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Xploitz

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Everything posted by Xploitz

  1. Hi guys! I'd like to create a command, to close a player's client. Something similar is happening at the shutdown procedure. If anyone has any idea where to start, please tell me. Thanks.
  2. It is simple like a nail. quest special_map begin state start begin when 20006.chat."test" with pc.get_map_index()== 1 or pc.get_map_index() == 21 or pc.get_map_index() == 41 begin say_title("Mirine:") say("") say("test") say("") if select("Enter", "Exit") == 2 then return end if pc.count_item(2498) >= 1 then pc.remove_item("2498",1) pc.warp(x ,x ) -- Your coordinates are going here pc.setqf("duration",get_time()+ 60 * 20) -- The maximum duration the player can be on the map (60 * 20 = 20 minutes) else say_title("Mirine:") say("") say("Not item sorry =/") say("") end end when login or enter with pc.get_map_index() == x begin -- Put here the index of your special map loop_timer("check", 1) end when check.timer begin if get_time() > pc.getqf("duration") then warp_to_village() end end end end The timer and loop_timer are player related. You can use any player related quest command.
  3. The strange is, if the client can't load the item_scale.txt, the sash shouldn't even appear on the character. Do you have this in your PythonApplication.cpp ? #ifdef ENABLE_SASH_SYSTEM char szItemScale[256]; snprintf(szItemScale, sizeof(szItemScale), "%s/item_scale.txt", localePath); if (!rkItemMgr.LoadItemScale(szItemScale)) Tracenf("LoadLocaleData: error while loading %s.", szItemScale); #endif
  4. Yes, it looks fine. If you make any changes in the item_scale.txt, anything is different ingame?
  5. Ok, sorry for asking. Have a nice day.
  6. So the selling problem has been solved, but.... At an NPC the tooltip price is not correct. If i want to sell it, on the popup window the price is correct. And the db still don't load the txt proto correctly.
  7. Guys. I'd like to ask a question as well. For me the yang limit is working fine a long time ago. The only problem is, i can't sell any item to an NPC for more than ~400m. The problem starts at the DB, from the txt proto, a wrong number goes to the SQL, however i made all the modifications. Everything else is fine. Anyone have a list from the files i have to edit? Once again, i have problem only with selling at NPC.
  8. The syserr would be a big help to find out what is the problem. Anyway, i think the first thing you should check is the position of that 3 maps.
  9. Sorry to tell this, but you can't even copy-paste bro.... Change your "UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)" to this. 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) //현재 제련도 7 이상만 이펙트가 있습니다. return 0; switch(pItem->GetSubType()) { case CItemData::COSTUME_WEAPON_DAGGER: 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::COSTUME_WEAPON_FAN: case CItemData::WEAPON_FAN: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7; break; case CItemData::COSTUME_WEAPON_BELL: case CItemData::WEAPON_ARROW: case CItemData::WEAPON_BELL: m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; break; case CItemData::COSTUME_WEAPON_BOW: 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; case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // 갑옷 특화 이펙트 if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } #ifdef VERSION_162_ENABLED if (20760 <= vnum && vnum <= 20959) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3); break; } #endif } if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; }
  10. I don't really understand your problem, but if you want to add hp/mp just use these two: APPLY_MAX_HP, APPLY_MAX_SP,
  11. U have to give a default value to bossazrail column. (I have absolutely no idea what is that) You can do it through navicat. Check the player_index table as well, maybe the pid5 column dosen't exist.
  12. Just remove the button ingame, and delete all DragonSoul related quests.
  13. Does anyone have a solution? Python isn't my friend...
  14. I have the exact same problem. Anyone knows the solution?
  15. It is probably becouse of your dump proto. The way the race flags are separated is not the same on server and client side. Open your dump_proto source, in the ItemCSVReader.cpp look for: int get_Mob_RaceFlag_Value(string inputString) Inside this look for: string* arInputString = StringSplit(inputString, ","); Probably you have "|" at the end, just change it to "," Or if you have "," there change it to "|" Hope you understand.
  16. Hi guys! I've installed the official new elements. Everything is fine, the bonuses are working, but i can't add more than one raceflag to a mob. For example: ANIMAL,ICE In this case just the animal is active, not affected by the ICE. Just the animal, or just the ice working fine. Any idea? Never mind guys, battle.cpp.....
  17. Hi guys! I am looking for a small thing, the manual bonus switcher. You'll have a window, you can put there an item, and some bonus switcher. You can see all the bonuses of your item there, and you can change the bonuses by pressing a button on the bottom of the window. I am looking for it days ago, and i found a similar system, but not exactly what i am looking for. Thank you guys.
  18. I don't want to flame you bro, but if you don't know what source is, than trust me, you should't even try to start a server. Everyone started somewhere, but this "somewhere" is not the metin2. Anyone starts to develop a server. needs a basic programming knowlege. Not for only metin2. That's why i say like others, you shouldn't even think about it.
  19. The thing is more complex than that. If i change the item type, that will not increase the pet age for example, and if the time runs out, the item will disappear. The only thing i need is a code that do the same in the background like when the pet is summoned.
  20. You probably missed something in battle.cpp. Post the CalcArrowDamage function from your battle.cpp here.
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