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xRooT

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About xRooT

  • Birthday 03/13/1994

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    Saudi Arabia
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    Saudi

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  1. Fixed the issue without editing the source. def __RefreshSkillPage(self, name, slotCount): global SHOW_LIMIT_SUPPORT_SKILL_LIST skillPage = self.skillPageDict[name] startSlotIndex = skillPage.GetStartIndex() if name == "ACTIVE" and self.PAGE_HORSE == self.curSelectedSkillGroup: startSlotIndex += slotCount getSkillType = skill.GetSkillType getSkillIndex = player.GetSkillIndex getSkillGrade = player.GetSkillGrade getSkillLevel = player.GetSkillLevel for i in xrange(slotCount + 1): slotIndex = i + startSlotIndex skillIndex = getSkillIndex(slotIndex) for j in xrange(skill.SKILL_GRADE_COUNT): skillPage.ClearSlot(self.__GetRealSkillSlot(j, i)) if skillIndex == 0: continue skillGrade = getSkillGrade(slotIndex) skillLevel = getSkillLevel(slotIndex) skillType = getSkillType(skillIndex) # Special case: riding skill if skillIndex == player.SKILL_INDEX_RIDING: if skillGrade == 1: skillLevel += 19 elif skillGrade == 2: skillLevel += 29 elif skillGrade == 3: skillLevel = 40 skillPage.SetSkillSlotNew(slotIndex, skillIndex, max(skillLevel - 1, 0), skillLevel) skillPage.SetSlotCount(slotIndex, skillLevel) continue # Active skills if skillType == skill.SKILL_TYPE_ACTIVE: for j in xrange(skill.SKILL_GRADE_COUNT): realSlotIndex = self.__GetRealSkillSlot(j, slotIndex) skillPage.SetSkillSlotNew(realSlotIndex, skillIndex, j, skillLevel) skillPage.SetCoverButton(realSlotIndex) if skillGrade == skill.SKILL_GRADE_COUNT and j == (skill.SKILL_GRADE_COUNT - 1): skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) elif not self.__CanUseSkillNow() or skillGrade != j: skillPage.SetSlotCount(realSlotIndex, 0) skillPage.DisableCoverButton(realSlotIndex) else: skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) # Apply cooldown/activation only to the correct grade or PM isEffectiveGrade = ( (skillGrade == skill.SKILL_GRADE_COUNT and j == skill.SKILL_GRADE_COUNT - 1) or (j == skillGrade) ) if isEffectiveGrade: if player.IsSkillActive(skillIndex): skillPage.ActivateSlot(realSlotIndex) if player.IsSkillCoolTime(skillIndex): coolTime, elapsed = player.GetSkillCoolTime(skillIndex) if elapsed < coolTime: skillPage.SetSlotCoolTime(realSlotIndex, coolTime, elapsed) else: # Other skills (support, etc.) if not SHOW_LIMIT_SUPPORT_SKILL_LIST or skillIndex in SHOW_LIMIT_SUPPORT_SKILL_LIST: realSlotIndex = self.__GetETCSkillRealSlotIndex(slotIndex) skillPage.SetSkillSlot(realSlotIndex, skillIndex, skillLevel) skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) if skill.CanUseSkill(skillIndex): skillPage.SetCoverButton(realSlotIndex) skillPage.RefreshSlot()
  2. need Client Tools for *_proto this files
  3. And in cryptlib source set "Program Database for Edit And Continue (/ZI) and rebuild all
  4. Change all to Edit and Continue with cryptlib to Edit and Continue and rebuild all
  5. You want to fix the error: Hot Reload: error NEN1014: 'InstanceBase.cpp' in 'metin2client.exe' was not linked with Edit and Continue enabled. Ensure that the Edit and Continue option (/EDITANDCONTINUE) is not being ignored by the linker in the Error List window. No problem, I’ll show you how to do that. Watch the video to solve the problem, and for any inquiries I am at your service. Enjoy everyone. My Discord: 89_ [Hidden Content]
  6. I think it is tiring to put all the weapon and armor codes. I modified the code to make it easier to get the weapon or armor level. in ui.py Find: def SetItemSlot(self, renderingSlotNumber, ItemIndex, ItemCount = 0, diffuseColor = (1.0, 1.0, 1.0, 1.0)): replace with: def SetItemSlot(self, renderingSlotNumber, ItemIndex, ItemCount = 0, diffuseColor = (1.0, 1.0, 1.0, 1.0)): if 0 == ItemIndex or None == ItemIndex: wndMgr.ClearSlot(self.hWnd, renderingSlotNumber) return item.SelectItem(ItemIndex) itemIcon = item.GetIconImage() item.SelectItem(ItemIndex) (width, height) = item.GetItemSize() wndMgr.SetSlot(self.hWnd, renderingSlotNumber, ItemIndex, width, height, itemIcon, diffuseColor) wndMgr.SetSlotCount(self.hWnd, renderingSlotNumber, ItemCount) if app.ENABLE_LEGENDARY_SLOT_EFFECT: if ItemIndex > 0: wndMgr.ActivateLegendaryEffect(self.hWnd, renderingSlotNumber, *legendaryitems.GetEffectColor(ItemIndex)) else: wndMgr.DeactivateLegendaryEffect(self.hWnd, renderingSlotNumber) in legendaryitems.py replace all with: import item EFFECTS = { "WEAPON": { 30: (0.3, 0.3, 0.3, 0.4), # Common 65: (0.0, 1.0, 0.0, 0.7), # Uncommon 75: (0.0, 0.5, 1.0, 0.7), # Rare 90: (1.0, 0.0, 1.0, 0.7), # Epic 105: (1.0, 0.8, 0.0, 0.8), # Legendary }, "ARMOR": { # Armor 30: (1.0, 1.0, 1.0, 0.4), # Common } } def GetEffectColor(ItemIndex): # select the item based on the ItemIndex item.SelectItem(ItemIndex) itemType = item.GetItemType() # return itemType of the item # select the effect_type based on the itemType if itemType == item.ITEM_TYPE_WEAPON: effect_type = "WEAPON" elif itemType == item.ITEM_TYPE_ARMOR: effect_type = "ARMOR" else: return (0.0, 0.0, 0.0, 0.0) # default color # search for the limitValue in the EFFECTS dictionary for i in range(item.LIMIT_MAX_NUM): limitValue = item.GetLimit(i)[1] # return limitValue of the item # if limitValue is in the EFFECTS dictionary, return the color if limitValue in EFFECTS[effect_type]: return EFFECTS[effect_type][limitValue] # default color return (0.0, 0.0, 0.0, 0.0)
  7. thank you !
  8. Thank you for #moved bro
  9. Hello everybody How can I put all the players in the same empire as your enemies for you Like player other empires His name becomes such a picture even if it is from the same empire
  10. Bug Double item [Hidden Content]
  11. cmd.cpp: In function 'void do_item_check(CHARACTER*, const char*, int, int)': cmd.cpp:70: error: 'EditMyInven' was not declared in this scope
  12. can you add ENABLE_SPECIAL_STORAGE ?
  13. Hi I have done two core in the first channel and I log in the game and go to another map and send a message to the other player closes core 2 Help me
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