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Posts posted by kicsiasdvagyok
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Hello my friends!
I need very much help..
I'm working on the game source, and i can compile it whitout any errors.After i have edited something in char.cpp;char_item.cpp, exchange.cpp, input_main.cpp , it look like had lost the original encoding.
Chinese letters have become everywhere.
Thanks in advance for any help!
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Thanks, i had a backup, and I used what you sent (WeedHex) ,and now it Works.
Thank you very much to everyone
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Help me pls.
I have been trying this for 3 days -
30 minutes ago, LordZiege said:
DWORD vnum = pItem->GetIndex(); if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { //NEW WEAPON - [New Effect] - NEW WEAPON if (vnum == 27749) { // Change "ID" to your Weapon ID __ClearWeaponRefineEffect(); // Clear the previous effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT } } else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) { if (vnum == 27769) { m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1; } } else if (pItem->GetSubType() == CItemData::WEAPON_FAN) { if (vnum == 27789){ m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3; } }
no more to say
2 error…
UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem) { DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(), CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM; switch (pItem->GetType()) { case CItemData::ITEM_TYPE_WEAPON: __ClearWeaponRefineEffect(); if (refine < 6) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; switch (pItem->GetSubType()) { case CItemData::WEAPON_DAGGER: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + refine - 9; break; case CItemData::WEAPON_FAN: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_FANBELL_REFINED7 + refine - 9; break; case CItemData::WEAPON_ARROW: case CItemData::WEAPON_BELL: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9; break; case CItemData::WEAPON_BOW: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_BOW_REFINED7 + refine - 9; break; default: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 9; } DWORD vnum = pItem->GetIndex(); if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { //NEW WEAPON - [New Effect] - NEW WEAPON if (vnum == 27749) { // Change "ID" to your Weapon ID __ClearWeaponRefineEffect(); // Clear the previous effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT } } else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) { if (vnum == 27769) { m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1; } } else if (pItem->GetSubType() == CItemData::WEAPON_FAN) { if (vnum == 27789){ m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3; } //End NEW WEAPON - [New Effect] - NEW WEAPON } if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); break; case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // 갑옷 특화 이펙트 if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); } if (!shiningdata.empty()) { for (shiningit = shiningdata.begin(); shiningit != shiningdata.end(); shiningit++) if (shiningit->first == vnum) { std::string substr(shiningit->second); std::vector<string> chars; boost::split(chars, substr, boost::is_any_of("#")); for (std::vector<string>::size_type i = 0; i != chars.size(); i++) { __AttachEffectToArmours(chars[i]); } } } } if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED + EFFECT_BODYARMOR_REFINED7 + refine - 7; __AttachEffect(m_armorRefineEffect); } break; case CItemData::ITEM_TYPE_COSTUME: __ClearArmorRefineEffect(); // 갑옷 특화 이펙트 if (pItem->GetSubType() == CItemData::COSTUME_BODY) { DWORD vnum = pItem->GetIndex(); if (!shiningdata.empty()) { for (shiningit = shiningdata.begin(); shiningit != shiningdata.end(); shiningit++) if (shiningit->first == vnum) { std::string substr(shiningit->second); std::vector<string> chars; boost::split(chars, substr, boost::is_any_of("#")); for (std::vector<string>::size_type i = 0; i != chars.size(); i++) { __AttachEffectToArmours(chars[i]); } } } } break; } return 0; }
video
"Error 52 error C2360: initialization of 'vnum' is skipped by 'case' label " begin "case CItemData::ITEM_TYPE_ARMOR:"
"Error 53 error C2360: initialization of 'vnum' is skipped by 'case' label " begin " case CItemData::ITEM_TYPE_COSTUME:" -
now it looks like this :
if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { //NEW WEAPON - [New Effect] - NEW WEAPON DWORD vnum = pItem->GetIndex(); if (vnum == 27749) // Change "ID" to your Weapon ID { __ClearWeaponRefineEffect(); // Clear the previous effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT } else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) { if (vnum == 27769) { m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1; } else if (pItem->GetSubType() == CItemData::WEAPON_FAN) { if (vnum == 27789) m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3; } } //End NEW WEAPON - [New Effect] - NEW WEAPON }
QuoteEFFECT_SWORD_REFINED_SPECIAL1, // NEW_WEAPON_EFFECT_24 sword EFFECT_SWORD_REFINED_SPECIAL2, EFFECT_SWORD_REFINED_SPECIAL2_1, // NEW_WEAPON_EFFECT_25 dagger EFFECT_SWORD_REFINED_SPECIAL3, // NEW_WEAPON_EFFECT_26 fan EFFECT_SWORD_REFINED_SPECIAL4, // NEW_WEAPON_EFFECT_27 bell EFFECT_SWORD_REFINED_SPECIAL5, // NEW_WEAPON_EFFECT_28 bow
only that weapon is visible, which is "+ 24" in playersettingsmodule.py
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/item/weapon/sura_spada142.mse") ## Effect for sword chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/dagger_2k18.mse") ## Effect for dagger chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse") ## Effect for fan
if I overwrite this:
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse") ## Effect for fan
then only the fan..
