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Lazarus1988

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Everything posted by Lazarus1988

  1. notice_all(string.format("Player %s is now banned", player_name_variable))
  2. Try with my Exp Generator (source included, Run with Windows XP compability and with Admin rights) [Hidden Content]
  3. If you have it in item_proto I assume it also is in item_proto in client, but You didn't tell if there laying coins any coins on ground when kill, or you have third hand (de)activated. Check now game client's item_proto for yang and try with third hand. If both fails you can do an override like this: quest drop_yang begin state __FUNC__ begin function DropYang(factor) return math.abs(npc.get_level()*number(factor, factor+100)) end end state start begin when kill witn not npc.is_pc() begin -- This will give you gold automaticly calculated by formula MobLevel * 1000 (e.g) -- from stray dog you will gain min:1000 yang and max 1100 yang local yang = drop_yang.DropYang(1000) pc.change_gold(yang) syschat(string.format("You have recieved %d yang"), yang) end end end
  4. Check if you have in item_proto record "yang" with vnum = 1
  5. This bug occurs when map dimmensions or base coordinates are diffrent on client side and server side. Check settings.txt of this map on server and compare with this in client, then you should check (usualy you can find it in root or locale package (depending of client version)) atlasinfo.txt for proper entries. ALL ENTRIES MY BE THE SAME in order to proper working map.
  6. Tried with abs(int x) ? And this is my personal opinion, and question. Why you use so high values? Currently this looks... not nice. When I check the level how many exp I have to gain I can easly got lost when I see 189332244 or something like that. Try to write it that exp will looks like that 10000000. Write some constant base exp and increase it by some cool formula
  7. Hello again... Yesterday I decided to test out guild wars on my server and I noticed strange thing. A player character sometimes when joins battle is not send directly to battlefield but send as Spectator (observer) thus game tells "There are no opponents and war will soon end" I wrote this function to join battle See full function. I've done some testings and this bug occurs when characters relogs after seeing a message about guild war... Let me describe more detailed: Guild "A" declares battle against Guild "B" and when war begins is so far ok, player can enter battle, but when player warps to other map (on the same channel) and then decides to enter war, he is sent as observer (Spectator). In order to enter battle he must quit observer mode and then he is correctly send to battle (and not always...) What is wrong with my function or this is internal game bug? I'm using game 34k from This server files
  8. I gues you use game 34k or unbugged source, so I give you a tip, metin2 src doesn't like high values, so I suggest to use as low values as possible. It has some disadvantages, but it will prevent your project from unexpected "surprises"
  9. It's definitly map's ID to high value. I had exact same problem.
  10. Change map id to lower value. In my case this helped me. Try id lower than 150.
  11. Just Add show/hide button and everyone will have option whetter to show coins or not.
  12. when login with pc.get_map_index() == ox_map_id begin if pc.is_mount() then pc.unmount() end end
  13. Hello again... Today I noticed my game client is missing horse skills... Of course as you can see only support skills are in non-standard positions and I'm 100% sure replacing support skills positions has absolutly nothing to do with it. Did any one had similar problem? I checked my playersettingsmodule.py file in root in function DefineSkillIndexDict() and all skills ID are in place, here's whole function PS for test purposes I added one horse skill into support skills section, but still with no results. def DefineSkillIndexDict(): global NEW_678TH_SKILL_ENABLE global SKILL_INDEX_DICT NEW_678TH_SKILL_ENABLE = locale.IsYMIR() if NEW_678TH_SKILL_ENABLE: SKILL_INDEX_DICT = { JOB_WARRIOR : { 1 : (1, 2, 3, 4, 5, 0, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (16, 17, 18, 19, 20, 0, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_ASSASSIN : { 1 : (31, 32, 33, 34, 35, 0, 0, 0, 137, 138, 139, 140, 0, 0,), 2 : (46, 47, 48, 49, 50, 0, 0, 0, 137, 138, 139, 140, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_SURA : { 1 : (61, 62, 63, 64, 65, 66, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (76, 77, 78, 79, 80, 81, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_SHAMAN : { 1 : (91, 92, 93, 94, 95, 96, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (106, 107, 108, 109, 110, 111, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,137,), }, } else: SKILL_INDEX_DICT = { JOB_WARRIOR : { 1 : (1, 2, 3, 4, 5, 0, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (16, 17, 18, 19, 20, 0, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_ASSASSIN : { 1 : (31, 32, 33, 34, 35, 0, 0, 0, 137, 138, 139, 140, 0, 0,), 2 : (46, 47, 48, 49, 50, 0, 0, 0, 137, 138, 139, 140, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_SURA : { 1 : (61, 62, 63, 64, 65, 66, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (76, 77, 78, 79, 80, 81, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,), }, JOB_SHAMAN : { 1 : (91, 92, 93, 94, 95, 96, 0, 0, 137, 138, 139, 0, 0, 0,), 2 : (106, 107, 108, 109, 110, 111, 0, 0, 137, 138, 139, 0, 0, 0,), "SUPPORT" : (121,129,130,131,124,122,0,0,123,137,), }, }
