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Pisti95

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Posts posted by Pisti95

  1. game file source --> input_db.cpp

    #4  0x0810f1fb in CInputDB::GuildWar (this=<value optimized out>, c_pData=<value optimized out>) at singleton.h:24
    #5  0x08110c03 in CInputDB::Analyze (this=<value optimized out>, d=<value optimized out>, bHeader=<value optimized out>, c_pData=<value optimized out>) at

    input_db.cpp:  2057 row

     

    But, your guild_war.quest may that bug. :mellow:

  2. In Instancebase.cpp are declaration all weapons shining style.

    In playersettingmodule.py are call weapons shining affect.

     

    Instancebase.cpp:

    UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
    {
    	DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM;
    	switch (pItem->GetType())
    	{
    	case CItemData::ITEM_TYPE_WEAPON:
    		__ClearWeaponRefineEffect();		
    		if (refine < 7)	//ÇöŔç Á¦·Ăµµ 7 ŔĚ»ó¸¸ ŔĚĆĺĆ®°ˇ ŔÖ˝Ŕ´Ď´Ů.
    			return 0;
    		switch(pItem->GetSubType())
    		{
    		case CItemData::WEAPON_DAGGER:
    			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
    			m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
    			break;
    		case CItemData::WEAPON_FAN:
    			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
    			break;
    		case CItemData::WEAPON_ARROW:
    		case CItemData::WEAPON_BELL:
    			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
    			break;
    		case CItemData::WEAPON_BOW:
    			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
    			break;
    			
    		default:
    			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
    		}
    		if (m_swordRefineEffectRight)
    			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
    		if (m_swordRefineEffectLeft)
    			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
    		break;

     

    playersettingmodule.py

    	#Standard - Sword
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+1, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+2, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+3, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9.mse")
    
    	#BOW
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+4, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_7_b.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+5, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_8_b.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+6, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_9_b.mse")
    
    	#FAN
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+7, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7_f.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+8, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8_f.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+9, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9_f.mse")
    
    	#DAGGER, BELL - RIGHT 
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+10, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7_s.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+11, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8_s.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+12, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9_s.mse")
    
    	#DAGGER - LEFT
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+13, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_7_s.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+14, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_8_s.mse")
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+15, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_9_s.mse")

     

     

  3. OiCigab.jpg

    Hi all!

    I would like to present a NewSchool PvM/PvP server, built on individual elements with Metin2.
    It is a Hungarian private server.

    General information:

    - 300% multiplier (Gold, EXP, item dropp)
    - Max level: 150
    - Max stats: 200
    - New, unique Maps (with beautiful grapics)
    - New story
    - New quests
    - New Weapons
    - New Armors
    - Sash system
    - Costume mount
    - Costume weapons
    - Pet system
    - Mounts are upgradeable
    - Mob information system
    - Empire war event
    - Razador RUN  (You can get 'SÉ utalvány(100)', what DragonCoins in English :D )
    - Nemere RUN
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    - Between G1-P (Soul Stone)
    - Etwee events
    - All items 100% upgrade with Smith and Seon-Pyeong 
     

     


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    TEAM:

    [SA]Pisti95
    [SVM]Locysus
    [SGA]Nebirots
    [YT]Drelaky



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  4. I have a problem, when my GM character on CH99 and other character CH1, and i wrote ( /a name level ), CH99 does stop.

     

    /A COMMAND BLOCK FOR PLAYERS

    Still in cmd_gm.cpp, search for the function "ACMD(do_advance)" and under

        LPCHARACTER tch = CHARACTER_MANAGER::instance().FindPC(arg1);

     

        if (tch->IsGM() == false)
        {
            ch->ChatPacket(CHAT_TYPE_INFO, "You can only change the level of GM characters.");
            return;
        }

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