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Metin2 Dev

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Everything posted by Metin2 Dev

  1. Hello devs! Does anybody know which effects or something else are using these images? I can't find any definition file which has on of these paths. CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\recuperation\upellipse.jpg CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\recuperation\light00.dds CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\buff\light010.dds CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\buff\light616.dds CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\buff\light017.dds CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\buff\light012.dds CResourceManager::GetResourcePointer: File not exist: D:\YMIR WORK\effect\etc\firecracker\firecracker.dds CResourceManager::GetResourcePointer: File not exist: D:\YMIR WORK\effect\etc\firecracker\paing_i.dds CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\click\click_select_vertical.tga CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\click\click_select.tga CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\click\click_glow_select_vertical copy.jpg CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\click\click_glow_select copy.jpg CResourceManager::GetResourcePointer: File not exist: D:\Ymir Work\effect\etc\click\Untitled-1 copy.jpg Thanks!
  2. Search: self.AppendWearableInformation() inside: if item.ITEM_TYPE_WEAPON == itemType: And replace the line below for: if app.ENABLE_NEW_ARROW_SYSTEM: if itemSubType != item.WEAPON_UNLIMITED_ARROW: self.__AppendMetinSlotInfo(metinSlot) else: bHasRealtimeFlag = 0 for i in xrange(item.LIMIT_MAX_NUM): (limitType, limitValue) = item.GetLimit(i) if item.LIMIT_REAL_TIME == limitType: bHasRealtimeFlag = 1 if bHasRealtimeFlag == 1: self.AppendMallItemLastTime(metinSlot[0]) else: self.__AppendMetinSlotInfo(metinSlot)
  3. Yes, you just put the REAL_TIME, and the weapon or armor will use the socket where the stones go as a socket for time. And you have to do something else in the uitooltip so that instead of showing you the stones, I'll show you time of the weapon. Sorry my bad English.
  4. Why do not you add it in the APPLYS? Well, if you do not have the slot system, it will not work.
  5. Do they only report the servers with thousands of users online at the same time? Because I know several servers that at most reach 300 online at the same time and they have been working for more than 5 years.
  6. Can you describe your problem better?
  7. No colldowns? What do you mean by duration?
  8. Well, I guess you only got client and SF. That's not really bad, with these two things you can run a server anyway. If you look further into your files, you can find one .exe file in a folder with a client and file named game and db. These are not editable without sources (you can edit them using a diffs), so that's why you need them. It is required if you want to make some bigger changes, but it is strongly recommended because of security and optimalization reasons.
  9. Oh, you mean if your character is married and polymorphed, will he show the two texts? If so, then you must change the if for elseif, like this: if pc.is_married() then say_title("") say("") say("") say("") say("") say("") say("") return false -- end -- This end should obviously be deleted. elseif pc.is_polymorphed() then say_title("") say("") say("") say("") say("") say("") return false -- end -- This end should obviously be deleted. elseif pc.blabla() then say("blabla") elseif pc.blabla() then say("blabla") elseif pc.blabla() then say("blabla") elseif pc.blabla() then say("blabla") end
  10. add wait() at the end of if (before of end obviously)
  11. I do not understand very well what you mean, I suppose you mean that this text appears in all conditional, right? And all the conditionals already have that text, what you can do is remove the same text from the conditionals, or delete the text that is above all.
