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Hunger

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Posts posted by Hunger

  1. 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.

    			// 소켓이 속성강화에 사용되는 경우 적용하지 않는다 (ARMOR_WRIST ARMOR_NECK ARMOR_EAR)
    //#ifdef ENABLE_QUIVER_SYSTEM 
    			//if (/*!IS_SET(GetAntiFlag(), ITEM_ANTIFLAG_APPLY) || */!(m_pProto->bType == ITEM_WEAPON && m_pProto->bSubType != WEAPON_QUIVER))
    //#else
    //			if (!IS_SET(GetAntiFlag(), ITEM_ANTIFLAG_APPLY))
    //#endif

     

  2. 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

    spacer.png

     

    Does any of you had the same problem before? Thanks.

    • Love 1
  3. 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 :D and the background in high quality.

     

    spacer.png

    • Love 1
  4. 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. 

  5. 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)

     

    • Love 1
  6. 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

    • Love 1
  7. 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.

  8. 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 :D 

    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.

    • Love 2
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