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displayjokes

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Posts posted by displayjokes

  1. Hi!

    I have a really really annoying bug, i figured out what is causing it, but i don't know the files that can be involved in this ?

    Any help is appreciated!

    The bugm when i'm in PvP (duels/wars/what ever) i get some kinda of "lag" when hitting skills on the oponent and then move the lag begins and goes back to normal.. It seems like the character is reloading status/equipments, i'm not sure that's why i'm asking help to solve this faster!

    Here's the BUG:

    https://metin2.download/picture/P2lEib0Qo7pKginy7EQ5n0NwPta6unKH/.gif

    Here's how it should be:

    https://metin2.download/picture/EG0f4Cxdeb6EXOR3mqV6EnHAFZ1nC10I/.gif

    The cause of the bug is when i'm using any type of costume, sash, the talisman is good, but it's a diferent system made by me.

     

    Anyone know how to fix this please?

     

    Thanks for your time! :D

     

    • Love 1
  2. Hey, i wanted to make a new item slot in inventory, lets say above the ring slots for the new talisman system, um which files do i need to add the NEW_SLOT = 36 (something like That) to make it work?

    I tried to do something based on belt system but its seems like i misses some files because the variable on uiinventorywindow.py has a different name!

     

    Any help os appreciated!

    Thanks for your time!

  3. Hey, this is a simple question, how can i say that items can be upgraded on Seon pyeong or in blacksmith, and how can i allow items to be upgraded on magic stone or blessing scroll?

     

    I've got some items that are only allowed on Son Pyeong, and i'd like to change that to both seon pyeong and blacksmith aswell as the magic stone and blessing scroll. (i mean, what i want is to take out this restrictions and leave it up to you, you could upgrade your items on every single thing that is possible, every item)

     

    Any help is appreciated!

    Thank you :D

  4. Hi!

    My problem is: Whenever i do this: /i 85001 or /i 85002 or /i 85003 or /i 85004, the sash comes without absorption rate. I've checked DB and has 0 absorption.

    I though this was a problem with the /i command but i made a monster drop it and same result.

     

    How can i make the sash to have the absorption whenever i do the /i command or whenever it is dropped in a monster?

     

    Any help is appreciated!

    Thank you :)

  5. 16 minutes ago, [RaffaeL] said:

    Did you also added into root/npc_list, the new location for that NPC?

    ApnrvVz.png

    Yess i did, i figured out now, on the new folder we want to add, on the .msm we only change the folder to the new one, and the model with the new skin.

    Everything else stays the same, pointing to the original monster!

    Problem solved! :D

     

    Thank you for your help! :)

     

  6. Hi!

    I was implementing new mounts on my server and i wanted to implement the same mount 2 or 3 times with diferent textures.

    For example i have a monster that is in a folder called lion, and i implemented that monster correctly, it shows up in the game, everything working fine.

    Now i want to make a monster with the exact same folder but different textures. So i copied the lion folder and renamed it for lion_black, i changed the texture path on the lion.gr2 model and also changed the paths inside the .msm and .msa files inside the lion_black folder to be not \lion\...  to \lion_black\... like this:

    image.png.d054150354e8bd8333414a1ab82ccde8.png

    and when i put in the game, when i'm going to do /m mob_id gives me this error on syserr and i noticed it is still trying to get the \npc\lion\lion.msm instead of \npc\lion_black\lion.msm

     

    Here's a print with the original names: (it is leone_baso, and i'm trying to make a monster with the same exact folder by changing to leone_baso_black)

    image.thumb.png.51a8bd3274a1a47abfa9d1b80004b0f1.png

     

    Anyone can help me with this please?

     

    Any help is appreciated!

    Thank you! :)

    • Good 1
  7. Problem solved:

    You need to add the vnums for the new sashes here:

    Server source > common > vnumHelper: 

    static    const bool    IsAcce_Grade1(DWORD vnum)        {return 85001 == vnum || 85005 == vnum || 85011 == vnum || 85015 == vnum || 85021 == vnum;}
    static    const bool    IsAcce_Grade2(DWORD vnum)        {return 85002 == vnum || 85006 == vnum || 85012 == vnum || 85016 == vnum || 85022 == vnum;}
    static    const bool    IsAcce_Grade3(DWORD vnum)        {return 85003 == vnum || 85007 == vnum || 85013 == vnum || 85017 == vnum || 85023 == vnum;}
    static    const bool    IsAcce_Grade4(DWORD vnum)        {return 85004 == vnum || 85008 == vnum || 85014 == vnum || 85018 == vnum || 85024 == vnum;}

     

    in my case i added the 85021, 85022, 85023, 85024.

     

    And you will need to add here too:

    client > root > constinfo.py : search this: def IS_ACCE_ITEM(itemVnum, abs):

    add after:  

    elif itemVnum >= 85021 and itemVnum <= 85024:
            return TRUE

     

     

    And if you want to add more sashes, add the IDs you want!

     

    Took long time to solve this, god..

    Hope it helps someone!
           

    • Love 1
  8. Hi!

    I'm trying to do something like restricting the bonuses that can go on costumes, for example

    image.thumb.png.d56c442e820d3592958802ff3fb87a66.png

     

    Something like that but that works, i want to get only:  hh, str, dex, int, con  (for example) when changing costumes.

    Currently i believe i have the same has the "normal" items, for example: weapon skin has the weapon bonuses, costumes has the same bonus has the armors.. etc..

     

    Any help is appreciated! Thank you! :)

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