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Posts posted by Hunger
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56 minutes ago, .plechito' said:
What, i was searching in korea/chiense language too but i have never found something like this, this is awesome!
Here some more (author sandokim) :
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To be legal is not enough just to re-write the game i think. I remeber The days when i was using old tribal wars leaked version. You need to change the game design too.
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4 hours ago, Shogun said:
Wow where did you find this? That's really early stuff.
Too bad the ninja didn't look like that
I was looking for info on korean websites and i found them and some more artwork like this:
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Nice one, but i'll stay with mine.
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Would look even better on sura instead. Keep going!
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Hi there, i noticed this long time ago and i couln't find the problem. After a while (or after something you do in game) some alchemy stones are going to normal inventory and they have a very long time of usage.
Demo: https://metin2.download/picture/asa4RU0HCgO6eTjN1TEdemW06gsOWpg7/.gif
Does any of you had the same problem before? Thanks.
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@Gurgarath somehow, that skill flag has no effect for me. I've done it by changing CRUSH_LONG and removing the stun affect from it.
https://metin2.download/picture/X8i0mG6nvgp1hw4tBgM0UDNG7QioE7cH/.gif
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1 hour ago, Kori said:
Looks really bad. This is not the original beta skill windows
Sure it does. And it has the bug on the tooltip after the skill is changing grade (see when berserk becomes m1).
i have this page and the background in high quality.- 1
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Oh damn. Do you need the attr changer like the bonus changer on the item? I’ll drop the code for you this evening.
Do you have them on “ARMOR_PENDANT” subtype? -
11 minutes ago, Reya said:
Ich meine damit, da es aktuell über den normalen Switcher läuft, ein extra item dafür zu benutzen in dem Fall : Talisman verstärken oder verzaubern anstatt Gegenstand verstärken /verzaubern
Yes. Du riechst so gut. You could copy the shield slot and rename it Pendant instead if you want to. Otherwise you will need to buy the system or use the turkish version which is free but not on this forum.
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5 hours ago, Itachi said:
Do not use that.
It is badly done.And why it is badly done may i ask?
He can use the “shish kebab” version if he wants to or yours. The code above is doing the same thing without the icons on the top left corner. Why you never made your code public on this community tho? -
I think this should do it for the permanent dews (char_item.cpp):
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); if (FindAffect(affect_type, apply_type)) { if (item->GetSocket(2) == 1) { RemoveAffectBlend(affect_type, apply_type); item->SetSocket(2, 0); item->Lock(0); } else { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("이미 효과가 걸려 있습니다.")); } } else { AddAffect(affect_type, apply_type, apply_value, 0, 60*60*60*60*60*365, 0, false); item->Lock(1); item->SetSocket(2, 1); } } break;
uiInventory.py -> before: self.wndItem.RefreshSlot() add:
if itemVnum >= 50821 and itemVnum <= 50826: metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(3)] isActivated = 0 != metinSocket[2] if isActivated: self.wndItem.ActivateSlot(i) else: self.wndItem.DeactivateSlot(i)
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5 minutes ago, Moț said:
Nice fix.
Sure.
Char_battle.cpp
from:
// ADD_PREMIUM bool isAutoLoot = (pkAttacker->GetPremiumRemainSeconds(PREMIUM_AUTOLOOT) > 0 || pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_AUTOLOOT)) ? true : false; // 제3의 손 // END_OF_ADD_PREMIUM
to:
bool isAutoLoot = true;
https://metin2.download/picture/p6kB259d8c9S5BuyR95lpyapGKoNoS69/.gif
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You can activate that for all players including new ones for like 10 years do you know that right? Without changing any code inside the source.
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There is an item mall called “the third hand” which is collecting the yang.
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Stop tagging them man they have a life too. Do you really think their best thing to do is to visit the site every minute and answer to your questions?
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If you do that so, you will only see the percentage when you want to upgrade the item defined which is impossible because you cannot refine a blessing scroll. You need to do it in a different way. Try to replace the itemVnum with a vnum of a weapon and then try to upgrade it you will see what i am talking about.
What you have done there will show the percentage of the given item (defined in uirefine.py) not when you use the item on another item to upgrade.Let's take the example of def GetRefineSuccessPercentage:
if item.ITEM_TYPE_METIN == itemType: if curGrade >= len(self.upgradeStoneSuccessPercentage): return 0 return self.upgradeStoneSuccessPercentage[curGrade]
This is showing the percentage of the certain type in the uirefine. The only difference is that the item type is used instead of the itemVnum.
