Tryn
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Posts posted by Tryn
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Hm but it turns orange when the dmg get in. And it stops when there is no dmg. They didnt change it just at the end, like yours. It works for the full gaugebar.
I think it works like this:
1. DMG gets in.
2. The Red-Gaugebar gets removed
3. The Orange-Gaugebar appears where the red is gone
4. The Orange-Gaugebar moves slowly (like in your first exampel) until it completly disappears. (The range how much of the orange-bar should disappear is constantly updating because if more dmg gets in the orange bar gets "longer".
I hope you can understand what i mean. -
vor einer Stunde schrieb ѕeмa™:
U mean this right?
https://metin2.download/picture/yNIj3Wv5U09p00seMD8h5xRuS6BqRb4A/.gif
Well i did this:
Onupdate:if self.max_hp > self.actual_hp: if app.GetTime() > self.time: self.max_hp -= 1 dbg.TraceError(str(self.actual_hp)+"_"+str(self.max_hp)) self.hpGauge.SetPercentage(self.max_hp, 100) self.time = app.GetTime() + 0.005
def sethp
def SetHP(self, hpPercentage): if not self.hpGauge.IsShow(): self.SetSize(200 + 7*self.nameLength, self.GetHeight()) self.name.SetHorizontalAlignCenter() self.name.SetWindowHorizontalAlignCenter() self.name.SetPosition(0, 8) self.hpGauge.SetWindowHorizontalAlignCenter() self.hpGauge.SetPosition(0, 23) self.hpGauge.Show() self.percent.Show() self.UpdatePosition() self.max_hp = hpPercentage self.hpGauge.SetPercentage(hpPercentage, 100) self.actual_hp = hpPercentage
def init
self.actual_hp = 0 self.max_hp = 100 self.time = 0
I did this fast, if it's bugged i dont know but if u find a bug, tell me.
You can play with this code, example: if the difference is too high u can make the hp goes faster and if the difference is not too much goes slower.
Good luck
Its close to that im searching for. If you look at my gif in the first post u can see there is a small effect which shows the gauge in an other color for an moment. But thanks anyways!
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Shang is right, i was looking for the effect of the gauge.
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Hello together,
because im not that good with Python im gonna ask you guys if somebody can help me to archive this: https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif
It's a nice simpel improvment for the gauge in my opinion.
If you agree with me let me knew about it and maybe help me out.
Thanks in advance
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vor 5 Stunden schrieb PeaceMaker:
fix it yourself
Not needed to fix it, cause i dont use it. But nice kind of post-hunting. Anyways i think a Serverside solution isnt the right way to handel it. Just do it like the officals and change some parts in the client to "pause" the rendering of the weapons if a emotion is in progress.
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Metin2 Global added the Chromium Framework to their client. Also i think the officals also upgraded their Webbrowser with the steam publishment. Others i dont know. The Chromium Framework is quiet easy to understand, i would go for this way
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Nice release, maybe you can fix your little bug, than it would fabulous. -
Maybe @xP3NG3Rx can give us/you the Pseudo for this? So we/you can recode it.
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I think there are some "bugs". If u mount for example the power mounts the texttail is floating miles above you. Also if you're not riding a mount the texttail above them ("XZY's Horse") is also miles above them. Maybe you can take a look for this "bugs". But nice release anyway.
Thanks P3ng3r -
vor 5 Minuten schrieb Syreldar:
quality and knowledge have their cost.
What has the proto to do with quality? If a newbie would get it unpacked it would also be the same proto as marty would had unpacked it.
And this isnt something where we need to pay for, it will get pub soon i think. If it would be the complet zodiac run i would rather buy
it from marty as from some "nonamed" person.
I will just wait -
vor 27 Minuten schrieb Syreldar:
Ty for this information, but i wont want to buy a source just for getting the structure of the new mob_proto. I just want to get the unpacked proto for the new zodiac monsters, not even with their special skills, just the settings for hp, strength and so on. And the protos get public in a short time normally. This is even a argument why i wouldnt buy such stuff, because it isnt a full system, its just a proto. Even if it isnt public until yet.
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vor einer Stunde schrieb TRBizeps:
I've released in elitepvpers the current official skill_proto, there are skills for example (how are they called in english??) i think dragon roar, which now is an distance attack and the stride skill from ranged ninja is also a sourceside change.
you can't just copy.
Ofc you can't just copy it. Also some skill_proto related changes need do be fit into the source als the new flags which i mentioned above. Dragon Roar for the e.x. is one of the easier skills to get working like offical. Knockback Flags and also Feather Walk are more difficult.
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Hello everyone,
i want to implement the new "reworked" skill form the offical servers.
Here is the changelog: https://board.en.metin2.gameforge.com/index.php/Thread/90435-Changelog-Update-17-5/
Dragon's Roar -> Now with Target
Feather Walk -> Drops a Bomb
And many more got changed...
I got the most parts working but there are still some problems i needed help with.
So i dont know how the new Feather Walk is done inner the source code. Because the bomb which
gets droped gets displayed there as effect and also just deals damage where it is droped. (This is mostly a few meter behind the character)
Also there are some new skill_flags for the source. I will list them here for you:
- SKILL_FLAG_KNOCKBACK = (1 << 30), (This will trigger a serverside knochback?)
