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Metin2 Dev

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Everything posted by Metin2 Dev

  1. i work mostly with TXT Tables and with Open Office Calc or Excel to make it easy for i i wrote a long time ago all Bonus Flags that you need because this Board hasnt got a "Table Function" i have to do it myself, the other 3 Tables will be added in like 30 minutes so dont worry
  2. Thats my RegisterPCFunctionTable() void RegisterPCFunctionTable() { luaL_reg pc_functions[] = { /////////ETC,ETC///////////////// { "get_channel_id", pc_get_channel_id }, { "give_poly_marble", pc_give_poly_marble }, { "get_sig_items", pc_get_sig_items }, { "charge_cash", pc_charge_cash }, { "get_informer_type", pc_get_informer_type }, //µ¶ŔĎ Ľ±ą° ±â´É { "get_informer_item", pc_get_informer_item }, { "give_award", pc_give_award }, //ŔĎş» °čÁ¤´ç ÇŃąřľż ±Ý±« Áö±Ţ { "give_award_socket", pc_give_award_socket }, //¸ô ŔÎşĄĹ丮żˇ ľĆŔĚĹŰ Áö±Ţ. ĽŇÄĎ ĽłÁ¤Ŕ» Ŕ§ÇŃ ÇÔĽö. { "get_killee_drop_pct", pc_get_killee_drop_pct }, /* mob_vnum.kill ŔĚşĄĆ®żˇĽ­ killeeżÍ pcżÍŔÇ level Â÷ŔĚ, pcŔÇ ÇÁ¸®ąĚľö µĺ¶ř·ü µîµîŔ» °í·ÁÇŃ ľĆŔĚĹŰ µĺ¶ř Č®·ü. { "give_item_with", pc_give_item_with }, * return °ŞŔş (şĐŔÚ, şĐ¸đ). * (¸»ŔĚ şąŔâÇѵĄ, CreateDropItemŔÇ GetDropPctŔÇ iDeltaPercent, iRandRange¸¦ returnÇŃ´Ů°í ş¸¸é µĘ.) * (ŔĚ ¸»ŔĚ ´ő ľî·Áżď¶ółŞ ¤Đ¤Đ) * ÁÖŔÇ»çÇ× : kill eventżˇĽ­¸¸ »çżëÇŇ °Í! */ { NULL, NULL } }; CQuestManager::instance().AddLuaFunctionTable("pc", pc_functions); } }; Any other solution? ?
  3. Hi Metin2Dev, I need help with this: 20:20:57.867740 :: RunState: LUA_ERROR: locale/hungary/quest/object/state/mb_igshop:984: attempt to call field `give_item_with' (a nil value) SYSERR: Oct 30 20:20:57.867829 :: WriteRunningStateToSyserr: LUA_ERROR: quest mb_igshop.start click This happens when someone buys the product I am offering for sale and wants to take it out or when I just want to smoothly withdraw a sale. Please help me! Thanks! Have a nice day!
  4. Its not work ? Any idea? I will try replace the tables but i think its not fix it Solved. The problem is guild.cpp INSERT query for (int i = 0; i < GUILD_GRADE_COUNT; ++i) { DBManager::instance().Query("INSERT INTO guild_grade VALUES(%u, %d, '%s', %d)", get_table_postfix(), m_data.guild_id, i + 1, m_data.grade_array.grade_name, m_data.grade_array.auth_flag); } to: for (int i = 0; i < GUILD_GRADE_COUNT; ++i) { DBManager::instance().Query("INSERT INTO guild_grade%s VALUES(%u, %d, '%s', %d)", get_table_postfix(), m_data.guild_id, i + 1, m_data.grade_array.grade_name, m_data.grade_array.auth_flag); }
  5. Hi everyone! I found a problem with guild making. If someone wants to make a guild, and if he enter the guild name and press OK the channel1_1 will crash. Channel1_1 syserr is empty. DB Syserr: SYSERR: Aug 20 21:03:36.172297 :: Process: FDWATCH: peer null in event: ident 22 I tried debuging the game.core but I didn't get anything Please help! Have a nice day!
  6. Has anyone tried to use this method on a client with Granny 2.9.12.0? I'm getting stuck at this. Edit: This method is working fine with Granny 2.11.8.0.
  7. So you should be able to debug it by using crash dump, no?
  8. INSERT INTO account.account (id, password) VALUES ('Your id.', PASSWORD('Your password here.'));
  9. Sup! When I wear the costumes everything is ok but when I equip 1 costume when 1 other is equipped what happens in the gif. [Hidden Content] If anyone can help me thank you!
  10. But, you are sure it not giving bonus? Or just not showing them?. Can you equip the ring and put: /state ?
  11. item.cpp: int CItem::FindEquipCell(LPCHARACTER ch, int iCandidateCell) { [...] if (GetType() == ITEM_DS || GetType() == ITEM_SPECIAL_DS) { [...] } else if (GetType() == ITEM_COSTUME) { [...] } // look if you have this else if (GetType() == ITEM_RING) { if (ch->GetWear(WEAR_RING1)) return WEAR_RING2; else return WEAR_RING1; } // look if you have this else if (GetType() == ITEM_BELT) return WEAR_BELT; else if (GetWearFlag() & WEARABLE_BODY) return WEAR_BODY; [...] } Tbh i don't think it's there since that's for you to equip, but I remember that before I had that disabled and the bonuses didn't work for me either. But you lose nothing by trying.
  12. You don't need to add package into Index file?
  13. I've done long time ago a map for two kingdoms 8x8 no loading problem no performance problems cause I splitted it byself into 3 little maps. "Invisible portals that it doesn't load to much player at one map to make 3 separated cores" I tested it with 700 players hasn't got any lags If you have a complete crazy concept and server itself it wouldn't be a problem but it's still metin tho
  14. 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 }
  15. Bro I don't care about any tutorials from Romanian site's When you can't level up your skill the skill isn't written in the char_skill.cpp and in the playersettingsmodule and in the sql I edited a time ago like 12 new skills per class and you got trouble by adding one.... Luuul
  16. 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.
  17. I'm writing again with a better explain. Select mesh only. Uncheck Always Deform under Skin Modifier options. Select only Root bone (for metin2 Bip01) Move root bone to acceptable acceptable location. 4: Select Bip01, click move tool and on bottom u see x-y-z location u must see x=0, y=0 z=0. Write 93 to z. Whola your whole skeleton hierarchy moved to mesh location. Check Always Deform again. Done I forgot to say after move bip01 u need to rotate z 90 or 270 degree The 93 value can be different for each model. The reason for this is that the vertex weight is incorrect because the gr2 format is different.
  18. Click mesh and click skin modifier open advanced parameter. remove the check mark, from Alway Deform. now u can move skeleton.
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