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Posts posted by blaxis
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18 hours ago, Karbust said:
The lib's source isn't public.
Thank you.
So last question; What exactly does the granny2_static.lib file do?(not granny2.lib)
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Hi, I need granny2 2.9 or 2.11 .lib file sources.
I couldn't find it anywhere. I have ideas on making some changes to the lib files.
Where can I find?
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On 10/31/2021 at 7:09 PM, AltanOzkan said:
Chatting option bottom button not showing. How can i fix it. Thank you.
uiscript/chatsettingwindow.py
change for button .sub line with:
"default_image" : ROOT_PATH + "middle_button_01.sub", "over_image" : ROOT_PATH + "middle_button_02.sub", "down_image" : ROOT_PATH + "middle_button_03.sub",
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On 10/30/2021 at 12:45 AM, LoKnarash said:
Hello,
Basically the metin stones use the same animation of both "wait" and "damage" and for most animations.
I bolded "wait" and "damage" the metinstone motlist that i found in my pack.
GENERAL SPAWN metinstone_drop.msa 100
GENERAL WAIT metinstone_loop.msa 100
GENERAL RUN metinstone_loop.msa 100
GENERAL NORMAL_ATTACK metinstone_attack.msa 100
GENERAL FRONT_DAMAGE metinstone_loop.msa 100
GENERAL FRONT_DEAD metinstone_blow.msa 100
GENERAL FRONT_KNOCKDOWN metinstone_loop.msa 100
GENERAL FRONT_STANDUP metinstone_loop.msa 100
GENERAL BACK_DAMAGE metinstone_loop.msa 100
GENERAL BACK_KNOCKDOWN metinstone_loop.msa 100
GENERAL BACK_STANDUP metinstone_loop.msa 100
GENERAL BACK_DEAD metinstone_blow.msa 100If you want "Shake" the effect or stone, you should animate and re-export a new animation (where metinstone shakes).
In that case if connected to the right bone as well the effect shake.
I hope I have answered your question.
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Firstly, thank you.
But as you showed me the motlist.txt(client and server);GENERAL SPAWN metinstone_drop.msa 100 GENERAL WAIT metinstone_loop.msa 100 GENERAL RUN metinstone_loop.msa 100 GENERAL NORMAL_ATTACK metinstone_attack.msa 100 GENERAL FRONT_DAMAGE metinstone_loop.msa 100 GENERAL FRONT_DEAD metinstone_blow.msa 100 GENERAL FRONT_KNOCKDOWN metinstone_loop.msa 100 GENERAL FRONT_STANDUP metinstone_loop.msa 100 GENERAL BACK_DAMAGE metinstone_loop.msa 100 GENERAL BACK_KNOCKDOWN metinstone_loop.msa 100 GENERAL BACK_STANDUP metinstone_loop.msa 100 GENERAL BACK_DEAD metinstone_blow.msa 100
.msa files are also available. But it still doesn't happen.
I think there is a problem with the source files, but I still haven't been able to solve the problem. -
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I wasn't sure which "string" lines to edit There are a lot of them.
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Hello there.
When I attack stones, the rocking (shake) effect of the stone does not work and remains fixed. How can I solve this?That is, it does not vibrate when I hit the stone. No syserr.
Sorry for my bad english, I using Google Translate.
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12 minutes ago, Abel(Tiger) said:
Did you try to click on the line of the item before you click on "Buy" ?
I click it but it doesn't become selected.
No syserr
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Hello, search results are listed in the search system, but when I click "Mark" or "Buy", "No ItemIndex!" I'm getting the warning.
Does anyone have an idea?
def BuySelectedItem(self): if self.selectedItemIndex == -1: chat.AppendChat(chat.CHAT_TYPE_INFO, "No ItemIndex!") return shopVid = self.searchResultItems[self.selectedItemIndex].GetShopVid() shopItemPos = self.searchResultItems[self.selectedItemIndex].GetShopItemPos() net.SendPrivateShopSerchBuyItem(shopVid, shopItemPos)
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Hello, where exactly is the effect file used in the bell weapons of the shaman character?
I couldn't find which .mse file it depends on. (+7 , +8 , +9 effects) -
On 10/11/2021 at 8:14 PM, blaxis said:
@ V0lvox bro I discovered something.
I change this
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)
with(I deleted one 0);
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)
Problem solved. But I'm not sure I'm doing anything right.
AddItemData func:
def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):
The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?
I found what the problem is. But I couldn't solve it.
The problem is caused by this code. How can I edit this? Please help.Removing this code fixes the problem, but the hair costume is not displayed with other items.
That's how I described the weapon costume. It works flawlessly. However, when I make the hair costume this way and add hair to the costume, it says "Remaining Time: 0 Minutes" under all weapons. When I remove the costume hair, the text disappears.if test != 1: #costume hair sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1) if sac != 0: item.SelectItem(sac) renderTarget.SetHair(RENDER_TARGET_INDEX, item.GetValue(3))
I also tried like this but it doesn't work.
if test != 1: # hair sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1) if sac != 0: renderTarget.SetHair(RENDER_TARGET_INDEX, sac)
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Hello, I have a problem with the ui tooltip file.
def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):
and in def SetInventoryItem func:
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)
its normal. but It says "Remaining Time: 0 Minutes" under all weapons belonging to the warrior character.
