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xP3NG3Rx

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Everything posted by xP3NG3Rx

  1. Here is a dict about official file which is containing some informations(function names, function arguments, imports etc.):
  2. Hi, I'm working on it when I have free time for coding, and yes, I will release my version, I'm trying to make Official copy in this case also. I do not publish it, while it is not working properly.
  3. At official the subtype 2 is mount and the 3 is the sash .
  4. What your type of the sashes? costume(type:28) with costume_sash(subtype:3)? You have to correct this statement for your system: #ifdef __ACCE_COSTUME_SYSTEM__ if (ITEM_COSTUME != item2->GetType() && COSTUME_HAIR < item2->GetSubType()) #else if (ITEM_COSTUME != item2->GetType()) #endif { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů.")); return false; } Like this: if (ITEM_COSTUME != item2->GetType() || (item2->GetSubType() != COSTUME_BODY && item2->GetSubType() != COSTUME_HAIR)) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů.")); return false; }
  5. There is an "if-statement" which blocks the usage with non-costumes O.o The changes need to looks like this:
  6. This is a low-level copy of this system but you should to keep in respect the author with post his name
  7. Haha, I really like those uploaders, who upload something then delete it /emoticons/default_smile.png. Here is the new link for the beta-costumes(razador+nemere?): [Hidden Content] [Hidden Content]
  8. @Despero: Optional update:
  9. First of all sorry for lately reply. Yes I know already TheSLZ informed me, sorry for that but I missed out something from the UserInterface/NetworkActorManager.cpp, I will update the archive within some minutes after I had recheck everything again. CInstanceBase* CNetworkActorManager::__AppendCharacterManagerActor(SNetworkActorData& rkNetActorData) kCreateData.m_dwLevel=rkNetActorData.m_dwLevel; #if defined(WJ_SHOW_MOB_INFO) kCreateData.m_dwAIFlag=rkNetActorData.m_dwAIFlag; #endif kCreateData.m_dwGuildID=rkNetActorData.m_dwGuildID; The IsPet() part same with IsPC() if you follow the line in back(Go to definition in VS) just the different is that the Pets(the new growable pets) have new instance type (TYPE_PET = 10, pc is 6 etc). gameLib/ActorInstance.cpp + Header file into class CActorInstance bool IsPet(); bool CActorInstance::IsPet() { if (TYPE_PET == m_eActorType) return true; return false; } UserInterface/InstanceBase.cpp + Header file into class CInstanceBase BOOL IsPet(); BOOL CInstanceBase::IsPet() { return m_GraphicThingInstance.IsPet(); } gameLib/ActorInstance.h enum EType { TYPE_ENEMY, TYPE_NPC, TYPE_STONE, TYPE_WARP, TYPE_DOOR, TYPE_BUILDING, TYPE_PC, TYPE_POLY, TYPE_HORSE, TYPE_GOTO, TYPE_PET, TYPE_OBJECT, // Only For Client }; @koray: Sorry but I do not know what does it mean the WJ tag. @galet I have an unpacked r7071 but the imports are not corrected and crash when starts, but can load it in ida, and the (already not actual) r11185(from beta) able to debug with attach process when ... I do not want to tell that because "they" are reading this forum as Shogun said and I do not want to change this state, because I want to bebug the new binaries in the future continuously . About: Module object has no attribute "blablabla". Check your pythonsystemmodule.cpp file again and add the new variable if you did not do yet.
  10. Monster-information [Level] [Aggressive] Monsters: Fekete ork -> Black orc Szellemfa -> Ghost tree Ork varázsló -> Orc magician
  11. I did not unpack, I'm debugging with IDA Pro v6.6.
  12. As I said, yes, those textures are in the metin2_patch_dawnmist_dungeon_mob package. wolfman_5_1_black.dds warrior_5_1_white.dds etc.. And the icon.epk is extractable with public extractor tools.
  13. M2 Download Center Download Here ( Internal ) Hi, developers! Before you start, create a backup from your source files immediately! Today I'm gonna share with you my last work. I have read every informations from the official binary from beta(metin2client_r11185) and r7071. It was not an easy task to understand functions but successed. I will not write down the implementation step by step, but I wrote some informations into the files what you should to do to implement the system. If you do not understand the steps I put original(from dev branch) and modified files into the archive to compare the original and the changed files with notepad++ or something else comparer tool to see the changes. - There are some files which optional changes to show the mob-aiflag on those monsters which are not aggressive but summoned by aggressive with "/ma" command. - There was a little problem with Python 2.7.3 therefore I split asunder the gui-script. And be careful, the main script is using True and False variables. - You can disable the whole system in common/service.h and UserInterface/Locale_inc.h with undefined or with commented macro. I hope everything are understandable and I did not miss something from the release, and sorry for my bad english. Special thanks to TheSLZ for test the implementation. And last but not least here is the result: Download - Mega.nz
  14. Yes, but those files already published by plechito and Raicon in this thread at page 10.
  15. Now we were talking about weapon costumes only (metin2_patch_new_halloween_weapon)
  16. Yes, the models and texture released already on elitepvpers.com but the thread already deleted.. [Hidden Content] Anyway, when I downloaded it, I imported to my account too, here is the link: [Hidden Content] [Hidden Content]
  17. This is not compatible with long long, but you should do this way: case SHOP_SUBHEADER_GC_UPDATE_PRICE: PyObject *args = PyTuple_New(1); PyTuple_SetItem(args, 0, PyLong_FromLongLong(*(long long *)&vecBuffer[0])); PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetShopSellingPrice", args); As here, this is not useful with long long: PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "OnPickMoney", Py_BuildValue("(i)", (int)PointChange.amount)); Replace with: PyObject *args = PyTuple_New(1); PyTuple_SetItem(args, 0, PyLong_FromLongLong(PointChange.amount)); PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "OnPickMoney", args);
  18. And already released it. I think on e'pvp by Teacher.
  19. Here it is, but I did not test! Mega.nz
  20. Maybe if I'm implemented it, now I've done the switchable monster informations marking (lv+aiflag) The quiver system is complex a little bit, and I'm not a fan of quiver . Anyway there is on my TODO list.
  21. I really love this music, I sleep & wake with this. Lost Frequencies feat. Janieck Devy - Reality
  22. vanilla_r67210 [Hidden Content]
  23. effect.RegisterIndexedFlyData(effect.FLY_SKILL_MUYEONG, effect.INDEX_FLY_TYPE_AUTO_FIRE, "d:/ymir work/pc/sura/effect/muyeong_fly.msf") ## ą«żµÁř if app.ENABLE_QUIVER_SYSTEM: effect.RegisterIndexedFlyData(effect.FLY_QUIVER_ATTACK_NORMAL, effect.INDEX_FLY_TYPE_NORMAL, "d:/ymir work/pc/assassin/effect/arrow_02.msf") You can find in metin2_patch_etc. [Hidden Content]
  24. If you do not want to see that "seems hacker" message in the syslog, yes. Image
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