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Agility

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Posts posted by Agility

  1. Is the launcher compiled in debug mode?

     

    float CActorInstance::GetMotionDuration(DWORD dwMotionKey)
    {
    	CGraphicThing * pMotion;
    	
    	if (!GetMotionThingPointer(dwMotionKey, &pMotion))
    	{
    		Tracenf("CActorInstance::GetMotionDuration - Cannot get motion: %d / %d",
    			GET_MOTION_MODE(dwMotionKey), GET_MOTION_INDEX(dwMotionKey));
    		return 0.0f;
    	}
    
    	if (0 == pMotion->GetMotionCount())
    	{
    #ifdef _DEBUG
    		Tracenf("CActorInstance::GetMotionDuration - Invalid Motion Key : %d, %d, %d",
    				GET_MOTION_MODE(dwMotionKey), GET_MOTION_INDEX(dwMotionKey), GET_MOTION_SUB_INDEX(dwMotionKey));
    #endif
    		return 0.0f;
    	}
    
    	CGrannyMotion * pGrannyMotion = pMotion->GetMotionPointer(0);
    	return pGrannyMotion->GetDuration();
    }

     

  2. Okay, that's now fixed again, I guess. Thank you.

    New download at the first post.

    I gave an eye to the itemdata.lua. and I think there's an error on the position that you set for the new applytypes:

    The applytype 94 is APPLY_ATTBONUS_WOLFMAN =strong against Lycans.

    The stone against Lycans+4 has applytype0="94" and applyvalue0="25", so, it is Strong against Lycans +25% and not claw defense +25% ( http://wiki.metin2.co.uk/index.php/Stone_against_Lycans).

    • Love 1
  3. item_proto_dump.xml -> item_proto.txt is not working as it should.

     

    The script only generates item_names.txt, as for item_proto.txt, the script only outputs 2/3 lines from ~2.5k lines.

     

    Can you convert this proto for me?(xml -> txt)

     

     

    Thank you!

     

     

    My proto: https://mega.co.nz/#!zlwHRLTa!4PFDBpRQloDZ2qhcdkUBkvlzdGJVQYoba864nmXq6iw

    I made a mistake on the previous link that I gave to you, I uploaded another version of the item_proto, here's the one that you posted: https://mega.co.nz/#!KhhygB7A!ryZY3gmtLoQlp4IHLCTqPTPBnpihv2fKbmonZ_koxks

  4. item_proto_dump.xml -> item_proto.txt is not working as it should.

     

    The script only generates item_names.txt, as for item_proto.txt, the script only outputs 2/3 lines from ~2.5k lines.

     

    Can you convert this proto for me?(xml -> txt)

     

     

    Thank you!

     

     

    My proto: https://mega.co.nz/#!zlwHRLTa!4PFDBpRQloDZ2qhcdkUBkvlzdGJVQYoba864nmXq6iw

    item_proto.txt+item_names.txt: https://mega.co.nz/#!S9JW2BRK!ezsV_1Gonw1dw8Y7wjFOC9Z5uYu2yGSuTg3mWOzu9-Y

    P.s: In order to get it work you should modify the source that he released, there's a bunch of stuff that needs to be updated.

  5. I didn't even try to add the fifth char., but as the syserr says, there's probably a flag that needs to be updated.
    Look at this:

     

    void CHARACTER::SetRace(BYTE race)
    {
    	if (race >= MAIN_RACE_MAX_NUM)
    	{
    		sys_err("CHARACTER::SetRace(name=%s, race=%d).OUT_OF_RACE_RANGE", GetName(), race);
    		return;
    	}
    

    Search in ActorInstance.cpp for:

     

    enum
    {
    	MAIN_RACE_MAX_NUM = 8,
    };
    

    Change the number 8 with 9, and that should solve the problem.

    P.s: Wrong section, and wrong forum too I guess, only releases allowed.

    • Love 1
  6. SYSERR: Jun 14 12:18:11 :: ForAttrRegionFreeAngle: SECTREE_MANAGER::ForAttrRegion - Unhandled exception. MapIndex: 21

    SYSERR: Jun 14 12:18:11 :: ForAttrRegionFreeAngle: SECTREE_MANAGER::ForAttrRegion - Unhandled exception. MapIndex: 1

    SYSERR: Jun 14 12:18:36 :: socket_bind: bind: Address already in use

    The first is probably just telling you that a core (probably the one commonly known as first, the one that has no map_indexes in the CONFIG file) doesn't have the maps inside its CONFIG file. BTW i don't think that's relevant.

    The second one is telling you that there's already a core running, so the address is already in use.

    Check the running processes by typing: ps x.

    EDIT: the first problem seems like something else, check this:

    74ce532e31.png

  7. Nope, spider_egg is a NOMOVE, at least it should be this way.
    Modify it in you mob_proto, there's no reason to create a folder for him, just like NPCs, delete the folder inside the mob_proto and set it NOMOVE.

    The sectree problem is given by the lack of the index maps inside the config file of the core you are getting the syserr, insert the index in map_allow.

  8. I was talking about clientside/serverside, if you see a mob that runs at you with bravery capes, without Accumulation data inside the run.msa the mob could disappear continuing to hit you, without appearing after you "refresh" by moving around.

    By the way, I have every folder of mobs that are not NOMOVE:

    7yDcZ.png

  9. You can delete the folder inside mob_proto (I'm not sure that will work), but I highly DON'T recommend it, the data/monster/ folders are there for a reason, run.msa of every mob is the main reason to keep them.
    The accumulation contained inside the msa file regarding the run is not a thing to understimate.

    With that, compared to the client side, the mob follows the direction given when running, if you get rid of them you can face some problems on mobs' motions.

    You can simply create folders taking client side msa files of the mobs+motlist.txt file (take an eye to the run.msa files of the mobs, many of them don't have Accumulation, so you have to put it manually). There's no need to take gr2 files.

  10. Well, this is just a workaround, if you want to fix it correctly just open char.cpp, search for void CHARACTER::OnMove(bool bIsAttack)

     

    7xjN5.png

     and delete or comment these two strings:
    if (IsAffectFlag(AFF_REVIVE_INVISIBLE))

    RemoveAffect(AFFECT_REVIVE_INVISIBLE);
     
    7xjRL.png
     
    • Love 6
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