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HITRON

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Everything posted by HITRON

  1. Cause they wanted to keep the limit of Yang to 2kkk, instead they have adapt Won as new currency Maximum 999 i think to extend the amount of Yang somehow, because need a lot of changes to make the Yang more than 2kkk, and obviously ymir don't want to take that risk i guess.
  2. Maybe is much more safer than the public Sources with bugged Systems, you have just to fix the normal bug / exploits in mainline if is there any.
  3. I followed his example with the replace bellow just to be understandable. Yes you can.
  4. What the fuck? Is a simple Gui actually 30 lines of code maximum, nothing hard, no need libs or smth else to PROTECT it from resellers.
  5. Then, could be better with a Icon next to the Yang / Cheque taskbar when you click to open the Quest from there and then the Gui, i think the Informations still useless, and the Window could be smaller, so the buttons Yang / Won to be bigger and have Icon like that Yang Icon -> Cheque Icon that means Exchange Yang -> Won and <->, and also the editline to be centered under like that: You could just add the Informations in the Quest before the select Yes / No for open the Gui. If the editline and the tick btn is centered you could also make the window smaller, and the buttons bigger to looks like that -> with 2 Tabs without the Information Tab. Just a idea, but i think is fine anyway.
  6. Better: USE_MONEY_K_FORMAT = True if USE_MONEY_K_FORMAT: def FormatMoneyToK(string): moneyString = str(string) moneyString = moneyString.replace("K","k") money = 0 if len(moneyString) > 1 and 'k' in moneyString: money = int(moneyString.replace('k', '000')) return money
  7. Is little bad i think, this could be much more easier but is good idea for a Gui that you can exchange Yang -> Won and <->. The Information is not really need you can just do it with Quest and when you press Yes to open the Gui from the Warehouse Keeper.
  8. switch (type) { case DAMAGE_TYPE_POISON: #ifdef ENABLE_WOLFMAN_CHARACTER case DAMAGE_TYPE_BLEEDING: #endif case DAMAGE_TYPE_FIRE: return; default: break; } ChangeVictimByAggro(info.iAggro, pAttacker);
  9. Would be nice if you could also provide informations about the fixes, and why is better like this way. Example the virtual void with void [...] override; is the same virtual void is for overidding, could be also virtual void [...] override; ++i increments the value, then returns it. i++ returns the value, and then increments it. Also when the function is float a simple 0 do the work if the value is zero. return 0.0f; return 0; NULL = 0 (can return integers) nullptr (is keyword that represents a null pointer value, not integers) Thanks.
  10. Base to your idea to find next victim, then yes, otherwise doesn't matter to check if anybody else is invisible cause Monsters can't attack invisible targets at the first place it happens only when you attack and hiding after, but you logic is good in your case. @Syreldar I tested it and seems that is passing the arg correctly (ifdef).
  11. The function already exists in Source, i just improve it a little bit for Ninja's, Your function is not really necessary, also i think is wrong when the Monster losing their aggro to find the nearest victim cause if you are in a group and attacking Boss, if the Ninja has the aggro and after using the Eunhyung Skill, is gonna take a aggro from the nearest player, and maybe the random one couldn't tank the boss, so after when Boss losing their aggro is not Regen back his HP for some seconds as i saw, so someone else could take the aggro before that and continue basic to my idea func.
  12. Hey, In different Games always Ninja's have the ability to hide example in Wow when Rogue hide the Monsters losing their aggro, but in Metin2 when you hide with the Skill Eunhyung the Monster still have aggro on you, this seems little wrong, Hided and Monster still can reach you? Maybe because you can use Poison / Bleeding / Fire that make this little bit difficult, but i think i come up with a solution. I think the only part that missing is when you clean the Target from the Monster to move again back but is not really necessary. * I Added also for GMs in /in command the function. In the Tutorial bellow, you can find the Function ForgetMyAttacker with my improvements.
  13. I forgot to add something in the .rar / updated.
  14. M2 Download Center Download Here ( Internal ) Hey, I will share a function (Set Atlas Scale) that you can set your own scale in your Atlas Window. As you can see in the Preview the Atlas is bigger than the default. You need to have good quality of Map Image, I think you can use World Editor for this. Preview:
  15. Hey, I want to share a fix about the SKILL_MUYEONG, Official fixed this before some months ago, but nobody care in such details so we still have the same issue in our servers. The SKILL_MUYEONG is still attacking while you riding but doesn't make any damage. Preview with Fixed SKILL_MUYEONG while you riding: [Hidden Content]
  16. Thank you! Would be nice if we could do Translate.lua too. Maybe is possible to do it with the old Translate.lua (The public one) to replace the Texts base to their number some of them so we can get a result in each language.
  17. Post your ProtoReader.cpp - Line: 206.
  18. So this is happening only when you reach 170 Move Speed? i don't get the part with the equipment can you be more specific?
  19. This is very old, but you can search for the latest root from Official is somewhere here posted.
  20. I didn't notice the part with the mouse, but now that you figured it out, good. You may can close now your topic.
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