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Posts posted by xP3NG3Rx
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The newest version of the official game client (v16.4.2).
- A new affect ico(wolfhead) [undiscovered yet]
- New pet(s)
- New mount(s)
- New costumes
- New models and huds for custome private-shop
- Many model fixes and corrections, repacks
- Huds, effects, map for pvp system
SpoilerNo, I will not compress and upload it again!
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If you can't understand the code please stay in quiet.
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Are you meaning of the real equal exp distribution?
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do local isFast = true local __say = say function _G.say(str, ...) if table.getn(arg) > 0 then if isFast then raw_script("[DELAY value;1]"..string.format(str, unpack(arg)).."[/DELAY][ENTER]") else __say(string.format(str, unpack(arg))) end else if isFast then raw_script("[DELAY value;1]"..str.."[/DELAY][ENTER]") else __say(str) end end end -- string.tolower function fix for hungarian keyboard os.setlocale("fr_FR.ISO8859-1","ctype") end
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27 minutes ago, thespeedy said:
root 16.3/16.4 .py files i neeed
Sweat dreams.
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My friend, Void tried to say that, the prior operationg systems are out of date to use in this decade, and don't need solution to work on those systems, I think.
ofc yr code isn't bad, but nowaday who want to use XP or S: vista :S damn oh god pls
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Soo sexy
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True, but I not prefer switchbot, or something to use the flashing by other states, this is the reason why I did like this way.
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When I saw it I said LOL!
if (CPythonChat::WHISPER_TYPE_CHAT == whisperPacket.bType || CPythonChat::WHISPER_TYPE_GM == whisperPacket.bType) { #ifdef ENABLE_WHISPER_FLASHING FLASHWINFO flashInfo; flashInfo.cbSize = sizeof(flashInfo); flashInfo.hwnd = CPythonApplication::Instance().GetWindowHandle(); flashInfo.dwFlags = FLASHW_ALL | FLASHW_TIMERNOFG; flashInfo.uCount = 0; flashInfo.dwTimeout = 0; FlashWindowEx(&flashInfo); #endif _snprintf(line, sizeof(line), "%s : %s", whisperPacket.szNameFrom, buf); PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "OnRecvWhisper", Py_BuildValue("(iss)", (int) whisperPacket.bType, whisperPacket.szNameFrom, line)); }
10€ for nothing xD
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#rofl really :"D
While I wrote I was thinking about blocks item dropping about x sec
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The revisions lost their value while the source was published. The last official game is r40250 like the "clean"(I mean full of bugs) source. Higher revisions are selfmade cores nothing else in my opinion.
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Hmm...
Mouse? MouseButtonLeftUp? Maybe game.py? Ohh!itemDropQuestionDialog -> acceptevent -> __SendDropItemPacket -> m2net.SendItemDropPacketNew -> HEADER_CG_ITEM_DROP2 -> input_main.cpp -> ItemDrop2 -> ch->DropItem -> char_item.cpp -> CHARACTER::DropItem -> Magic -> If (expr) return;
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I don't use it, but any syserr or smth?
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#define DISABLE_TASKBAR_GROUPING
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Hello everyone.
If you play or played on gameforge servers you should to know that what is this.
When you are opening more than one clients the icon of the applications (on the windows taskbar) are groupped like
SpoilerWith this little modification you can do like this(as on gameforge clients work):
SpoilerOpen the EterLib\MSWindow.cpp and paste this under the #include <windowsx.h> line:
#define DISABLE_TASKBAR_GROUPING #ifdef DISABLE_TASKBAR_GROUPING #include <Shobjidl.h> #endif
Then scroll down to the CMSWindow::Create function and search this code:
if (!m_hWnd) return false;
Paste the following code below of that:
#ifdef DISABLE_TASKBAR_GROUPING OSVERSIONINFO v; v.dwOSVersionInfoSize = sizeof(OSVERSIONINFO); GetVersionEx(&v); if (v.dwMajorVersion == 6 && v.dwMinorVersion >= 1 || v.dwMajorVersion > 6) { WCHAR myAppID[128]; swprintf(myAppID, sizeof(myAppID) / sizeof(myAppID[0]), L"MyMetin2AppID%u", GetCurrentProcessId()); HRESULT hr = SetCurrentProcessExplicitAppUserModelID(myAppID); if (!SUCCEEDED(hr)) return false; } #endif
The if-statement checks your windows version and if passed, the ungrouping will run. (6.1 is Win7SP1)
P3NG3R
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Omg.
