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Posts posted by Amsterdam
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I adapted it as it is officially for this system
Official Add/Block friend from Whisper - Features & Metin2 Systems - Metin2Dev | M2Dev -
This is the system made for mali's system block system + add friend from whisper
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who have this bug on marty ?
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It is possible not to receive objects if you do not have their level
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if you go to the sd3/2 / dragon is bugged
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6 minutes ago, Marcos17 said:
I have the same bug, could you tell me how it fixed, please?
I offer the fix for those who bought the system and are in the sonitex group.
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23 minutes ago, Intel said:
what if inventory is in the same position as the offline shop preview?
nothing, everything work great
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On 3/11/2024 at 2:15 PM, Intel said:
no one's got any problem unless you using leaked files (same rules as m2dev basically)
i don't have leaked files, the shop was bought , i fixed the problem
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12 hours ago, Intel said:
I cannot replicate it (I should have to either add the new ikarus offline shop to my files since it already has a similar system, I would need to just change the preview with a render target window, or I should add the rendering target to marty sama files ETA: at least two weeks because cba gotta do other stuff)
I've tried to mimic it opening my search npc interface (with a render target) when I use an item:
else: #### #### ### self.interface.ToggleSearchNpc() ##open search npc self.__SendUseItemPacket(slotIndex)
Either your render target window or the system that open that interface has some mistakes.
I use sonitex offline shop but he don't offer support anymore, it's possible to discuss on Marty server ?
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On 3/3/2024 at 9:59 PM, Intel said:
At this point it's probably just another
if (isrendering()){
if(GetPickedSlotPointer()) { }
}
just somewhere else;
I am not sure what's happening on your screen though. It looks like there's another tooltip with just the name of the item. I don't think it's a launcher problem but the system itself in the python code. Something doesn't look quite right.
it's only on Kashmir Bundle ( ) this problem, on Bundle ( ) everything is ok
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will be nice if i will find a fix for this .
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1 minute ago, salih said:
import ui import wndMgr import renderTarget import app import chr import player import item import constInfo class RenderTarget(ui.ScriptWindow): RENDER_TARGET_INDEX = 1 Window = None def __init__(self): ui.ScriptWindow.__init__(self) self.max_pos_x = wndMgr.GetScreenWidth() self.max_pos_y = wndMgr.GetScreenHeight() self.Initialize() self.Init() def Initialize(self): self.interface = None @staticmethod def Get(): if RenderTarget.Window == None: RenderTarget.Window = RenderTarget() return RenderTarget.Window def __del__(self): ui.ScriptWindow.__del__(self) self.Initialize() def DisplayUser(self, vRace=0, vItemWeapon=0, vItemArmor=0, vItemHair=0, vItemSash=0, slotIndex = -1): renderTarget.SetBackground(self.RENDER_TARGET_INDEX, "d:/ymir work/ui/render_target.png") renderTarget.SetVisibility(self.RENDER_TARGET_INDEX, True) renderTarget.SelectModel(self.RENDER_TARGET_INDEX, vRace) renderTarget.ResetSettings(self.RENDER_TARGET_INDEX) renderTarget.SetEffect(self.RENDER_TARGET_INDEX) if vRace > 8: return playerRace = player.GetRace() if vItemArmor != 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, vItemArmor) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_START) == 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, 0) if vItemWeapon != 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, vItemWeapon) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_WEAPON) == 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START+4)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_WEAPON)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, 0) if vItemHair != 0: renderTarget.SetHair(self.RENDER_TARGET_INDEX, vItemHair) else: if playerRace == vRace: renderTarget.SetHair(self.RENDER_TARGET_INDEX, chr.GetHair()) else: renderTarget.SetHair(self.RENDER_TARGET_INDEX, 0) if vItemSash != 0: renderTarget.SetSash(self.RENDER_TARGET_INDEX, vItemSash) else: if playerRace == vRace: renderTarget.SetSash(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START+6)) else: renderTarget.SetSash(self.RENDER_TARGET_INDEX, 0) def Init(self): try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "uiscript/RenderTargetWindow.py") except: import exception exception.Abort("RenderTargetWindow.LoadDialog.LoadScript") try: