ShyD
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About ShyD
Core X
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Yes
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Metin2 Dev
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Georgia
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Greek
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ShyD's Achievements
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Great Offshop Shop Names over monsters/npcs
ShyD replied to ShyD's topic in Community Support - Questions & Answers
I wont share it with such a funny community xd its python Problem thats my hint Add bullet and Press the trigger -
Great Offshop Shop Names over monsters/npcs
ShyD replied to ShyD's topic in Community Support - Questions & Answers
fixed it in python -
Great Offshop Shop Names over monsters/npcs
ShyD replied to ShyD's topic in Community Support - Questions & Answers
Is it enaugh to just disable it in python? Or possible? A serious answer would be nice. -
Great Offshop Shop Names over monsters/npcs
ShyD replied to ShyD's topic in Community Support - Questions & Answers
Haha what a joke. There is no other bug. I tested it full. I checked for memory allocation. I just cant find where is the problem för the Shop mames. -
Hey guys! Does somebody knows why the hell those npcs are Not working from pet System? I have right msm Name in npc List, proto its the folder Name. Everything at the right place. For ex nessie is working but the purple nessie is not. Somehow the rewriting from the skin is not working. I tried to Do it same like manni but it always spawns fking schaman or nothing. No syserr.
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hey guys! as i have mentioned in the title i rewrote energy gauge display cuz i changed the attribute what you get from energycrystal ... Now my question: is there any way to track the increasement from a attribute due to an item in python? before (from original code) it was "player.GetStatus (player.ENERGY)" and ofc its working cuz energy attribute was 0 before activating the item but i changed it to melee magic damage increasement so the getStaus thing wont work cuz its just outputting the total amount of the actual attribute def RefreshStatus(self): for invslotnumber in xrange(player.INVENTORY_PAGE_SIZE*4): getItemVNum=player.GetItemIndex itemVnum = getItemVNum(invslotnumber) if itemVnum == 50296:##for item with 10% attribute if player.GetItemMetinSocket(invslotnumber, 5) == 1: pointEnergy = 10 leftTimeEnergy = 2 self.SetEnergy (pointEnergy, leftTimeEnergy, 7200) else: pointEnergy = 0 leftTimeEnergy = 0 self.SetEnergy (pointEnergy, leftTimeEnergy, 7200) elif itemVnum == 50297:##for item with 5% attribute if player.GetItemMetinSocket(invslotnumber, 5) == 1: pointEnergy = 5 leftTimeEnergy = 1 self.SetEnergy (pointEnergy, leftTimeEnergy, 7200) else: pointEnergy = 0 leftTimeEnergy = 0 self.SetEnergy (pointEnergy, leftTimeEnergy, 7200) this was my attempt, its working but if you change character it will display the blue image although there is no item activated somehow, even on a new account what am i missing? nvm solved it with setting the energy to 0 before
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Autopotion slot effect bug from stack
ShyD replied to ShyD's topic in Community Support - Questions & Answers
up -
Autopotion slot effect bug from stack
ShyD posted a topic in Community Support - Questions & Answers
Hey guys, when i have a stack autopotions and i press right Click on it, it will unstack one Potion and activate it + slot effect cuz its a New item.. when i hover on it it will disable the active effect.. when i put different potion like movespeed it will refresh the autopotion so the effect will be visible in inventory. Any ideas how i can disable the Highlight slot for the item or maybe i can Do a refresh somewhere ? When i change invenory Page the effect will be back aswell... -
hey guys, i have this error in my first core from ch1... any idea ? i did not changed anything in this function... LPITEM CItem::RemoveFromCharacter() { if (!m_pOwner) { sys_err("Item::RemoveFromCharacter owner null"); return (this); } LPCHARACTER pOwner = m_pOwner; if (m_bEquipped) // �����Ǿ��°�? { Unequip(); //pOwner->UpdatePacket(); SetWindow(RESERVED_WINDOW); Save(); return (this); } else { if (GetWindow() != SAFEBOX && GetWindow() != MALL) { if (IsDragonSoul()) { if (m_wCell >= DRAGON_SOUL_INVENTORY_MAX_NUM) sys_err("CItem::RemoveFromCharacter: pos >= DRAGON_SOUL_INVENTORY_MAX_NUM"); else pOwner->SetItem(TItemPos(m_bWindow, m_wCell), NULL); } #ifdef ENABLE_SWITCHBOT else if (m_bWindow == SWITCHBOT) { if (m_wCell >= SWITCHBOT_SLOT_COUNT) { sys_err("CItem::RemoveFromCharacter: pos >= SWITCHBOT_SLOT_COUNT"); } else { pOwner->SetItem(TItemPos(SWITCHBOT, m_wCell), NULL); } } #endif else { TItemPos cell(INVENTORY, m_wCell); #ifdef ENABLE_SPECIAL_INVENTORY bool defaultSpecialInventoryPosition = GetSpecialInventoryType() != -1 && cell.IsSpecialInventoryPosition(); if (false == cell.IsDefaultInventoryPosition() && false == cell.IsBeltInventoryPosition() && false == defaultSpecialInventoryPosition) #else if (false == cell.IsDefaultInventoryPosition() && false == cell.IsBeltInventoryPosition()) #endif sys_err("CItem::RemoveFromCharacter: Invalid Item Position"); else { pOwner->SetItem(cell, NULL); } } } m_pOwner = NULL; m_wCell = 0; SetWindow(RESERVED_WINDOW); Save(); return (this); } } this is my remove item function
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Hey guys! i have this problem.. sometimes when i attack some mobs it shows random element i already tried in char.pp what sonitex wrote If someone has the same issues as me with elements sometimes being shown wrong replace this part of function in char.cpp: for (int i = RACE_FLAG_ATT_ELEC; i <= RACE_FLAG_ATT_DARK; i = 2) { int diff = raceFlag - i; if (abs(diff) <= 1024) break; } to this: for (int i = RACE_FLAG_ATT_ELEC; i <= RACE_FLAG_ATT_DARK; i= 2) { curElementBase++; if (raceFlag & i) break; } Gyazo from problem
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@ WeedHex what exactly should i do? tried to solve it in constinfo but not working...
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thanks alot, what list are you talking about in uiinventory? actually dont know 100% what the fix will be
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[Hidden Content] this is my problem....
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as i mentioned in the title i need somebody who fix a small issue for fast cash. dm