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Nirray

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Posts posted by Nirray

  1. Back to the Future :wub:

    Repair your DB tables

    https://dev.mysql.com/doc/refman/8.0/en/mysql-real-connect.html
     

    Quote

    mysql_real_connect() attempts to establish a connection to a MySQL database engine running on host. mysql_real_connect() must complete successfully before you can execute any other API functions that require a valid MYSQL connection handler structure.

    It used to be normal on those files

    • Love 2
  2. 58 minutes ago, MrQuin said:

    I did understand your first part of turning true to false

    but why delete that function (exist twice)

    And for this part:Also, your fast health recovery bug is in the same file (char_item.cpp) - or db item_proto values

    When search i do what ?

    And thank you very much for responding:wub:

    I said "or" (there's no need to delete it if you already set true to false but I've also told you where the max health bonus occurs in the source code).
    For the second part I meant something like "do it yourself" but nevermind.
    Post here your char_item.cpp in code tag and item_proto lines of those vnums from DB:
     

    	ITEM_AUTO_HP_RECOVERY_S	=	72723,
    	ITEM_AUTO_HP_RECOVERY_M	=	72724,
    	ITEM_AUTO_HP_RECOVERY_L	=	72725,
    	ITEM_AUTO_HP_RECOVERY_X	=	72726,
    
    	ITEM_AUTO_SP_RECOVERY_S	=	72727,
    	ITEM_AUTO_SP_RECOVERY_M	=	72728,
    	ITEM_AUTO_SP_RECOVERY_L	=	72729,
    	ITEM_AUTO_SP_RECOVERY_X	=	72730,

    then I could help you again :D

  3. How to remove max hp bonus:

    char_item.cpp in \game\src

    Search:
     

    case ITEM_AUTO_SP_RECOVERY_X:
    											isSpecialPotion = true;

    set it to false or scroll down and search:
     

    if (true == isSpecialPotion)
    										{
    											if (type == AFFECT_AUTO_HP_RECOVERY)
    											{
    												bonus = POINT_MAX_HP_PCT;
    											}
    											else if (type == AFFECT_AUTO_SP_RECOVERY)
    											{
    												bonus = POINT_MAX_SP_PCT;
    											}
    										}

    delete/comment

    Also, your fast health recovery bug is in the same file (char_item.cpp) - or db item_proto values
    Search:
     

    PointChange

    +

    POINT_HP

    Good luck! :wub:
     

    • Love 1
  4. uitooltip.py in root

    Search:
     

    elif 50300 == itemVnum:
    			if 0 != metinSlot:
    				self.__SetSkillBookToolTip(metinSlot[0], localeInfo.TOOLTIP_SKILLBOOK_NAME, 1)
    
    				self.ShowToolTip()
    			return 

    And and below elif with your ID/set "or" after itemVnum


    Edit: I forgot that skillbook is only one -> check @JarajTo solution (but I don't think it's good, because 6th skills are with us since 2014 and it's some kind of item_proto/python problem)

    Edit2: Check if all of your skills are in root-> playersettingmodule.py and locale -> skilldesc.txt/skilltable.txt

  5. 16 minutes ago, Traceur3RUN said:

    as button right,


    My solution:

    quest showlevel begin
    state start begin
    when 9010.chat."Your level: #PlayerGetLevel" begin
    say(""..pc.get_level().."")
    end
    end
    end


    Python client script:

    root->uiquest.py
    Search:
     

    def AppendQuestion(self, name, idx):

    and replace

    if not self.btnAnswer:
    			return
    		import player
    		import string
    		level = str(player.GetStatus(player.LEVEL))
    		new_name = string.replace(name, '#PlayerGetLevel', level)
    		self.btnAnswer[idx].SetText(new_name)
    		x, y= self.btnAnswer[idx].GetGlobalPosition()

    like that:

    work1.PNG

    Result:

    result.PNG


    ^_^

    • Love 3
  6. SYSERR: Aug 29 18:45:11 :: Boot: cannot load DragonSoulTable: locale/romania/dragon_soul_table.txt
    SYSERR: Aug 29 18:48:11 :: hupsig: SIGHUP, SIGINT, SIGTERM signal has been received. shutting down.
    SYSERR: Aug 29 18:48:11 :: pid_deinit:

    Same time 18:48:11 from other syslogs and errorlogs:
     

    SYSERR: Aug 29 18:45:19 :: ReadDragonSoulTableFile: DragonSoul table Check failed.
    SYSERR: Aug 29 18:45:19 :: Boot: cannot load DragonSoulTable: locale/romania/dragon_soul_table.txt
    SYSERR: Aug 29 18:48:11 :: hupsig: SIGHUP, SIGINT, SIGTERM signal has been received. shutting down.
    SYSERR: Aug 29 18:48:11 :: hupsig: SIGHUP, SIGINT, SIGTERM signal has been received. shutting down.

    You need to copy-paste dragon_soul_table.txt into your serverside locale folder

  7. 10 hours ago, Sharingan said:

    Sorry Im new in these stuff

    ı cannot use this

    ı copy all codes in txt and save as html but ı cant success

    Save as .php file - not .html because it's php script + html code - not only .html
    You also need apache with php support (xampp should be enough [or FreeBSD server with established ports like apache/php/mysql - the last one is not required]) 

    https://www.apachefriends.org/index.html

     

  8. 1 minute ago, WeedHex said:

    Done :) I help you to fix stolen things for free, so you can learn that is better to steal instead of studying.

    GGWP

    (Src comes from brazil, from a friend I'll warn.)

    "Steal"
    Just because of that:

    Quote

    If you want solution i'll ask 20 Euro.

    Stop being a hypocrite using already stolen source code from ymir ^_^

    I've just helped using raw source files of mainline_released.
     

    • Love 2
  9. Fix:

    Open InstanceBase.cpp in client source \UserInterface folder

    and search for:

    case CItemData::WEAPON_FAN:

    remove (if there's no such record just move to the next step):

    m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;


    then move to \GameLib and edit ActorInstanceAttach.cpp
    search:

    bool CActorInstance::__IsLeftHandWeapon(DWORD type)

    replace to:

    bool CActorInstance::__IsLeftHandWeapon(DWORD type)
    {
    	if (CItemData::WEAPON_DAGGER == type || (CItemData::WEAPON_FAN == type && __IsMountingHorse()))
    		return true;
    	else if (CItemData::WEAPON_BOW == type)
    		return true;
    	else
    		return false;
    }



    Now move to client root in pack folder

    Open playersettingmodule.py
    and search for: 

    def __LoadGameShamanEx(race, path):

    replace: 

    Spoiler
    
    def __LoadGameShamanEx(race, path):
    	## Shaman
    	#########################################################################################
    	chrmgr.SelectRace(race)
    
    	## GENERAL MOTION MODE
    	SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1,	"attack.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1,	"attack_1.msa", 50)
    
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    
    	## EMOTION
    	emotion.RegisterEmotionAnis(path)
    
    	## Fan
    	chrmgr.SetPathName(path + "fan/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_FAN)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_WAIT,			"wait.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_WALK,			"walk.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_RUN,				"run.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_DAMAGE,			"damage.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_DAMAGE,			"damage_1.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_DAMAGE_BACK,		"damage_2.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_DAMAGE_BACK,		"damage_3.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_1,	"combo_01.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_2,	"combo_02.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_3,	"combo_03.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_4,	"combo_04.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_5,	"combo_05.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_6,	"combo_06.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FAN, chr.MOTION_COMBO_ATTACK_7,	"combo_07.msa")
    
    	## Combo Type 1
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_1, 4)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4)
    	## Combo Type 2
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, 5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7)
    	## Combo Type 3
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, 6)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_FAN, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4)
    
    	## Bell
    	chrmgr.SetPathName(path + "Bell/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_BELL)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_WAIT,			"wait.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_WALK,			"walk.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_RUN,			"run.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_DAMAGE,			"damage.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_DAMAGE,			"damage_1.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_DAMAGE_BACK,	"damage_2.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_DAMAGE_BACK,	"damage_3.msa", 50)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_1,	"combo_01.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_2,	"combo_02.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_3,	"combo_03.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_4,	"combo_04.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_5,	"combo_05.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_6,	"combo_06.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_BELL, chr.MOTION_COMBO_ATTACK_7,	"combo_07.msa")
    
    	## Combo Type 1
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_1, 4)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4)
    	## Combo Type 2
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, 5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7)
    	## Combo Type 3
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, 6)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_BELL, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4)
    
    	## SKILL
    	chrmgr.SetPathName(path + "skill/")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+1,		"bipabu.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+2,		"yongpa.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+3,		"paeryong.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+4,		"hosin_target.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+5,	"boho_target.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+6,	"gicheon_target.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+16,	"noejeon.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+17,	"byeorak.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+18,		"pokroe.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+19,		"jeongeop_target.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+20,		"kwaesok_target.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+21,	"jeungryeok_target.msa")
    	#chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+10,	"budong.msa")
    
    	START_INDEX = 0
    	#skill.SKILL_EFFECT_COUNT 까지//
    	for i in (1, 2, 3):
    		END_STRING = ""
    		if i != 0: END_STRING = "_%d" % (i+1)
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1,	"bipabu" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2,	"yongpa" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3,	"paeryong" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4,	"hosin" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5,	"boho" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6,	"gicheon" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+16,	"noejeon" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+17,	"byeorak" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+18,	"pokroe" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+19,	"jeongeop" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+20,	"kwaesok" + END_STRING + ".msa")
    		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+21,	"jeungryeok" + END_STRING + ".msa")
    		#chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+10,	"budong" + END_STRING + ".msa")
    
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa")
    
    	## FISHING
    	chrmgr.SetPathName(path + "fishing/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_FISHING)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WAIT,				"wait.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WALK,				"walk.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_RUN,					"run.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_THROW,		"throw.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_WAIT,		"fishing_wait.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_STOP,		"fishing_cancel.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_REACT,		"fishing_react.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_CATCH,		"fishing_catch.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_FAIL,		"fishing_fail.msa")
    
    	## HORSE
    	chrmgr.SetPathName(path + "horse/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait.msa", 90)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait_1.msa", 9)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait_2.msa", 1)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK,				"walk.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN,				"run.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE,			"damage.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK,		"damage.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD,				"dead.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE,			"skill_charge.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_SPLASH,			"skill_splash.msa")
    
    	## HORSE_FAN
    	chrmgr.SetPathName(path + "horse_fan/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_FAN)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_FAN, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_FAN, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_FAN, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_FAN, COMBO_TYPE_1, 3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_FAN, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_FAN, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_FAN, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_FAN, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa")
    
    	## HORSE_BELL
    	chrmgr.SetPathName(path + "horse_bell/")
    	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_BELL)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_BELL, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_BELL, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_BELL, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
    	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_BELL, COMBO_TYPE_1, 3)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_BELL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_BELL, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
    	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_BELL, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
    	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_BELL, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa")
    
    	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right")
    	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left")

     


    Now just compile source code and pack root folder
    Done :rolleyes:

    • Confused 1
    • Love 2
  10. 22 hours ago, emanuel said:

    Hey,someone know where can i change the color of the sword aura ? Thank you.

    ymir work\pc\warrior\effect

    geom_sword_loop.mse - 1H sword
    geom_spear_loop.mse - 2H sword

    
    List TimeEventColorRed
            {
                0.000000 0.062745
            }
            List TimeEventColorGreen
            {
                0.000000 0.388235
            }
            List TimeEventColorBlue
            {
                0.000000 0.670588
            }
            List TimeEventAlpha
            {
                0.802564 0.270000
            }

    Default RGB -> (15, 170, 99) / 255
    New RGB color -> R/255, G/255, B/255
    save.PNG.8a9181211fff1ecaea69dddae5832150.PNG

    You can also edit the .mse file in WorldEditor

    • Love 2
  11. On 8/20/2014 at 5:20 PM, Haades said:

     

    Aug 20 18:37:18 :: InputAuth::Login : haades(6) desc 0x28d0d800
    Aug 20 18:37:18 :: SetLoginKey 1495412518
    Aug 20 18:37:18 :: InputAuth::Login : key 1495412518:0x2a7c4046 login haades
    Aug 20 18:37:18 :: QID_AUTH_LOGIN: START 1495412518 0x28d0d800
    Aug 20 18:37:18 :: Create_Time 0 19700101
    Aug 20 18:37:18 :: Block Time -2 
    Aug 20 18:37:18 :: SetRemainSecs haades 0 type 2
    Aug 20 18:37:18 :: SendAuthLogin haades key 52167
    Aug 20 18:37:18 :: AuthLogin result 1 key 1495412518
    Aug 20 18:37:18 :: SYSTEM: closing socket. DESC #16
     
    I can not login to game. If i try connect, client closed.
    Please, can you help me?

     

    Same, any help? - thanks  ;)
    # 10.10.2018 -> wrong client login packet

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