been received.", vnum, item_name(vnum))) say_item_vnum(vnum); end -- when end -- state end -- quest
I get this on compile:
Calls undeclared function! :
mysql_direct_query
Abort (core dumped)
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I want to make a quest which gives the player any item they want by input.
But I have an issue...
the "vnum" from give_item2 does not work with my local input variable.
The quest I have tried to make looks like this:
quest giveItm begin state start begin when login begin say("test") local itm = input() pc.give_item2(itm, 1) say("test2") end end end
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I'd like to know how to remove a portal / warp gate from a map.
I want to remove the function of the portal to teleport, not the portal itself (as graphical object).
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Acum 2 ore, ElBrujoo a spus:
That's EXACTLY what the affect.add_collect() is supposed to do. However to be 100% sure I tested and it worked stacking a bonus. If you still can't make it work I could help you on skype-> xelbrujoox
Ok , then try to stack exactly the same values.
Try this: affect.add_collect(apply.INT,10,60*60*24*300*59) + affect.add_collect(apply.INT,10,60*60*24*300*59) + affect.add_collect(apply.INT,10,60*60*24*300*59)
It won't stack more than two times.
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Acum 6 ore, ElBrujoo a spus:
If you want a bonus that is stacked like chaegirab you can use affect.add_collect(), i think it s the simplest way
It doesn't stack.
affect.add_collect() + affect.add_collect() = don't stack
affect.add_collect() + affect.add() = stack ONCE
I need them to be stacking more, like affect.add_collect() + affect.add_collect() + affect.add_collect() + affect.add_collect() and so on
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I'd like to know how I could stack affect.add ?
At the moment , the function work only once, it does not stack if another affect.add is added over .
How can I make it work?
OR, is there any other way to give a permanent bonus to the player which stacks?
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Skill Normal to G script not working
in Community Support - Questions & Answers
Posted
Hello there. I wanted to make my skills to get from Normal to G1 (instead of M1) when reaching 15 skill points, and I have followed the following topic:
Unfortunately it is not working. I'm currently using 40k and the skills are still mastered to M1 instead of G1, despite of following the suggestions in the topic.
Here's my current script:
And yes, I have tried both values for SetSkillLevel to 30 and 40, none of them worked.
Can someone help me please? I would be grateful