  12. I have tried the quest, it works correctly, make sure to charge it well. Here you have the same quest, commenting all the ends, so you can see that no end is missing. quest change_empire begin state start begin when 71054.use begin if get_time() < pc.getqf("next_use_time") then say_title("") say("") say("") say("") say("") say("") return elseif get_time() < pc.getqf("next_use_time") and pc.get_sex() == 1 then say_title("") say("") say("") say("") say("") say("") return end -- enf of if get_time() < pc.getqf("next_use_time") then say_title("") say("") if change_empire.move_pc() == true then pc.setqf("next_use_time", get_time() + 86400 * 7) end -- end of if change_empire.move_pc() == true then end -- enf of when 71054.use begin function move_pc() if pc.is_engaged() then say_title("") say("") say("") say("") say("") say("") say("") return false end -- enf of if pc.is_engaged() then if pc.is_married() then say_title("") say("") say("") say("") say("") say("") say("") return false end -- end of if pc.is_married() then if pc.is_polymorphed() then say_title("") say("") say("") say("") say("") say("") return false end -- end of if pc.is_polymorphed() then if pc.has_guild() then say_title("") say("") say("") say("") say("") say("") return false end --end of if pc.has_guild() then if pc.money < 5000000 then say_title("") say("") say("") say("") say("") say("") return false end -- end of if pc.money < 5000000 then say_title("") local s = select("Shinsoo", "Chunjo", "Jinno", "Nothing") if 4 == s then return false end -- end of if 4 == s then (s if for local s = select("Shinsoo", "Chunjo", "Jinno", "Nothing")) say("") say("") say("") local a = select("Yes", "No") if a == 2 then return false end -- end of if a == 2 then (a is for local a = select("Yes", "No")) local ret = pc.change_empire(s) local oldempire = pc.get_empire() if ret == 999 then say_title("") say("") say("") say("") say("") say("") say("") say("") pc.change_gold(-5000000) pc.remove_item(71054, 1) char_log(0, "CHANGE_EMPIRE",string.format(gameforge.change_empire._240_stringFormat, oldempire, s)) local selection = select("Relog now", "Later") local x = pc.get_x() local y = pc.get_y() if selection == 1 then pc.warp(x*100,y*100) elseif selection == 2 then return end --end of if selection == 1 then (selection is for local selection = select("Relog now", "Later")) return true else if ret == 1 then say_title("") say("") say("") say("") say("") elseif ret == 2 then say_title("") say("") say_reward("") elseif ret == 3 then say_title("") say("") say_reward("") end -- end of if ret == 1 then end --end of if ret == 999 then return false end -- end of function move_pc() end --end of state start begin end --end of quest change_empire begin
  13. cd /usr/home/game/channel/CONFIG search: TEST_SERVER change like this: TEST_SERVER: 1 Its all.
  14. try this: Edit: Your warp will not work. local selection = select("Relog now ", "Later ") local x = pc.get_local_x() local y = pc.get_local_y() if selection == 1 then pc.warp(x,y) elseif selection == 2 then return end It must be like this: local selection = select("Relog now", "Later") local x = pc.get_x() local y = pc.get_y() if selection == 1 then pc.warp(x*100,y*100) elseif selection == 2 then return end
  15. Thanks, it works perfect. To work on hits, skills, criticals, penetrates, poisons, I just need to remove damageFlag = DAMAGE_NORMAL. Like this: if (GetRaceNum() == 101) { dam = 1; } One thing that happens is that if you have bonus APPLY_STEAL_HP, you will continue to remove 1 damage to the mob, but if you absorb HP obviously the life of the mob will drop more than 1 per hit, which does not matter to me otherwise, it will It would take a long time to kill the mob. Thank you very much for the help, I was already overwhelmed xD!
  16. I just tried to put more damage and turn the regen to 0, and ... effectively, I do more damage, but the stupid dog does not die xD!
  17. I'm trying to get the mob to die, this I think it means that it can not be attacked.
  18. Download: [Hidden Content] Link alternativ: [Hidden Content]
  19. M2 Download Center Download Here ( Internal )
  20. Try this: open: char_battle.cpp search: bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) after { add: if (pkAttacker->GetWear(WEAR_WRIST) and pkAttacker->IsEquipped(16209)) { SendDamagePacket(pAttacker, 0, DAMAGE_BLOCK); return false; } No tested, maybe work...
  21. Hello, I was trying to make that when you attack a specific mob, the damage is 1 (something like in the Chiefs Chase event of the official server) So: I look for the following: bool CHARACTER :: Damage (LPCHARACTER pAttacker, int dam, EDamageType type) I add this below: if (pAttacker) { if (GetRaceNum() == 101) { SendDamagePacket(pAttacker, 1, DAMAGE_NORMAL); return false; } } In this case, when I attack mob 101 (Wild Dog), I only hit 1 damage (all right up here) But what happens is that life does not go down, and life should go down, 1 in 1 to kill the mob. Does anyone have any help for me? Thanks in advance.
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