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xP3NG3Rx

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Everything posted by xP3NG3Rx

  1. Yeah I've got it, there is an encoding problem in the code bb code of the board, this why I didn't find it.
  2. I don't have this function none of my sources what I have: MainCharacterPacket
  3. Hi fellas, Here are the official version of these classes: CMoveTextLine - Used in Yutnori CMoveImageBox - Used in MonsterCard, Rumi and CatchKing CMoveScaleImageBox - Used in Yutnori I already reversed them months ago except the CMoveScaleImageBox but yesterday I finished them coz they had a little problem, but now seems working well. What you must know, this release isn't stable, I just reversed them, and tested with the scripts what you will see, so I couldn't stress them, they may have problems. And I don't recommend to use the SetScalePivotCenter function, I don't know why but works a bit strange than the official, it needs something more during the texture load in. Video of them: PS: If I missed something just write a comment below.
  4. I changed the type of the array, and his name also from m_awPart to m_adwPart, I thought this isn't a big deal.
  5. AttackProcess(); MovementProcess(); m_GraphicThingInstance.MotionProcess(IsPC()); // Hide weapon: GetCurrentMotionIndex public version of the __GetCurrentMotionIndex in gamelib\\ActorInstance.h if (m_GraphicThingInstance.GetCurrentMotionIndex() < CRaceMotionData::NAME_CLAP || m_GraphicThingInstance.GetCurrentMotionIndex() == CRaceMotionData::NAME_DIG) { if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON) != m_adwPart[CRaceData::PART_WEAPON]) { m_GraphicThingInstance.AttachWeapon(m_adwPart[CRaceData::PART_WEAPON]); CItemData* pItemData; if (CItemManager::Instance().GetItemDataPointer(m_adwPart[CRaceData::PART_WEAPON], &pItemData)) __GetRefinedEffect(pItemData); } } else if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON)) { m_GraphicThingInstance.AttachWeapon(0); __ClearWeaponRefineEffect(); } // EOF Hide weapon if (IsMountingHorse()) { m_kHorse.m_pkActor->HORSE_MotionProcess(FALSE); } Give a try with this, just put in the CInstanceBase::Update make it fit over there, and don't forget to make a public function for the GetCurrentMotionIndex.
  6. M2 Download Center Download Here ( Internal ) Hi everyone. Here are some functions what I reversed from official binary about the PythonEventManager. 1.) event.SetVisibleLineCount(descIndex, iCount) - This limits the visible count of the lines in the 'textbox'. Used in battlefield and minigames. 2.) event.GetLineHeight(descIndex) - Gives back the height of the textline. Used in battlefield and minigames. 3.) event.SetYPosition(descIndex, iY) - Sets the Y position of the texts. Used for nothing yet. 4.) event.GetProcessedLineCount(descIndex) - Gives back the number of the processed text lines count. Used in battlefield and minigames. 5.) event.AllProcessEventSet(descIndex) - Instantly shows every text lines under a second. Used in battlefield and minigames. Faster than the zero delay 6.) event.GetTotalLineCount(descIndex) - Gives back the total line of the textbox. Used for new char- select and create, battlefield and minigames. If you have any problem, just write a comment below.
  7. Hi ppl. Today is an another day, another reversed small stuff from the official game. Any problem? Feedback? Just write a comment below.
  8. What is this btw? And why did you put inside the sash if-statement the code?
  9. There is the ui12zi.py in the released root files from february, you can check it how it works and make it to yourself. But in my opinion is: this release is good for developers, who know what they are doing. If you are beginner of programming or whatever, ask or pay a dev(except me) to implement this resource into your dungeon.
  10. Ups, I made a mistake . I'm going to fix it now. I will edit the first post. Fixxed.
  11. Official v18.4 patch (Download) (Metin2 Download) The missing texture files are included. All locales /emoticons/default_ph34r.png So on. Br client: (Download) (Metin2 Download)
  12. M2 Download Center Download Here ( Internal ) Hello everyone. I reversed something new from the official binary what I would like to share with you. Edit.: Download PS.: Let me know if you found any mistake in the guide.
  13. I do not prefer to use the SetForceAttribute and SetSocket functions in loops, every each call sends an UpdatePacket . From the CHARACTER::EquipItem the CItem::EquipTo will run down where the UpdatePacket will be called.
  14. The client is full of examples even the source too. And here in the QA section the bumping is allowed every two days only and not daily. Why aren't you looking for another hobby if you aren't able to solve any problems of yours?
  15. Hello everyone. With this you can define everything in a structured array; bonuses(types only, the maximal value will be set) and sockets. I know the code is a bit wierd, I've tested on bsd where I have only gcc4.2 from 2k7 ? so I had to rewrite it to compile with it. I'm too lazy to upgrade the gcc and all stuffs what need after all. I filled up the set for warrior only ? [Hidden Content] And last if you want to increase of decrease the set of equpments you must to edit this aswell: ITEM_SET_EQUIP_MAX PS.: If you are smart enough, you can also use it for starter equpment for the new players or whatever you like.
  16. Beta entire client is here unpacked: (Download) + (Protos) New emotions, emoticons Video New halloween content (pet, mount, costumes, hairstyles) Lots of haven't seen gui elements in the etc. And so on. Have fun with it. New german protos from beta, they increased the ITEM_APPLY_MAX_NUM 3 -> 4 (Only the german locale contains the new struct /emoticons/default_blink.png) (Mega) All : (Metin2 Download)
  17. Latest update. item and mob protos are dumped, in more or less readable xml format. Mob proto got a new value by name ResistFist (xD). Every texts of the quests are in the locale files from now in the locale/XX/locale_quest.txt file. Some gui elements for the quest category. Correction of the dark temple map, probably they discovered that the minimap wasn't show some bridges /emoticons/default_biggrin.png (Mega) (Metin2 Download)
  18. With the official root, you can use it like this way: And also you can use maximum 2 states for every server, separated with "|" like "NEW|CLOSE"
  19. The player.GetItemAttribute([slotWindow=INVENTORY,] slotPos, attrIndex) returns a tuple, don't forget. attrCount = 0 for i in xrange(player.ATTRIBUTE_SLOT_NORM_NUM): if player.GetItemAttribute(dstSlotWindow, dstSlotPos, i)[0] != 0: attrCount += 1 if attrCount < 4: return True return False
  20. This is not selecting all enemies in your range, always choosing the closest target only. If the closest is the target, then it select the second one.
  21. Here are the item and mob proto from .DE The mob_proto struct isn't 100%! (Mega) (Metin2 Download)
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