Mafuyu
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Posts posted by Mafuyu
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3 minutes ago, ASIKOO said:
What browser are you using?
Im using opera gx
€dit: website is getting blocked because of some trojans out there (malwarebytes detecting it)
ffs
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2 minutes ago, Mali61 said:
Why are you cursing for no reason?
Link is at the top of the topic. You might want to go for an eye checkup.
big brain i wouldnt cry if it would be that simple my guuuuy
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REUPLOAD AMK
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On 12/20/2020 at 4:50 PM, Kafa said:
German guy form an scamer board. What do you expect.
Are u suffering from mental illness?
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6 hours ago, Rakancito said:
Just paste the code, it doesn't matter if you have WOLFMAN or not.
oh boy you have so many missing parts in your tut...
{ "INVINCIBLE", APPLY_INVINCIBLE }, gets not defined...
#ifdef ENABLE_CONQUEROR_LEVEL
{ POINT_INVINCIBLE, },
#endif also missing define.. you cant compile it like this..your github is outdated.. you write "removed point...." but its still there in your git..1016 21:29:25806 :: Failed to load script file : UIScript/CharacterWindow.py 1016 21:29:25806 :: ui.py(line:4593) LoadScriptFile system.py(line:194) execfile system.py(line:165) Run UIScript/CharacterWindow.py(line:1642) <module> LoadScriptFile!!!!!!!!!!!!!! - <type 'exceptions.AttributeError'>:'module' object has no attribute 'SPECIAL_ACTION_START_INDEX' 1016 21:29:25806 :: ============================================================================================================ 1016 21:29:25826 :: Abort!!!! 1016 21:29:25827 :: uiCharacter.py(line:681) __LoadWindow uiCharacter.py(line:306) __LoadScript ui.py(line:4610) LoadScriptFile exception.py(line:36) Abort CharacterWindow.__LoadWindow - <type 'exceptions.SystemExit'>: 1016 21:29:25827 :: ============================================================================================================ 1016 21:29:25827 :: Abort!!!!
more missing code...
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8 minutes ago, Rakancito said:
1. If you don't like it, remove it and that's it, I only saved the work for those who have defined WOLFMAN or not.
2. My bad i have already corrected that fragment, thank you, shoul de SKILL_CHEONUN. Thankswhats about this, i dont have lycan, which one i have to use? can i simple use the define from you?
//Replace with #ifdef ENABLE_CONQUEROR_LEVEL const DWORD SKILL_NUM = 184; #else #ifdef ENABLE_WOLFMAN_CHARACTER const DWORD SKILL_NUM = 176; #else const DWORD SKILL_NUM = 158; #endif #endif
or do i have to change something ?
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make it without the useless lycan part please, you have many mismatches bc of the lycan shit in it... some lines doesnt make sense.
#ifdef ENABLE_CONQUEROR_LEVEL #ifdef ENABLE_WOLFMAN_CHARACTER if (GetSkillMasterType(dwSkillVnum) != SKILL_MASTER && (dwSkillVnum >= SKILL_FINISH && dwSkillVnum <= SKILL_ILIPUNGU)) #else if (GetSkillMasterType(dwSkillVnum) != SKILL_MASTER && (dwSkillVnum >= SKILL_FINISH && dwSkillVnum <= SKILL_CHEONUN)) #endif
#ifdef ENABLE_CONQUEROR_LEVEL #ifdef ENABLE_WOLFMAN_CHARACTER if (GetSkillMasterType(pkSk->dwVnum) != SKILL_MASTER && (pkSk->dwVnum<= SKILL_FINISH | pkSk->dwVnum>= SKILL_ILIPUNGU)) #else if (GetSkillMasterType(pkSk->dwVnum) != SKILL_MASTER && (pkSk->dwVnum<= SKILL_FINISH | pkSk->dwVnum>= SKILL_ILIPUNGU)) #endif
why is above SKILL_ILIPUNGU and another skill, next code part is the same line??
and this part... bruh i could cry, pls dont use lycan lines, literally no one has lycan..
//Search in bool CHARACTER::IsUsableSkillMotion(DWORD dwMotionIndex) const #ifdef ENABLE_WOLFMAN_CHARACTER const DWORD SKILL_NUM = 176; #else const DWORD SKILL_NUM = 158; #endif //Replace with #ifdef ENABLE_CONQUEROR_LEVEL const DWORD SKILL_NUM = 184; #else #ifdef ENABLE_WOLFMAN_CHARACTER const DWORD SKILL_NUM = 176; #else const DWORD SKILL_NUM = 158; #endif #endif
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On 7/21/2020 at 3:16 PM, monsterd2w4 said:
do you have 9.5k HP reset stats point and UP 4k hp why ? why 1 player 13.5k hp and another player with 10k hp ? Bugg = reset status x5 = HP 5k up
hey, no. For me it isnt like this. You have this random hp but it isnt even 1k, for me, i tried like 10 times, here +300, there -200, here +420, sometimes -400 so its pending on 10500 to 10750 to 10200 but never more like this. With your changes (only removed the randomHp function) my hp only changes on base from my status points (vit), but yeah its no bug. I think you also have another bugs in your source wich leads to this giant random hp
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4 hours ago, monsterd2w4 said:
For refresh point with reset reset point 2* fix you go test
First test fix 100% reset stats
only used one computepoints and it also works. But its not a bug what you fixxed there, the random hp is normal for the game, every char got random hp on creating and on resetting, even on official gameforge server so i dont know what you mean with "bugfix" ?