ITEMPROTO:
Quote27749 SWORD ITEM_WEAPON WEAPON_SWORD 2 ANTI_MUDANG ITEM_TUNABLE WEAR_WEAPON 15000 0 291 352 15 LEVEL 30 LIMIT_NONE 0 APPLY_ATT_SPEED 15 APPLY_MAX_HP 500 APPLY_NONE 0 0 62 88 57 73 0 0 3 -1 27769 DAGGER ITEM_WEAPON WEAPON_DAGGER 2 ANTI_MUSA | ANTI_SURA | ANTI_MUDANG | ANTI_SELL ITEM_TUNABLE WEAR_WEAPON 10000 10000 0 0 5 LEVEL 99 LIMIT_NONE 0 APPLY_PENETRATE_PCT 100 APPLY_ATTBONUS_HUMAN 60 APPLY_NORMAL_HIT_DAMAGE_BONUS 65 0 3900 4000 4600 4650 0 100 3 0 27789 FAN ITEM_WEAPON WEAPON_FAN 1 ANTI_MUSA | ANTI_ASSASSIN | ANTI_SURA ITEM_TUNABLE WEAR_WEAPON 20000 33000 7162 353 15 LEVEL 30 LIMIT_NONE 0 APPLY_ATT_SPEED 15 APPLY_MAX_HP 1500 APPLY_NONE 0 0 45 76 43 55 6 0 3 -1
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Hello my friends.
My problem is that :
Gyazo
The weapons are not visible, just the sword.
could someone help where the error?
Instancebase.cppcase CItemData::ITEM_TYPE_WEAPON: __ClearWeaponRefineEffect(); if (refine < 6) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; switch (pItem->GetSubType()) { case CItemData::WEAPON_DAGGER: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9; m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + refine - 9; break; case CItemData::WEAPON_FAN: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_FANBELL_REFINED7 + refine - 9; break; case CItemData::WEAPON_ARROW: case CItemData::WEAPON_BELL: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9; break; case CItemData::WEAPON_BOW: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_BOW_REFINED7 + refine - 9; break; default: m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 9; } if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { //NEW WEAPON - [New Effect] - NEW WEAPON DWORD vnum = pItem->GetIndex(); if (vnum == 27749) // Change "ID" to your Weapon ID { __ClearWeaponRefineEffect(); // Clear the previous effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT } if (pItem->GetSubType() == CItemData::WEAPON_BELL) // For swords { DWORD vnum = pItem->GetIndex(); if (vnum == 45319) // ID = Your Weapon ID ~ 1 Single ID { __ClearWeaponRefineEffect(); m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9; m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL8; } //End NEW WEAPON - [New Effect] - NEW WEAPON } } if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); break; case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect();
Instancebase.h
enum //ľĆ·ˇ ąřČŁ°ˇ ąŮ˛î¸é registerEffect Âʵµ ąŮ˛Ůľî Áŕľß ÇŃ´Ů. { EFFECT_REFINED_NONE, EFFECT_SWORD_REFINED6, EFFECT_SWORD_REFINED7, EFFECT_SWORD_REFINED8, EFFECT_SWORD_REFINED9, EFFECT_BOW_REFINED6, EFFECT_BOW_REFINED7, EFFECT_BOW_REFINED8, EFFECT_BOW_REFINED9, EFFECT_FANBELL_REFINED6, EFFECT_FANBELL_REFINED7, EFFECT_FANBELL_REFINED8, EFFECT_FANBELL_REFINED9, EFFECT_SMALLSWORD_REFINED6, EFFECT_SMALLSWORD_REFINED7, EFFECT_SMALLSWORD_REFINED8, EFFECT_SMALLSWORD_REFINED9, EFFECT_SMALLSWORD_REFINED6_LEFT, EFFECT_SMALLSWORD_REFINED7_LEFT, EFFECT_SMALLSWORD_REFINED8_LEFT, EFFECT_SMALLSWORD_REFINED9_LEFT, EFFECT_BODYARMOR_REFINED7, EFFECT_BODYARMOR_REFINED8, EFFECT_BODYARMOR_REFINED9, EFFECT_BODYARMOR_SPECIAL, EFFECT_BODYARMOR_SPECIAL2, EFFECT_SWORD_REFINED_SPECIAL1, // NEW_WEAPON_EFFECT_24 sword EFFECT_SWORD_REFINED_SPECIAL2, // NEW_WEAPON_EFFECT_25 sword EFFECT_SWORD_REFINED_SPECIAL3, // NEW_WEAPON_EFFECT_26 sword EFFECT_SWORD_REFINED_SPECIAL4, // NEW_WEAPON_EFFECT_27 sword EFFECT_SWORD_REFINED_SPECIAL5, // NEW_WEAPON_EFFECT_28 sword EFFECT_SWORD_REFINED_SPECIAL6, //Weapon shining dagger29 EFFECT_SWORD_REFINED_SPECIAL7, //Weapon shining dagger30 EFFECT_SWORD_REFINED_SPECIAL8, //Weapon shining dagger31 EFFECT_SWORD_REFINED_SPECIAL9, //Weapon shining dagger32 EFFECT_SWORD_REFINED_SPECIAL10, //Weapon shining dagger33 EFFECT_SWORD_REFINED_SPECIAL11, //Weapon shining fan34 EFFECT_SWORD_REFINED_SPECIAL12, //Weapon shining fan35 EFFECT_SWORD_REFINED_SPECIAL13, //Weapon shining fan36 EFFECT_SWORD_REFINED_SPECIAL14, //Weapon shining fan37 EFFECT_SWORD_REFINED_SPECIAL15, //Weapon shining fan38 EFFECT_SWORD_REFINED_SPECIAL16, //Weapon shining bell39 EFFECT_SWORD_REFINED_SPECIAL17, //Weapon shining bell40 EFFECT_SWORD_REFINED_SPECIAL18, //Weapon shining bell41 EFFECT_SWORD_REFINED_SPECIAL19, //Weapon shining bell42 EFFECT_SWORD_REFINED_SPECIAL20, //Weapon shining bell43 EFFECT_SWORD_REFINED_SPECIAL21, //Weapon shining bow44 EFFECT_SWORD_REFINED_SPECIAL22, //Weapon shining bow45 EFFECT_SWORD_REFINED_SPECIAL23, //Weapon shining bow46 EFFECT_SWORD_REFINED_SPECIAL24, //Weapon shining bow47 EFFECT_SWORD_REFINED_SPECIAL25, //Weapon shining bow48