self.titleBar = self.GetChild("TitleBar") self.titleBar.CloseButton("show") self.titleBar.SetCloseEvent(self.Close) self.board = self.GetChild("board") self.RenderTarget = self.GetChild("RenderTarget") self.buttons = { "moveUp" : self.GetChild("mvUpCmrBtn"), "moveDown" : self.GetChild("mvDownCmrBtn"), "rotateLeft" : self.GetChild("rotLeftBtn"), "rotateRight" : self.GetChild("rotRightBtn"), "moveReset" : self.GetChild("mvResetBtn"), "zoomIn" : self.GetChild("zumInBtn"), "zoomOut" : self.GetChild("zumOutBtn"), } self.buttons["moveUp"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["moveDown"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["rotateLeft"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["rotateRight"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["moveReset"].SetEvent(ui.__mem_func__(self.__ResetSettings)) self.buttons["zoomIn"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.buttons["zoomOut"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.SetCenterPosition() except: import exception exception.Abort("RenderTargetWindow.LoadDialog.BindObject") def BindInterface(self, interface): self.interface = interface def Destroy(self): self.Close() self.Initialize() def Close(self): self.Hide() def Open(self): self.Show() self.SetTop() def OnPressEscapeKey(self): self.Close() def MINMAX(self, min, value, max): if value < min: return min elif value > max: return max else: return value def OnUpdate(self): self.__ModelUpDownCameraProgress() self.__ModelRotationProgress() self.__ModelZoomProgress() x, y = self.GetGlobalPosition() pos_x = self.MINMAX(0, x, self.max_pos_x) pos_y = self.MINMAX(0, y, self.max_pos_y) self.SetPosition(pos_x, pos_y) def __ModelUpDownCameraProgress(self): if self.buttons["moveUp"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, False) if self.buttons["moveDown"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, True) def __ModelRotationProgress(self): if self.buttons["rotateLeft"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, False) if self.buttons["rotateRight"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, True) def __ModelZoomProgress(self): if self.buttons["zoomIn"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, True) if self.buttons["zoomOut"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, False) def __ResetSettings(self): renderTarget.ResetSettings(self.RENDER_TARGET_INDEX)
i fix it, thanks anyway
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6 hours ago, Psycho said:
in source client, do you have renderTarget function? , search carefully
yes i have, but i fix it, the problem was in python
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Hi, I searched a lot for the pattern from the metin2 inventory and I didn't find anything, so I recreated it in FullHD 1920X1080 resolution.
The arhive have the pattern and the psd , maybe you want to edit .
I talk about this pattern :
Here is the pattern 1920X1080
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2 minutes ago, [TiTAN] said:
Maybe you are right i'm glad that you've fixed your issue, also sry for off-topic but i felt the need to apologieze
don't stress, I'm not upset, thanks for everyone's help, everything works as it should, most of the problems were due to my changes before this system
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1 hour ago, [TiTAN] said:
Because you have another effect registered with the same number of damage... It is really so hard to work by your own and discover how things are working?
Edit: to spare some minutes from your life, because this seems to be the only thing you want just comment these as you are not using them anyways
{pkBase.EFFECT_REFINED + 21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1.mse"}, {pkBase.EFFECT_REFINED + 22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor_7th_01.mse"},
ahh, I love these ego-filled Romanian answers
44 minutes ago, Ulthar said:When u kill a mob, it will leave a small sparking something in the killed mob?
i fix it, I forgot that I changed something in the damage design
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12 hours ago, Ulthar said:
Set it to m1, for me its owrking on M1, but not on P.
i fix the problem with horse but now i don't see the damage XD
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10 hours ago, Ulthar said:
Set it to m1, for me its owrking on M1, but not on P.
don't work with m1..
Official Add/Block friend from Whisper
in Features & Metin2 Systems
Posted
To solve the bug with overlapping buttons when creating a new window
add this :
under here this def
def OpenWithoutTarget(self, event): self.eventAcceptTarget = event self.titleName.SetText("") self.titleNameEdit.SetText("") self.titleNameEdit.SetFocus() self.targetName = 0 self.titleNameEdit.Show() self.ignoreButton.Hide() self.reportViolentWhisperButton.Hide() self.acceptButton.Show() self.minimizeButton.Hide() self.gamemasterMark.Hide()
it should look like this: