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Tuckii

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Posts posted by Tuckii

  1. Hey, does anyone have a system where you can put your utilities (green potionts etc) to a certain "window" and after that you press button that is attached to this window and all of the utilities that are in this window are used.

    Im currently using something that just uses all of them but would be nicer if u could pick what utilities to use.

    Thanks!

    Best regards

  2. so I started to modify icons in game to looks like this lvOu2V5.png

    as u can see there are 6 icons that are the same and im not quite sure how to change that

    Penetration affect, Max hp 20%, you dont lose xp token all take path from one spot

    all of these take path from this one spot here AwHUMdT.png

    Can u change the pathing in uiaffectshower or somewhere here? Could I just add a new icon right next to the flag down on the bottom and do pathing to the icon somehow?

  3. Hey, im having a problem where blue dragon (beran setaou) doesn't use its skill or any attack at all, general yonghan etc. hoverwer they use basic attack.

    Folders in mob proto are included and the files in data/monster look alright, what else did I miss? Can't really find any answer

     

    Nevermind, beran works but from around 85% health points he starts to use skills

     

    FIXED

    • Not Good 1
  4. hey, im adding cube renewal system that looks very noice and im having some issues in VC

    basically I have to add the pythoncuberenewal.h and .cpp to directiories right here and it should work? Dont wanna mess it up

    Userinterface > properties and here under Additional include directiories? Im also not sure why it shows no such file like packet.h, for short explanation or help I would be very thankfull ❤️

    zfAOnpQ.png

    spacer.png

  5. Spoiler
    12 minutes ago, Amun said:

    Not in binary, in root.

    If you look inside game.py, you'll see this

    	if app.ENABLE_SEND_TARGET_INFO:
    		def BINARY_AddTargetMonsterDropInfo(self, raceNum, itemVnum, itemCount):

    This function is called with those arguments from your source through PyCallClassMemberFunc.

    To see the items you receive from the source, you can just add a trace:

    	if app.ENABLE_SEND_TARGET_INFO:
    		def BINARY_AddTargetMonsterDropInfo(self, raceNum, itemVnum, itemCount):
    			import dbg
    			dbg.TraceError("race num %d, itemVnum %d, itemCount %d" % (raceNum, itemVnum, itemCount))
    			if not raceNum in constInfo.MONSTER_INFO_DATA:

    However, I don't see why that would be the problem. Also, from what I see, that function is actually building and updating the MONSTER_INFO_DATA dict, so the problem is probably from __LoadInformation_Drops.

    Try adding this in uiTarge to see if the dict is still empty when the function is called:

    			def __LoadInformation_Drops(self, race):
        			# this
    				import dbg
    				dbg.TraceError("ConstInfo data: %s" % str(constInfo.MONSTER_INFO_DATA))
    				self.AppendSeperator()

     

     

    After applying the tracerror in gamepy there is nothing in sysser however when I applied tracerror under def _LoadInofrmation_Drops

    then this is in sysser 

    spacer.png

  6. Spoiler
    8 minutes ago, Amun said:
      Reveal hidden contents

     

    Good, now that we know that you actually receive the items, you can remove that TraceError.

    Go to root/uiTarget.py and find

    def __LoadInformation_Drops(self, race)

    Then, after 

    if race in constInfo.MONSTER_INFO_DATA

    in the loop add a couple of traces to find out if it's actually loading and reading the items to and from constInfo.

    Like this:

    			def __LoadInformation_Drops(self, race):
    				self.AppendSeperator()
    
    				if race in constInfo.MONSTER_INFO_DATA:
    					if len(constInfo.MONSTER_INFO_DATA[race]["items"]) == 0:
    						self.AppendTextLine(localeInfo.TARGET_INFO_NO_ITEM_TEXT)
    					else:
    						itemListBox = ui.ListBoxExNew(32 + 5, self.MAX_ITEM_COUNT)
    						itemListBox.SetSize(self.GetWidth() - 15 * 2 - ui.ScrollBar.SCROLLBAR_WIDTH, (32 + 5) * self.MAX_ITEM_COUNT)
    						height = 0
    						#here
    						import dbg
    						for curItem in constInfo.MONSTER_INFO_DATA[race]["items"]:
    							if curItem.has_key("vnum_list"):
    							# here
    								dbg.TraceError("race %d, vnum_list: %d" % (race, curItem["vnum_list"]))
    								height += self.AppendItem(itemListBox, curItem["vnum_list"], curItem["count"])
    							else:
    							#here
    								dbg.TraceError("race %d, vnum: %d" % (race, curItem["vnum"]))
    								height += self.AppendItem(itemListBox, curItem["vnum"], curItem["count"])
    						if height < itemListBox.GetHeight():

    If it shows the items in syserr, then the problem is from Append, if it doesn't show the items, then the problem is from def BINARY_AddTargetMonsterDropInfo.

    You could also add some traces before that, just to know where it breaks.

     

    Sysser doesn't show anything so the problem is in def BINARY_AddTargetMonsterDropInfo as you said

    so here is the problem? Even tho it's completely new function?

    spacer.png

  7. 22 minutes ago, Amun said:

    Right, skipping the part where it bloody loads the items whenever you click that button, let's find out if you actually get the items in binary. If you do, then the problem is from python/root.

    In UserInterface/PythonNetworkStreamPhaseGame.cpp

    Look for:

    bool CPythonNetworkStream::RecvTargetInfoPacket()

    In that function find

    			if (pInstTarget->IsEnemy() || pInstTarget->IsStone())
    			{
    				PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "BINARY_AddTargetMonsterDropInfo", 
    				Py_BuildValue("(iii)", pInfoTargetPacket.race, pInfoTargetPacket.dwVnum, pInfoTargetPacket.count));
    				PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "BINARY_RefreshTargetMonsterDropInfo", Py_BuildValue("(i)", pInfoTargetPacket.race));
    			}

    And add a TraceError, like this:

    			if (pInstTarget->IsEnemy() || pInstTarget->IsStone())
    			{
    				TraceError("DROP INFO: item: %d, count: %d", pInfoTargetPacket.dwVnum, pInfoTargetPacket.count);
    				PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "BINARY_AddTargetMonsterDropInfo", 
    				Py_BuildValue("(iii)", pInfoTargetPacket.race, pInfoTargetPacket.dwVnum, pInfoTargetPacket.count));
    				PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "BINARY_RefreshTargetMonsterDropInfo", Py_BuildValue("(i)", pInfoTargetPacket.race));
    			}

    Recompile the binary, click to see the drop of a mob, and then check your syserr to see if it tells you the items.

    I've replaced the function as you said and now sysser shows the items

    so the problem is somewhere in root?
    spacer.png

  8. 1 hour ago, Amun said:

    What about mob_drop_item?

    You could've left a link to the system so we can see what's reading and what doesn't.

     

    Regards,

    Amun

    Im sorry, I meant mob drop item, it is filled with drop. There nothing in any sysser or whatsoever.

    Im giving you the files now since I forgot bout that sorry.

    It is from polish forum so I can either link you the package that was included or separate files if you want.  I can also include screenshots if u don't wanna download anything.

    link wiki system: 

    This is the hidden content, please

    virustotal scan of wiki system : https://www.virustotal.com/gui/url/c977489040f3054aa833d3a32d7f51582a90b8d3c7cd1479b5d88f9896f6b107?nocache=1

    Here are the files that are in the system 

    Spoiler

    • Metin2 Dev 5
    • Eyes 1
    • Love 1
  9. Hey, I've added a wiki drop that looks like this

     spacer.png

    but after adding everyting correctly im not seeing the slide bar or any items, when I press on monster it shows "doesn't drop anything"

    since it's level restricted I tried with different levels of characters and monsters. Doesn't work and yes I do have drop included in common drop/mob drop item item etc.

    spacer.png

  10. Hey, I've added a fix where the game counts green and purple potions to that u can use one per ".." minutes it says on the potions but it doesn't seem to work, I can use potions any time one after another the fix is from here

    Second thing I would like to ask if there is any fix to already existing elements (fire,wind,lightning) or if u can add them as new ones? I also tried to fix the elements in the char skill I think but it also doesn't seem to give any effect when I try to fight fire monster with fire equipment and without

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