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Metin2 Dev

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Everything posted by Metin2 Dev

  1. M2 Download Center Download Here ( Internal ) Hello, today I will give you this login interface, which is very similar to WoM2. It's coded by me, good luck Original interface(WoM2): Download: [Hidden Content]
  2. As I showed already: It didn't fixxed this bug. King Regards Cyber
  3. It works perfectly. Thank you very much for the help.
  4. The official servers already did that for begginers weapons with antiflag.
  5. Hello community, I was wondering if it is possible to block Enchant Item and Reinforce Item in weapons by vnum. For example, if I do not want bonus to be added to the Sword + 9 Thanks in advance for your answers.
  6. Hello, I'd like to ask you a question: Does the Immune Flag "FALL" have utility in the mob_proto? I tried to add FALL in the immune flag of the mob_proto to do that when you attack a mob, it does not fall (something like the official server has) but nothing happens, it does not work. Example of mob_proto: 591 Bestial Captain BOSS MONSTER MELEE 42 100 AGGR 30075 HUMAN STUN,SLOW,CURSE,TERROR,FALL 0 0 0 40 27 54 13 68 126 18810 29 32 0 0 20280 49 100 100 100 2000 175 0 0 0 0 0 0 50 15 0 0 0 0 0 0 0 0 0 0 0 0 barbarian_boss 2.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
  7. Same problem, i have great offlineshop. Any kind person who can adapt the code for OfflineShops?
  8. You have to write a "player.SelectPlayer()" command, to get the actual exp of the character. I am not sure, if this informationen is in the packets in SelectCharacterWindow already, that would be the alternative: Add the packets there. If you can't do it yourself, leave me a message: cyber3611 King Regards Cyber
  9. But I need to know how to get that value for each character in character select.
  10. Hey, I'm not sure how can I use it properly. I think I can't use player module because I don't have selected character in game. Am I right? #UPDATED
  11. Hello devs, I need to get a current experience of a character to a value. I tried to use player.GetStatus("EXP");, but the problem is that I need to use this value in SelectCharacterWindow. So client don't know from which character it should get it, I guess? Is it possible to get experience of each character by player module?
  12. import random, string def Print(maxStr): list = [x for x in string.digits + string.ascii_letters] k = "" for v in range(0, maxStr): k += list[random.randint(0, len(list) - 1)] print("Result word: %s" % str(k)) Print(10) For Python3 + anyone, who wants to use it in an extern program. Nice idea, not that bad tbh. ^^ King Regards Cyber
  13. That won't make you client without Pack/Index file. I want to hide that file.
  14. Hello devs, does anybody know how to implement index of packages straight into a binary? I've been looking for a long time, but did not find anything related. I think this could be a security risk.
  15. Show us records from Item_Proto.
  16. Hello devs, I have discovered a thing that is a bit confusing for me. I don't have enough experience in client section, however I would like somebody to explain me how this things works. I'm talking here about connection between files in Root package and client binary. Let's move on to my question. Okay, let's take a function form IntroLogin.py: net.SetPhaseWindow(net.PHASE_WINDOW_LOGIN, self) I though that this function has it's definition in NetworkModule.py: def SetPhaseWindow(self, newPhaseWindow): if self.newPhaseWindow: print "Already changed to a new window, ", newPhaseWindow self.__ChangePhaseWindow() self.newPhaseWindow = newPhaseWindow if self.curPhaseWindow: print "Change when fade out." self.curtain.FadeOut(self.__ChangePhaseWindow) else: print "Current window does not exist." self.__ChangePhaseWindow() But here is a problem with arguments. Function in NetworkModule.py has two parameters, self and newPhaseWindow. So if this definition is from function in IntroLogin.py it would looks like: net.PHASE_WINDOW_LOGIN is a self argument and self (of SetPhaseWindow() function) is newPhaseWindow. I think there is not problem with second argument, but first could not be correct. So I've been looking for definition in client binary... Here we go, PythonNetworkStream.cpp: void CPythonNetworkStream::SetPhaseWindow(UINT ePhaseWnd, PyObject* poPhaseWnd) { if (ePhaseWnd >= PHASE_WINDOW_NUM) { return; } m_apoPhaseWnd[ePhaseWnd] = poPhaseWnd; } Yes, this probably could be that we are searching for, BUT! We have a bit similar function (by name) in PythonNetworkStreamModule.cpp: And we know that our function is called with net module. So could this be a definition? PyObject* netSetPhaseWindow(PyObject* poSelf, PyObject* poArgs) { int ePhaseWnd; if (!PyTuple_GetInteger(poArgs, 0, &ePhaseWnd)) return Py_BuildException(); PyObject* poPhaseWnd; if (!PyTuple_GetObject(poArgs, 1, &poPhaseWnd)) return Py_BuildException(); CPythonNetworkStream& rkNetStream=CPythonNetworkStream::Instance(); rkNetStream.SetPhaseWindow(ePhaseWnd, poPhaseWnd); return Py_BuildNone(); } List of questions: What does net module do? Where can I find it? Can I compile it by myself? What definition is from function in IntroLogin.py? Why there are those two functions in binary? What does each of them do? Thanks for all replies, regards Chyu ^^.
  17. Hi, I have a question. Does anyone know how to use this function in a quest? affect.remove_good What I want to do, is that when someone login in a mapindex, for example 1, they remove the buffs that they have at that moment. Or if there is another way to do it, thanks in advance.
  18. Hello developers, especially Python ones! Here am I to create a discussion about Python. I would like to hear your thoughts on this programming language. Why do you like it and why don't? Through working with M2 I spent the most time in C++, C# and LUA. Now I decided to do some stuffs in my client but I'm really disgusted with it's syntax. Why did Ymir choose this language? Are there any better scripting language alternatives? Here are a few examples that making me want to drive up a wall: no data types no semicolons import command does not distinguish python includes and my includes (like C do by "" and <>) Correct: if (ASSEMBLY and ARPA): return 1 Incorrect: if (ASSEMBLY && ARPA): return 1 Correct: JesusHere = { "WHY" : Locale.WHY, "SO" : Locale.SO, "SERIOUS" : Locale.SERIOUS, } Incorrect: JesusHere = { "WHY" : Locale.WHY, "SO" : Locale.SO, "SERIOUS" : Locale.SERIOUS, } Correct: def printme(str): "This prints a passed string into this function." print str return Incorrect: def printme(str) { "This prints a passed string into this function." print str return }
  19. Post your LogManager::ItemLog() function. You can find it in Log.cpp at line 49.
  20. Didn't you forget to make a new patchlist?
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