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why ComputePoints 2 times?
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On 7/14/2020 at 4:56 PM, Distraught said:
That was just an example, it's not a tutorial for that specific stuff.
But put it in CPythonNetworkStream::RecvPointChange in the if (PointChange.Type == POINT_GOLD) condition.
yeah thats what i was trying but it didnt worked for me, it didnt change anything ingame.
can you show the full edit function how it would work? i tried some changes but no effect on it, so i dont know if i made mistaks or if the system doesnt work
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On 7/12/2020 at 8:31 PM, Distraught said:
Hey guys,
It was really a long ago I did any activity on a forum so I decided to release a small but usefull class.
This can be used to place functions you want to run on every frame for a period of time with a progress on a "timeline". This can be used for example to roll the yang up or down when changing it (a normal way and not creating threads or wtf others doing) or anything else when you animating something in code.
So add this 2 files (download link at the end of this post) to your project and go to PythonApplication.cpp and find the Process function.
Add this line after like OnUIUpdate();:
Timeline::GetInstance()->DoEvents();
You can add functions like (it's an example for the mentioned yang stuff):
auto currentGold = rkPlayer.GetStatus(POINT_GOLD); auto goldChange = PointChange.value - currentGold; Timeline::GetInstance()->AddFunction(0.5f, [currentGold, goldChange](float p) { CPythonPlayer& rkPlayer = CPythonPlayer::Instance(); rkPlayer.SetStatus(POINT_GOLD, currentGold + (goldChange * p)); }, [currentGold, goldChange]() { CPythonPlayer& rkPlayer = CPythonPlayer::Instance(); rkPlayer.SetStatus(POINT_GOLD, currentGold + goldChange); } );
Download: https://distraught.hu/download/m2dev/Timeline.rar
Good luck!
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Oh and if you can't compile it because the compiler does not find ModernSingleton then here it is:
template<typename T> struct ModernSingleton { static T* GetInstance() { static T _instance; return &_instance; } };
(just add it to like singleton.h)
where did you put the POINT_GOLD function ?
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if value > 0: count = count+1
nonsense, remove the if value, just add count = count + 1 bc otherwise, weapons or armors with - bonus like toxicsword or smth like this wont get the tooltip.
and for official like, use this:
if (count > 4 and count < 7) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)): self.AppendTextLine(localeInfo.TOOLTIP_ITEM_BONUS_NEXTADD, self.BONUS_COLOR)
it only shows when you have already 4 bonus in item, not for first bonus. (for me, i use it only to show for 6 and 7. bonus, not for 5th.) if you want for 5th bonus, edit the count > 4 to count > 3.)
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it has an small bug, it can sometimes switch double boni
"Kraft der Dunkelheit" switched 2 times on it (Strenght of darkness, new elementar boni)
you need to fix the ClearAttribute function, its bugged from default on, it lefts the fifth bonus always on the item so you can double them.
better make a new clearattribute function only for DS
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On 6/17/2020 at 4:14 PM, WLsj24 said:
I did not mean that
void CButton::OnMouseOverIn() { if (!IsEnable()) return; Over(); PyCallClassMemberFunc(m_poHandler, "ShowToolTip", BuildEmptyTuple()); #ifdef ENABLE_DETAILS_UI PyCallClassMemberFunc(m_poHandler, "OnMouseOverIn", BuildEmptyTuple()); #endif } void CButton::OnMouseOverOut() { if (!IsEnable()) return; SetUp(); PyCallClassMemberFunc(m_poHandler, "HideToolTip", BuildEmptyTuple()); #ifdef ENABLE_DETAILS_UI PyCallClassMemberFunc(m_poHandler, "OnMouseOverOut", BuildEmptyTuple()); #endif }
yeah no, it still shows nothing, more is missing^^
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On 6/4/2020 at 2:47 AM, WLsj24 said:
The tooltip in official pythons is not bug. You just need add the "OnMouseOverIn" and "OnMouseOverOut" in PythonWindow.cpp. Is not neccesary a lot of code for show it.
nope, this function is on default in pythonwindow, but still bugs! there are more changed needed
and btw; still doesnt work.
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7 hours ago, aberious said:
Could you lend me a hand since ps I don't know what happens to me but the mount doesn't follow me
you also need to implement the "Mount Costume system" otherwise it wont work!
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On 3/2/2020 at 11:13 PM, tarata12 said:
I installed the system correctly, but I found a bug. When I call the horse for item 50053 he does nothing or the horse comes. Even with quest. Before the system the horse worked perfectly.
I have no mistake I have nothing can someone help me?
Sorry my bad inglish :s
Yes you have mistake. System works fine, im using it for a month now without any bugs. Horse works fine too.
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Public since 3 or 4 weeks on metin2downloads, with ingame config option so you can change in realtime.
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Didnt tested it but it could cause lags when you switch items by yourself instead of using switchbot, because the tooltip always changes every second. Same problem was in the item preview system so i had do make a config option to disable it. Did you tried this?
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55 minutes ago, xHeaven said:
Weeeell, unfortunately that's kind of right. Anyway, here's how to do it, enabling/disabling it from the configuration file is easy to do, if someone wanna implement it, here it is.
where?
Reimplementation of Events
in Programming & Scripts
Posted · Edited by Mafuyu
no, website is getting blocked by malwarebytes because of trojan detection. I turned it off then it worked^^