I think (not the expert here) you will need to do checks in the uiInventory.py too so the script will know you are using blessing scroll on the items.
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Try to put them in order and without the macro (ifdef)
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I think you will need to make a new button that shows up when you have the horse skill using if self.__CanUseHorseSkill():
There is the function in uiCharacter.py
if self.__CanUseHorseSkill(): self.activeSkillGroupName.Hide() self.skillGroupButton1.SetText(nameList.get(group, "Noname")) self.skillGroupButton2.SetText(localeInfo.SKILL_GROUP_HORSE) self.skillGroupButton1.Show() self.skillGroupButton2.Show()
I will give it a try in about one hour.
Edit:
I manage to add the new page somehow. There is a bug i can't understand while selecting the pages. The bug comes from __SelectSkillGroup function which i don't know how it works
https://metin2.download/picture/f291HfN8yaMEF8lNCFsNZ8AWrYly4qkg/.gif
uiCharacter.py:
From PAGE_HORSE = 2 to PAGE_HORSE = 3
Find: self.skillGroupButton2 = None
Add after: self.skillGroupButton3 = None
Find: self.skillGroupButton2 = self.GetChild("Skill_Group_Button_2")
Add after: self.skillGroupButton3 = self.GetChild("Skill_Group_Button_3")
In self.skillGroupButton = ( find :
self.GetChild("Skill_Group_Button_2"),
Add below:
self.GetChild("Skill_Group_Button_3"),
Replace the def __SetSkillGroupName(self, race, group): function with this:
def __SetSkillGroupName(self, race, group): job = chr.RaceToJob(race) if not self.SKILL_GROUP_NAME_DICT.has_key(job): return nameList = self.SKILL_GROUP_NAME_DICT[job] if 0 == group: self.skillGroupButton1.SetText(nameList[1]) self.skillGroupButton2.SetText(nameList[2]) if self.__CanUseHorseSkill(): self.skillGroupButton3.SetText(localeInfo.SKILL_GROUP_HORSE) self.skillGroupButton3.Show() self.skillGroupButton3.SetPosition(95, 2) else: self.skillGroupButton3.Hide() self.skillGroupButton1.Show() self.skillGroupButton2.Show() self.activeSkillGroupName.Hide() else: if self.__CanUseHorseSkill(): self.activeSkillGroupName.Hide() self.skillGroupButton1.SetText(nameList.get(group, "Noname")) self.skillGroupButton3.SetText(localeInfo.SKILL_GROUP_HORSE) self.skillGroupButton1.Show() self.skillGroupButton2.Hide() self.skillGroupButton3.Show() self.skillGroupButton3.SetPosition(50, 2) else: self.activeSkillGroupName.SetText(nameList.get(group, "Noname")) self.activeSkillGroupName.Show() self.skillGroupButton1.Hide() self.skillGroupButton2.Hide() self.skillGroupButton3.Hide()
uiscript/characterdetails.py
Find:
{ "name" : "Skill_Group_Button_2", "type" : "radio_button", "x" : 50, "y" : 2, "text" : "Group2", "text_color" : 0xFFFFE3AD, "default_image" : "d:/ymir work/ui/game/windows/skill_tab_button_01.sub", "over_image" : "d:/ymir work/ui/game/windows/skill_tab_button_02.sub", "down_image" : "d:/ymir work/ui/game/windows/skill_tab_button_03.sub", },
Add below:
##horse skill page { "name" : "Skill_Group_Button_3", "type" : "radio_button", "x" : 95, "y" : 2, "text" : "Group3", "text_color" : 0xFFFFE3AD, "default_image" : "d:/ymir work/ui/game/windows/skill_tab_button_01.sub", "over_image" : "d:/ymir work/ui/game/windows/skill_tab_button_02.sub", "down_image" : "d:/ymir work/ui/game/windows/skill_tab_button_03.sub", },
Sorry if i couldn't do the job, im a beginner. I thought it's easier but it seems not.
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There should be a blacklist with users like him and to block them for posting in this section.
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Don’t even try to tell them why is bad to have crap leaked game files. Let them try and then they’ll figure out and they will stop being lazy.
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[BUG] Stones no damage
in Community Support - Questions & Answers
Posted · Edited by Anix
Hi there guys,
I have a strange bug about the stones against monsters and against races. They deal no damage no matter what. The bonus against them on items are working fine i have tested them.
Did anybody had this issue in the past? Here is a video:
Thanks
Edit: Solved thanks to Exygo.
The problem came from item.cpp because of the quiver system.