Just add this enum into RaceData.h as public inside the CRaceData class:
enum ERaces { RACE_WARRIOR_M, RACE_ASSASSIN_W, RACE_SURA_M, RACE_SHAMAN_W, RACE_WARRIOR_W, RACE_ASSASSIN_M, RACE_SURA_W, RACE_SHAMAN_M, #ifdef ENABLE_WOLFMAN_CHARACTER RACE_WOLFMAN_M, #endif RACE_MAX_NUM, };
w/ or w/o wolfman macro..
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Yes but updated now :).
They changed the whole TItemPos also, by split the inventories into variables by windowtypes.
I mean:Now the Cell of acce is:
LOBYTE(v50) = 2;//EQUIPMENT page *(unsigned __int16 *)((char *)&v50 + 1) = 22;//ACCE slotIndex absorbedItemVnum = CPythonPlayer::GetItemMetinSocket(0, (int)&v17, v50, 0); in C++: DWORD absorbedItemVnum = CPythonPlayer::instance().GetItemMetinSocket(TItemPos(EQUIPMENT, c_Costume_Slot_Acce), 0);
But in prior version(and in the public src also) looks like this:
LOBYTE(v4) = 1;//INVENTORY page *(_WORD *)((char *)&v4 + 1) = 112;//ACCE slotIndex absorbedItemVnum = CPythonPlayer::GetItemMetinSocket(0, v4, 0); in C++: DWORD absorbedItemVnum = CPythonPlayer::instance().GetItemMetinSocket(TItemPos(INVENTORY, c_Costume_Slot_Acce), 0);
This is the new version of IsValidCell for every inventory page:
char __fastcall TItemPos::IsValidCell(int a1) { char result; // al@2 switch ( *(_BYTE *)a1 )//wndType { case INVENTORY: result = (unsigned int)*(_WORD *)(a1 + sizeof(BYTE)/*1*/) < 180; break; case EQUIPMENT: result = (unsigned int)*(_WORD *)(a1 + sizeof(BYTE)/*1*/) < 44; break; case BELT_INVENTORY: result = (unsigned int)*(_WORD *)(a1 + sizeof(BYTE)/*1*/) < 16; break; case DRAGON_SOUL_INVENTORY: result = (signed int)*(_WORD *)(a1 + sizeof(BYTE)/*1*/) < 960; break; default: result = 0; break; } return result; }
So, they were do like this way:
typedef struct SPlayerStatus { TItemData aInventoryItem[c_Inventory_Count];//180 = 4*45 TItemData aEquipmentItem[c_Wear_Max + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM];//44 = 32 + 2*6 TItemData aDSInventoryItem[c_DragonSoul_Inventory_Count];//960 = 6*5*32 TItemData aBeltInventoryItem[c_Belt_Inventory_Slot_Count];//16 = 4*4 TQuickSlot aQuickSlot[QUICKSLOT_MAX_NUM]; TSkillInstance aSkill[SKILL_MAX_NUM]; long long m_allPoint[POINT_MAX_NUM]; long lQuickPageIndex; void SetPoint(UINT ePoint, long long llPoint); long long GetPoint(UINT ePoint); } TPlayerStatus; TPlayerStatus m_playerStatus; const TItemData * CPythonPlayer::GetItemData(TItemPos Cell) const { if (!Cell.IsValidCell()) return NULL; switch (Cell.window_type) { case INVENTORY: return &m_playerStatus.aInventoryItem[Cell.cell]; case EQUIPMENT: return &m_playerStatus.aEquipmentItem[Cell.cell]; case DRAGON_SOUL_INVENTORY: return &m_playerStatus.aDSInventoryItem[Cell.cell]; case BELT_INVENTORY: return &m_playerStatus.aBeltInventoryItem[Cell.cell]; default: return NULL; } }
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Maybe like this?
char tmpBuf[64+1]; std::string rTime = LC_TEXT("Your item will be unbinded in "); if (hours > 0) { snprintf(tmpBuf, sizeof(tmpBuf), "%uh", hours); rTime += tmpBuf; } if (minutes > 0 && hours > 0) rTime += " "; if (minutes > 0) { snprintf(tmpBuf, sizeof(tmpBuf), "%um", minutes); rTime += tmpBuf; } if (seconds > 0 && (hours > 0 || minutes > 0)) rTime += " "; if (seconds > 0) { snprintf(tmpBuf, sizeof(tmpBuf), "%us", seconds); rTime += tmpBuf; }
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Maybe I explained wrong, the correct is this:
if (!strcmp(strMapEventOx, stringName))
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::EquipItem-> if (this->GetCount()>1) return;
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if (strMapEventOx == stringName)
instead of:
if (!strcmp(strMapEventOx, stringName))
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v16.3 Update in my MEGA package (inside the .UPDATES folder)
Under upload.