- SKILL_FLAG_BUFF = (1 << 31), (This is for some buff calculations, because as you can see in the changelog buffs are now lower applied to other players than the caster itself)
Now the parts im missing of (i changed all the stuff i can get out of the skilltable.txt into my skill_proto at my server):
- The Knockback-Flag? Any ideas how serverside knockback should be calculated and executed?
- Feather Walk's bomb drop? Any ideas how this should be done?
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Hello everybody,
i just want to know if there is somebody who has already discovered the new mob_proto structure. Because i want to get the current mob_proto of the update 17.5 for the
new zodiac monsters.
Thanks in advance -
Hello guys,
i got a problem, sometimes after some warps my core goes down and when i start debugging just recive this messages: I
So i tried to remove all quests (also objects dictonary ) but the error appears to be the same just that there is no quest loaded but it stops at the lua_load() function of liblua.
If someone is abel to fix this im willing to pay.
Greetings and thanks in advance
Tryn -
I got nearly the same error, but also my fog isnt loading on all maps... Maybe someone can help us out with it.
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Hey Guys wanna try the new upcoming update?
Also the new patches are in rar (But hey i dont know if u can unpack them )
Some new upcoming features on officals:
- Channelswitcher
- New Minigame (Fishing)
- New Patcher (Not a real feature)
- New Costumes
- Some kind of a map rework
- Blablabla- 4
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Offical has patched today, does anyone unpacked it already?
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Still getting these Error:
Here is my makefile:
MAKE = gmake #CC = g++ CC = clang++ INCDIR = LIBDIR = BINDIR = ../Releases OBJDIR = .obj GCC_VERSION = $(shell $(CC) --version 2>&1 | grep "(GCC)" | cut -d' ' -f3 | cut -d'.' -f1) BSD_VERSION = $(shell uname -v 2>&1 | cut -d' ' -f2 | cut -d'.' -f1) P4_VERSION = $(shell less ../common/Dbversion.txt) $(shell if [ ! -d $(OBJDIR) ]; then mkdir $(OBJDIR); fi) TARGET = $(BINDIR)/db_r$(P4_VERSION) CFLAGS = -g -Wall -O2 -pipe -fno-rtti -fno-exceptions -pthread -D_THREAD_SAFE #ifeq ($(GCC_VERSION), 4) #CFLAGS += -mtune=i686 #else #CFLAGS += -mcpu=i686 #endif # MySQL LIBDIR += -L/usr/local/lib/mysql # boost INCDIR += -I../../Z_Extern/include/boost LIBDIR += -L../../Z_Lib/libthecore/lib -L../../Z_Lib/libsql -L../../Z_Lib/libpoly -L../../Z_Lib/libgame/lib # Extern INCDIR += -I../../Z_Extern/include LIBDIR += -I../../Z_Extern/lib # Project Library INCDIR += -I/usr/local/include ifeq ($(BSD_VERSION), 7) INCDIR += -I../../Z_Lib/libmysql/7.x-5.1.35 LIBDIR += -L../../Z_Lib/libmysql/7.x-5.1.35 else INCDIR += -I../../Z_Lib/libmysql/5.x-5.1.35 LIBDIR += -L../../Z_Lib/libmysql/5.x-5.1.35 endif LIBS = -lthecore -lmysqlclient -lsql -lpoly -lgame -lm -lz SRCS = Config.cpp NetBase.cpp Peer.cpp PeerBase.cpp Main.cpp Lock.cpp DBManager.cpp \ Cache.cpp LoginData.cpp ClientManager.cpp ClientManagerPlayer.cpp ClientManagerLogin.cpp \ ClientManagerBoot.cpp ClientManagerParty.cpp ClientManagerGuild.cpp GuildManager.cpp HB.cpp \ PrivManager.cpp ItemAwardManager.cpp ClientManagerEventFlag.cpp Marriage.cpp \ ItemIDRangeManager.cpp version.cpp ProtoReader.cpp CsvReader.cpp OBJS = $(SRCS:%.cpp=$(OBJDIR)/%.o) default: $(TARGET) $(TARGET): $(OBJS) @echo linking $(TARGET)... @$(CC) $(CFLAGS) $(LIBDIR) $(OBJS) $(LIBS) -o $(TARGET) @touch version.cpp $(OBJDIR)/%.o: %.cpp @echo compile $< @$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@ $(OBJDIR)/version.o: version.cpp @$(CC) $(CFLAGS) -D__USER__=\"$(USER)\" -D__HOSTNAME__=\"$(HOSTNAME)\" -D__PWD__=\"$(PWD)\" -D__P4_VERSION__=\"$(P4_VERSION)\" -c $< -o $@ @echo compile $< $(OBJDIR): @mkdir $(OBJDIR) clean: @rm -f $(OBJS) $(BINDIR)/db_r* dep: @touch Depend makedepend -fDepend $(INCDIR) -I/usr/include/c++/3.3 -I/usr/include/c++/4.2 -p$(OBJDIR)/ $(SRCS) 2> /dev/null sinclude Depend
Does anybody knows my problem? -
Okey guy, i downgraded my server to FreeBSD 10.3, does anyone can tell me what i need to install to get the source running under 10.3, because as i told u above on 9.3 it was all working fine for me.
I installed:
cryptopp
mysql57-server
devil
boost-libs
(In that kind of order i had wrote them down. I just needed them for 9.3 so can anybody tell me what changed? Or what i need to install unter 10 now that it will work?)
Thanks in advance
new textline functions add help
in Community Support - Questions & Answers
Posted
@xP3NG3Rx please have a look.
Because you already gave us some eventFunctions.