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Sonitex

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Everything posted by Sonitex

  1. I found both of them, - bool CHARACTER::DoRefine(LPITEM item, bool bMoneyOnly) - bool CHARACTER::DoRefineWithScroll(LPITEM item) But I cannot find "void CInputMain::Refine(LPCHARACTER ch, const char* c_pData)" .. Can you tell me where is it located, which file? But thanks for the other 2 functions, you helped me a lot with that
  2. Find the ID of skill which does too much damage in skill_desc.txt. Navigate to skill_proto.sql and search for the ID, there you will see some formulas which are skill damage or any other effects values. Example: This is the damage formula from Spirit Strike(W), I took it from r00t. You can see some numbers that are multiplied with small words. I am not 100% sure if that "atk" is Attack Power, someone correct me if they aren't. Next 2 are pretty clear I think, "str" is Strength and "con" is Vitality. How you wanna decrease the damage is make those multipliers smaller (2.3;4;4) -> (1.5;2;4). That was just an example. The principle is the same at the skill_desc.txt and the skill_table.txt in clienside locale/%/skill_desc.txt. Make sure you change the damage formula or any other value in the skill_desc & skill_table in every column. Serverside has 2x of them, skill_table 1x and skill_desc has 2x, for minimum damage and highest damage. Do not worry about "k". That is skill power per skill rank. Here is the table for its multiplier based on skill rank. Damage Formula: -(2.3*atk+(4*atk+str*4+con)*k) Good luck *Make backup of every file too before you start editing!
  3. Hello everyone, I would need help at something, that is my "nigga" Blacksmith. I was looking through the source and I couldn't find how could I make upgrading at him same as at Blessing Scroll? If the item fails, it wont delete but its refine will go down by 1. I would really appriciate the help.. Kind regards, Sonitex
  4. Heya! I've tried to edit the Dark Protection skill on Black Magic Sura. Semmse like the values that I have edited just won't apply. It always shows that same number for "Damage Reduction" and "Defence" even tho they both have diffrent formulas. Dark Protection formula: 100-((0.21*iq)*k) (Original it was 0.84 instead 0.21) Defence formula: (0.5*iq+15)*k The ressistance works correctly. I had 150 INT, which is then 40% Damage Reduction. Without shield I dealt 10k, with shield 6k. I just don't know why is not the value in skill description updated. I have edited skill_proto.sql/skilldesc.txt/skilltable.txt. If anyone knows whats up in this bug, tell me. I haven't checked source yet, maybe there is something wrong, I just really don't know why is it at only this skill. Regards, Sonitex
  5. Search google... I've seen both so many times on other sites just keep searching
  6. There are plenty of tutorials for disabling kingdoms, search a bit, don't just ask straight... And for the 2nd, make a query which will replace kingdom "2" to "1" (Not sure if the kingdom numbers are true).
  7. None I just know that when I was trying out SpeedTree.. Try to set it in the SpeedTree 3
  8. They are free, search the unpacked updates list
  9. Yeah, in the program, where it says "Size", set it more than 500
  10. For the tree size, in SpeedTree set the size above "500" Semmse like Metin2 uses bigger sizes for trees
  11. You have to convert .TGA files to .DDS to the same directory as .SPT file. Try that
  12. Weird, when I was creating a tree in SpeedTree it asked me if I want to save the textures too. But never succeded in that, if you find a way how to make trees and adapt them to Metin2, I would like to know it too. One more thing, you have to save the tree in SpeedTree 3 before loading in WE, that may be the reason for crash.
  13. Hello I have just compile new binary and I am getting this error. I have no idea what is the problem, probably has to do something with libs? [Hidden Content]
  14. It is not added on the channel 99, I will try adding it and test again. Thanks for your help!
  15. Heya all, I have created a map, with Town.txt coordinates (example: 99 127) and when I teleport to it, it teleports me to the 0 0. Why is that happening? I appriciate any kind of help! -Sonitex
  16. Where do I put this part of the code? You wanna create something like this where you declare your maps to store the vnum and effectfilepath #include <map> #ifndef ShiningSettings_H #define ShiningSettings_H 1 extern std::map<int, char*> shiningdata; extern std::map<int, char*>::iterator shiningit; #endif Then you wanna create your function for your python module #include "StdAfx.h" #include "ShiningSettings.h" PyObject* addEffect(PyObject* poSelf, PyObject* poArgs) { int vnum; char* effectpath; if(!PyTuple_GetInteger(poArgs, 0, &vnum)) { return Py_BuildException(); } if(!PyTuple_GetString(poArgs, 1, &effectpath)) { return Py_BuildException(); } if(!shiningdata.count(vnum)){ shiningdata[vnum] = effectpath; } return Py_BuildNone(); } void initShining() { static PyMethodDef s_methods[] = { { "Add", addEffect, METH_VARARGS }, { NULL, NULL }, }; Py_InitModule("Shining", s_methods); }
  17. I am 101% there was a post "Illumina coded by Robert" which included Taskbar+ThinBoard+Board+Inventory.
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