Here:
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)
It fixes itself when I delete one argument. But why should I delete it? What do you think could be the problem?
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9 minutes ago, Abel(Tiger) said:
If the argument have a default value and you don't need that argument you can skip it. And if you need let's say the last argument (which have a default value) you can use it like this :
self.AddItemData(itemVnum, metinSlot, attrSlot, preview = 1)
Thanks
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No armor and no weapon but...
How can I fix this glare issue?
I solved the problem. I edited the PSM system..
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Hello there. How do we use the def AddItemData function in Python?
When calling this function elsewhere, do we have to call all the arguments in it?
examp func:
def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):
and in the def SetInventoryItem:
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), window_type, slotIndex, 1)
Can we call it?
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@ V0lvox bro I discovered something.
I change this
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)
with(I deleted one 0);
self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)
Problem solved. But I'm not sure I'm doing anything right.
AddItemData func:
def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):
The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?
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Hello friends.
"Remaining Time: 0 Minutes" is written on all warrior weapons (single-handed - double-handed) and "30 days" in some. Where can I fix this?I think the problem is with the source codes but I'm not sure.
uitooltip:
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3 hours ago, V0lvox said:
You have defined AddItemData like this:
AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0)
When you call:
self.AddItemData(itemVnum, metinSlot, attrSlot, 1)
Then you don't set preview = 1, you set evolution=1.
So you have to edit this like that:self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)
To enable only RenderTarget.
I change this:
self.AddItemData(itemVnum, metinSlot, attrSlot, 1)
with:
self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)
But not solved It still says "Time Remaining : 0 Minutes".
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5 hours ago, V0lvox said:
Upload Uitooltip.py
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2 hours ago, TMP4 said:
Ymir did not program it because they did not needed it, however it's not that hard:
def AppendTimerBasedOnWearLastTime(self, metinSlot): if 0 == metinSlot[0]: if item.COSTUME_TYPE_BODY == item.GetItemSubType() or item.COSTUME_TYPE_HAIR == item.GetItemSubType(): defaultValue = 0 for i in xrange(item.LIMIT_MAX_NUM): (limitType, defaultValue) = item.GetLimit(i) defaultValue += app.GetGlobalTimeStamp() if item.LIMIT_TIMER_BASED_ON_WEAR == limitType: break self.AppendMallItemLastTime(defaultValue) else: self.AppendSpace(5) self.AppendTextLine(localeInfo.CANNOT_USE, self.DISABLE_COLOR) else: endTime = app.GetGlobalTimeStamp() + metinSlot[0] self.AppendMallItemLastTime(endTime)
Thanks. I try this but didn't work..
It was solid before. But I don't remember what I did afterwards. I guess it's because of the source code"And for those sold in NPC; "You Can't Use It." It has a reminder." this solved but
"Time left" issue persists. Hair problem solved, costume body and weapon is not solved.I added or item.COSTUME_TYPE_WEAPON == item.GetItemSubType() but didn't work.
Edit2: Hair's rigth click after same problem
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Hello. I'm having a time issue with all elements of the costume type.
Hair, mount, costume weapon, etc. For all time:
It shows "Time left: 18910 days 14 hours 7 minutes".How can I fix this? I set the hours correctly in the item_proto file, but the problem persists.
And for those sold in NPC; "You Can't Use It." It has a reminder.
This warning comes:
def AppendTimerBasedOnWearLastTime(self, metinSlot): if 0 == metinSlot[0]: self.AppendSpace(5) self.AppendTextLine(localeInfo.CANNOT_USE, self.DISABLE_COLOR) else: endTime = app.GetGlobalTimeStamp() + metinSlot[0] self.AppendMallItemLastTime(endTime)
No syserr.
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Hello, when I hover over the items in the inventory, it says Time Remaining: 0 Minutes. (Guns only)
When I delete "1" from the AddItemData list, it fixes itself, but this time the render target is not working. How can I fix this?
No sysrr.
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49 minutes ago, VegaS™ said:
Yapıyı yapıcıdan gelen varsayılan değerlerle başlattığınız için çalışmaz , bu da window_type her zaman ENVANTER olacağı anlamına gelir
CItem sınıfının içinde GetWindow işlevine zaten sahipsiniz , bunu şu şekilde kullanabilirsiniz:
Ya da TItemPos'u ve onun fonksiyonlarını gerçekten kullanmak istiyorsanız, onu düzgün bir şekilde başlatmanız gerekir:
Thank you very much!
Character NPC ?
in Community Support - Questions & Answers
Posted · Edited by Metin2 Dev
Core X - External 2 Internal
Hello, I want to create NPCs using the characters from the game. How can I make an NPC like in the photo? (char+armor+hair+weapon etc.)
I tried but failed. Can you give an example?