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Everything posted by xP3NG3Rx
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What do you mean?
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Wow, thank you, looks nice
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M2 Download Center Download Here ( Internal ) Hi, folks! With this guide you will be able to combine textlines with images, like rubinum does. Usage is simple: emojiTextLine.SetText("|Eemoji/key_ctrl|e + |Eemoji/key_x|e + |Eemoji/key_rclick|e - Direct sell") The files are located in the icon pack, so basically the code will load from icon/{GIVEN_PATH}.tga - in the sample the path for the X is: icon/emoji/key_x.tga Here are the images from rubinum client: Howto: Have fun Sorry for arab players , for sure they have also developers, so let's go guys, finish it ? If you have problem, maybe I made a mistake in the guide of missed out something, just leave a comment below. PS.: Sometimes the code tag of the board puts an extra invisible character mostly the end of the lines, if your IDE cries for syntax error, but it seems correct, check that part of the file with notepad++, it will show a ?(question mark) where the problem is.
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Search some functions and Lists
xP3NG3Rx replied to VenTus's topic in Community Support - Questions & Answers
At the moment I still don't know they are using it for special instances or not, because every mob has the same value 0.0 which means 100.0f by default. Of course the calculations are different than before, but still, I'm not sure about this. I tried to make it to my own, but I've caused some problems during the PvP so I had to put back the old one. Maybe one day I will give another try. -
[Py] Chat history improvement
xP3NG3Rx replied to Mind Rapist's topic in Community Support - Questions & Answers
Probably not the uiChat.py file is the corrupted one. Check the last modified files via: python -m py_compile game.py If you will not get error message you will get the compiled pyc code, this means the file has no syntax error. -
{ "Over", wndButtonOver, METH_VARARGS }, PyObject * wndButtonOver(PyObject * poSelf, PyObject * poArgs) { UI::CWindow * pWindow; if (!PyTuple_GetWindow(poArgs, 0, &pWindow)) return Py_BuildException(); ((UI::CButton*)pWindow)->Over(); return Py_BuildNone(); }
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official Official Unpacked Updates Metin2 - No Spam
xP3NG3Rx replied to pollux's topic in Guides & HowTo
Official v18.5 XMas patch v18.5.6 r22630 Christmas pet, mount, costumes. New "miniboss" minigame gui + dungeon map. (Mega) (Metin2 Download) Full client: (Mega) (Metin2 Download) And please stop asking for root python files, I don't have them...- 147 replies
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Hell yeah, I thought that one isn't new . But it changes the CurrentColor instead of the Diffuse int __thiscall CPythonEventManager::SetFontColor(_DWORD *this, int a2, float a3, float a4, float a5) { int result; // eax unsigned int v6; // edx float *v7; // ecx _DWORD *v8; // [esp+0h] [ebp-18h] v8 = this; *(float *)&result = COERCE_FLOAT(sub_49A2C40(a2)); if ( (_BYTE)result ) { v6 = (v8[13] - v8[12]) >> 2; if ( a2 >= v6 ) dummyshit00(v8 + 9, v6); v7 = (float *)(*(_DWORD *)(v8[12] + 4 * a2) + 32); // + 32 ! *v7 = a3; v7[1] = a4; v7[2] = a5; *(float *)&result = 1.0; v7[3] = 1.0; } return result; } _DWORD *__userpurge CPythonEventManager::__InitEventSet@<eax>(const char *a1@<ecx>, int a2@<ebx>, int a3@<edi>, int a4@<esi>, int a5) { v5 = a1; *(_DWORD *)(a5 + 4) = 0; // ix *(_DWORD *)(a5 + 8) = 0; // iy *(_DWORD *)(a5 + 12) = 0; // iw *(_DWORD *)(a5 + 16) = 0; // iyl *(_BYTE *)(a5 + 20) = 0; // islock *(_DWORD *)(a5 + 24) = 0; // lastdelaytime *(_DWORD *)(a5 + 28) = 0; // curletter v6 = (float *)(a5 + 32); // curcolor + 32 ! *v6 = 1.0; v6[1] = 1.0; v6[2] = 1.0; v6[3] = 1.0; void CPythonEventManager::__InitEventSet(TEventSet& rEventSet) { rEventSet.ix = 0; rEventSet.iy = 0; rEventSet.iWidth = 0; rEventSet.iyLocal = 0; rEventSet.isLock = false; rEventSet.lLastDelayTime = 0; rEventSet.iCurrentLetter = 0; rEventSet.CurrentColor = D3DXCOLOR(1, 1, 1, 1); //[...] }
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Now I can see, your english is terrible sorry, I didn't understand what was your problem just after the 3rd read. And actually you removed the bonuses from the enum of apply in the database, what is non-sense to me why. You have to keep up to date the apply enum in the database with the applies in the source.
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First of all what you want to fix? If you don't want to set for example MAX_HP in armors just set the value of the body column to 0 at the MAX_HP row.
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[Search]BETA client skill window
xP3NG3Rx replied to boaspessoal's topic in Paid Support / Searching / Recruiting
I think this was the first skill window when the game came out. Btw Build it your own. -
Hide weapon while emotion is acting
xP3NG3Rx replied to WeedHex's topic in Community Support - Questions & Answers
What "up"? Is that really difficult to make a function to public from private? Hm. -
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.
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I don't have this function none of my sources what I have: MainCharacterPacket
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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.
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Hide weapon while emotion is acting
xP3NG3Rx replied to WeedHex's topic in Community Support - Questions & Answers
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. -
Hide weapon while emotion is acting
xP3NG3Rx replied to WeedHex's topic in Community Support - Questions & Answers
What do you mean? -
Hide weapon while emotion is acting
xP3NG3Rx replied to WeedHex's topic in Community Support - Questions & Answers
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. -
Thank you, added to the guide.
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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.
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Hi ppl. Today is an another day, another reversed small stuff from the official game. Any problem? Feedback? Just write a comment below.
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official v17.5 Active Pet Seal Effect
xP3NG3Rx replied to xP3NG3Rx's topic in Features & Metin2 Systems
What is this btw? And why did you put inside the sash if-statement the code? -
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.
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Ups, I made a mistake . I'm going to fix it now. I will edit the first post. Fixxed.