  14. Yes. I suggest to use in quests with biolog additional flags like pc.setqf("BiologDone", 1) (wich means the quest is done) at the end of mission so you could use query like this: DELETE FROM `player`.`quest` WHERE `szName` LIKE "%Biolog%" OR `szName` LIKE "%biolog%" AND `szState` = "BiologDone" AND `szValue` = 1; There is also another way, probably you're using navicat, so running custom query like this one: SELECT * FROM `player`.`quest` WHERE `szName` LIKE "%Biolog%" OR `szName` LIKE "%biolog%"; will show all quests related to "biolog" and you can simply select with your mouse records wich you want to delete and do it with simple DEL key stroke (preferable way) Another think, any third party modifications on database should be done on killed "game" and "db" processes. PS witam kolegę z Polski
  15. Nope, I have few players and nobody reached even 30lv, thanks @VegaS for update
  16. Thank you @VegaS but I know about that. Let's explain again... My server has very low exp and gold drop rates (about 1 - 100 gold per mob (depending by level and rank) and 5 - 600 exp), so non-cheating player shoud have on 17lv approx 30.000 gold, as you see, in my quest players gold turns into lump of gold when he reaches 100.000.000 gold, which is impossible to get it on that low level without bug-using, one of my players (precisely 17lv) showed me on trade window he has 200x Lump of gold. I don't have any GM's on server and only I have access to database. That's why I asked you hoping you know what kind of bug this is and how to eliminate. PS: Also one of other my players told me rumour that bug is also on global servers, but It's hardly to believe me in that rumour.
  17. Hi, because i'm making my server on game 34k and prevent from yang-bug i wrote simple quest to store player gold in lump of gold. Some dude managed to replicate this item from 1 to 200 and I'd like to know how could he do it? How to perform this bug? And the quest quest item_gold_piece begin state start begin when 80008.use begin local curr_gold = pc.get_gold() local value = 100000000 if curr_gold >= 1900000000 then syschat("I cannot sell it because you have too much money on account.") return end pc.remove_item(80008, 1) pc.change_gold(value) end when kill or enter or login with pc.get_gold() >= 100000000 begin pc.change_gold(-100000000) pc.give_item2(80008, 1) end end end
  18. when 80212.use begin if get_time() < pc.getqf("book_use") then syschat("Effect of this book is still active, please try again later") else affect.add_collect(apply.MAX_HP, 10000, 3600) pc.setqf("book_use", get_time() + 3600) pc.remove_item(80212, 1) end end
  19. I tested it with quest, it works, but definetly I see bug with jumping HP... (Like this bonus after loading character or mounting on horse itself reloads)
  20. I'd like to make potion (like Red Potion) but not classic red potion increasing regeneration hp, but to increase max hp of player who drinks it. I created MySQL Query to make such potion for an hour HP is increased by 10.000: INSERT INTO `item_proto` VALUES ('80212', 'Health Book', 0x4B7369EA6761205A64726F776961, '3', '3', '0', '1', '237952', '20', '128', '', '1000000', '5', '0', '0', '0', '15', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '1', '3600', '10000', '0', '0', '0', '-1', '-1', '-1', '-1', '-1', '-1', '0', '0', '0'); the think is... HP is not increasing, my question is, what went wrong? (Game 34k unstripped)
  21. Greetings... First of all if it is wrong section, pardon me, I thought it would be best place to ask, so here we go: Today i found this diff on metin2dev for 100% anti stun bonus for game 34k 000692DE: 5A 64 And I tested it very strictly with results: I set my guinea pigs mobs enchant_stun to 50% and when i faced mobs with lower level than my character I didn't get stunned, but when I faced mobs with higher level than my character I was stunned almost every second mob's hit, and stun effect lasted no longer than 3 seconds. My questions are for skilled developers: 1. Does my results are covering with results other p-server owners/developers? 2. Does it should work like that? 3. How really works AntiStun relative to opponent Chance to Stun: x%? Because so far I'm really confused about these bonuses.
  22. I need to know which columns are required to export server skill_proto directly to skilltable.txt [client] I noticed that skill_proto has much more columns than skilltable tab delimited textfile. (I don't like single-line editing)
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