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Helia01

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Posts posted by Helia01

  1.  

    Hey M2DEV!
    Today I will show you how to fix one unpleasant error related to the auto attack.
    When you attack a monster automatically and for example want to move away from the monster, what do you do?
    Probably you will turn off the auto attack and try to move away from the monster using the WASD keys?
    Yes, but it won't work because the target doesn't reset when you try to disable the auto-attack.

    Before fix:
    https://metin2.download/picture/7dt9c1gmBnBzM9l6EUhms0I1WQj8m1zh/.gif

    After fix:

    https://metin2.download/picture/D63EBDENh0gk26hbM8m41fCA136k5Ar6/.gif


    Open file: UserInterface\PythonPlayer.h
    Make
    "__ClearAutoAttackTargetActorID();" public!
    UWWtCn2.png


    Open file: UserInterface\PythonPlayerModulec.cpp
    We need to create a new method

     

    PyObject * playerClearAutoAttackTargetActorID(PyObject* poSelf, PyObject* poArgs)
    {
    	CPythonPlayer::Instance().__ClearAutoAttackTargetActorID();
    	return Py_BuildNone();
    }

     

    add method to s_methods[]
     

    { "ClearAutoAttackTargetActorID", playerClearAutoAttackTargetActorID, METH_VARARGS },

     

     

    PU73MuY.png

     


    Compile bin!

    Open file: root/uitaskbar.py
    search

     

    elif self.EVENT_MOVE_AND_ATTACK == event:

     

    replace this part:

    elif self.EVENT_MOVE_AND_ATTACK == event:
    	btn = self.mouseModeButtonList[dir].GetChild("button_move_and_attack")
    	func = player.MBF_SMART
    	player.ClearAutoAttackTargetActorID()
    	tooltip_text = localeInfo.TASKBAR_ATTACK


    pack root file!


    P.S Please forgive me for my English, I use a GoogleTranslate

    • Metin2 Dev 9
    • Good 4
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  2. 1 minute ago, VegaS™ said:

    OFF: This thing is available in polish servers since 2012, their idea was: "Let's say that we're in Devil's Catacomb and i want my client to be optimized, i enabled this option and all bosses/mobs become a dog, now everything is perfect, no lag anymore, WTF, we did metin2 great again, we're genius."

    ON: Instead of this non-logic thing, you can enable/disable effects from mobs with game option, that's all what you need.

    Inside of Area.cpp -> RenderEffect you could do a simple check for ignore specific type of effects for being rendered, also this change will be in real time, you don't need to close/open client.

    "Let's say that we're in Devil's Catacomb and i want my client to be optimized, i enabled this option and all bosses/mobs become a dog, now everything is perfect, no lag anymore, WTF, we did metin2 great again, we're genius"
    ahahahhahaahaha ?
    Yeah, it's probably the best optimization I've ever seen. ?


    Speaking of effects, do you have any idea how to fix the effects processing so that you don't get a black screen when you minimize and maximize the client?
    All decisions in release which consisted in not stopping rendering of effects at folding seems to me any nonsense.

  3. wtf?
    zXVIHwR.png

    it turns out instead of the standard mobs it allows you to make all the mobs visually dogs. Who the hell needs it? do you consider this optimization in its purest form?
    Anyway thanks for the release.

    • Love 4
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