playersettingmodule.py
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/item/weapon/sura_spada142.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/item/weapon/fms.mse") ## Effect for sword chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/dagger_2k18.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+29, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon//dagger_2k18.mse") ## Effect for dagger chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+30, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+31, "PART_WEAPON", "D:/ymir work/item/weapon/BLUE/campana142.mse") ## Effect for fan chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+32, "PART_WEAPON", "D:/ymir work/item/weapon/antyk.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+33, "PART_WEAPON", "D:/ymir work/item/weapon/antyk.mse") ## Effect for bell chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+34, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/arco142.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+35, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/BLUE/arco142.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+36, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/durlindana.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+37, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/BLUE/durlindana.mse") ## Effect for bow
I found this, but I don't know how to add the other… dagger, fan, bell, bow,,two handed..
UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem) { DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM; switch (pItem->GetType()) { case CItemData::ITEM_TYPE_WEAPON: __ClearWeaponRefineEffect(); if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; switch(pItem->GetSubType()) { case CItemData::WEAPON_DAGGER: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7; break; case CItemData::WEAPON_FAN: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7; break; case CItemData::WEAPON_ARROW: case CItemData::WEAPON_BELL: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; break; case CItemData::WEAPON_BOW: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7; break; default: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7; } if (pItem->GetSubType() == CItemData::WEAPON_SWORD) { //NEW WEAPON - [New Effect] - NEW WEAPON DWORD vnum = pItem->GetIndex(); if (vnum == ID) // Change "ID" to your Weapon ID { __ClearWeaponRefineEffect(); // Clear the previous effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7; // Normal Weapon Refine-effect m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT } //End NEW WEAPON - [New Effect] - NEW WEAPON } if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); break;
Thanks for the help- 1
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Hello!
There is a hack, for everyone sends a message "flood" a text.
It is not kick hack.
Sends it to everyone, exception for GM-s.
how can it be fixed?
Sorry for bad english.
Thanks!
Costume system client
in Community Support - Questions & Answers
Posted · Edited by Metin2 Dev
Core X - External 2 Internal
Hello guys.^^
I have an interesting problem. I put the costume system on my server, i thought well, but i found a mistake.
when I open it with the little icon the costume panel, if I put on the costume or hair, does not display in the slot, I can't even take it off.
https://metin2.download/picture/7z9kqu4Hdo4fdF76bEiE0m55AiN098XS/.gif
I couldn’t completely copy the costume system because there is a bonus dialog in the inventory.
It is also possible that I missed something Could someone help me to do it?
(i don't know where to look for the error, so i don't know which file i should attach)