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Khm..
enum EWindows { RESERVED_WINDOW, INVENTORY, // ±âş» ŔÎşĄĹ丮. (45Ä ÂĄ¸®°ˇ 2ĆäŔĚÁö Á¸Ŕç = 90Ä) EQUIPMENT, SAFEBOX, MALL, DRAGON_SOUL_INVENTORY, BELT_INVENTORY, // NOTE: W2.1 ąöŔüżˇ »ő·Î Ăß°ˇµÇ´Â ş§Ć® ˝˝·Ô ľĆŔĚĹŰŔĚ Á¦°řÇĎ´Â ş§Ć® ŔÎşĄĹ丮 #ifdef ENABLE_GUILDRENEWAL_SYSTEM GUILDBANK, #endif #ifdef ENABLE_ACCE_COSTUME_SYSTEM ACCEREFINE, #endif GROUND, // NOTE: 2013łâ 2żů5ŔĎ ÇöŔç±îÁö unused.. żÖ Ŕִ°ĹÁö??? #ifdef ENABLE_GROWTH_PET_SYSTEM PET_FEED, #endif #ifdef ENABLE_CHANGE_LOOK_SYSTEM CHANGELOOK, #endif WINDOW_TYPE_MAX, };
BYTE c_aSlotTypeToInvenType[SLOT_TYPE_MAX] = { RESERVED_WINDOW, // SLOT_TYPE_NONE INVENTORY, // SLOT_TYPE_INVENTORY RESERVED_WINDOW, // SLOT_TYPE_SKILL RESERVED_WINDOW, // SLOT_TYPE_EMOTION RESERVED_WINDOW, // SLOT_TYPE_SHOP RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_OWNER RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_TARGET RESERVED_WINDOW, // SLOT_TYPE_QUICK_SLOT RESERVED_WINDOW, // SLOT_TYPE_SAFEBOX <- SAFEBOX, MALLŔÇ °ćżě Çϵĺ ÄÚµůµÇľîŔÖ´Â LEGACY Äڵ带 ŔŻÁöÇÔ. #ifdef ENABLE_GUILDRENEWAL_SYSTEM GUILDBANK, // SLOT_TYPE_GUILDBANK #endif #ifdef ENABLE_ACCE_COSTUME_SYSTEM SLOT_TYPE_ACCE, // ACCEREFINE #endif RESERVED_WINDOW, // SLOT_TYPE_PRIVATE_SHOP RESERVED_WINDOW, // SLOT_TYPE_MALL <- SAFEBOX, MALLŔÇ °ćżě Çϵĺ ÄÚµůµÇľîŔÖ´Â LEGACY Äڵ带 ŔŻÁöÇÔ. DRAGON_SOUL_INVENTORY, // SLOT_TYPE_DRAGON_SOUL_INVENTORY #ifdef ENABLE_GROWTH_PET_SYSTEM PET_FEED, // SLOT_TYPE_PET_FEED_WINDOW #endif EQUIPMENT, // SLOT_TYPE_EQUIPMENT BELT_INVENTORY, // SLOT_TYPE_BELT_INVENTORY #ifdef ENABLE_AUTO_SYSTEM RESERVED_WINDOW, // SLOT_TYPE_AUTO #endif #ifdef ENABLE_CHANGE_LOOK_SYSTEM CHANGELOOK, // SLOT_TYPE_CHANGE_LOOK #endif };
BYTE c_aWndTypeToSlotType[WINDOW_TYPE_MAX] = { SLOT_TYPE_NONE, SLOT_TYPE_INVENTORY, // INVENTORY SLOT_TYPE_EQUIPMENT, // EQUIPMENT SLOT_TYPE_SAFEBOX, // SAFEBOX SLOT_TYPE_MALL, // MALL SLOT_TYPE_DRAGON_SOUL_INVENTORY, // DRAGON_SOUL_INVENTORY SLOT_TYPE_BELT_INVENTORY, // BELT_INVENTORY #ifdef ENABLE_GUILDRENEWAL_SYSTEM SLOT_TYPE_GUILDBANK, // GUILDBANK #endif #ifdef ENABLE_ACCE_COSTUME_SYSTEM SLOT_TYPE_ACCE, // ACCEREFINE #endif #ifdef ENABLE_GROWTH_PET_SYSTEM SLOT_TYPE_PET_FEED_WINDOW, // PET_FEED #endif #ifdef ENABLE_CHANGE_LOOK_SYSTEM SLOT_TYPE_CHANGE_LOOK, // CHANGELOOK #endif };
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[SEARCH] C++ Coder for Group System like Shiro3
in Paid Support / Searching / Recruiting
Posted
You have to add a button which set the new distibution mode(2) for party and extend the switch with a new case.
party.h
char_battle.cpp