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Posts posted by flygun
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show me what did you changed ?? ... everything
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Hello guys ...
i got little problem
see this line on the left side of the thinboard this is the problem ... this problem is with the quests too T_T
now about the font problem
the font sometimes is hard to read i mean the letters are corrupted
sorry for bad english
FlyGun
That is becouse you graphics, i've got that too yesterday and tried any client and after i rebooted my pc the problem got solved
i tried every thing i changed the screen with 32" led screen and same problem :/
... and the problem is now with one open window :/
Video card not monitor omg..
lol i know i just gave an example ...
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Hello guys ...
i got little problem
see this line on the left side of the thinboard this is the problem ... this problem is with the quests too T_T
now about the font problem
the font sometimes is hard to read i mean the letters are corrupted
sorry for bad english
FlyGun
That is becouse you graphics, i've got that too yesterday and tried any client and after i rebooted my pc the problem got solved
i tried every thing i changed the screen with 32" led screen and same problem :/
... and the problem is now with one open window :/
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Or your client, because my vc sucks and I don't have that kind of problem.
maybe the client too i'm using 40k test client .. and i'm cleaning it atm
Thtas just failed coordinates in Thinboard class. Show me your ui.py please
oh ok ... thanks
it's about 3k lines ... so i can't copy it here
https://mega.co.nz/#!XRlxEbzS!MSH_5imxkui4QE42M1FZZB470DH7-t6bT1c-DHBWdz4
class ThinBoard
class ThinBoard(Window): CORNER_WIDTH = 16 CORNER_HEIGHT = 16 LINE_WIDTH = 16 LINE_HEIGHT = 16 BOARD_COLOR = grp.GenerateColor(0.0, 0.0, 0.0, 0.51) LT = 0 LB = 1 RT = 2 RB = 3 L = 0 R = 1 T = 2 B = 3 def __init__(self, layer = "UI"): Window.__init__(self, layer) CornerFileNames = [ "d:/ymir work/ui/pattern/ThinBoard_Corner_"+dir+".tga" for dir in ["LeftTop","LeftBottom","RightTop","RightBottom"] ] LineFileNames = [ "d:/ymir work/ui/pattern/ThinBoard_Line_"+dir+".tga" for dir in ["Left","Right","Top","Bottom"] ] self.Corners = [] for fileName in CornerFileNames: Corner = ExpandedImageBox() Corner.AddFlag("attach") Corner.AddFlag("not_pick") Corner.LoadImage(fileName) Corner.SetParent(self) Corner.SetPosition(0, 0) Corner.Show() self.Corners.append(Corner) self.Lines = [] for fileName in LineFileNames: Line = ExpandedImageBox() Line.AddFlag("attach") Line.AddFlag("not_pick") Line.LoadImage(fileName) Line.SetParent(self) Line.SetPosition(0, 0) Line.Show() self.Lines.append(Line) Base = Bar() Base.SetParent(self) Base.AddFlag("attach") Base.AddFlag("not_pick") Base.SetPosition(self.CORNER_WIDTH, self.CORNER_HEIGHT) Base.SetColor(self.BOARD_COLOR) Base.Show() self.Base = Base self.Lines[self.L].SetPosition(0, self.CORNER_HEIGHT) self.Lines[self.T].SetPosition(self.CORNER_WIDTH, 0) def __del__(self): Window.__del__(self) def SetSize(self, width, height): width = max(self.CORNER_WIDTH*2, width) height = max(self.CORNER_HEIGHT*2, height) Window.SetSize(self, width, height) self.Corners[self.LB].SetPosition(0, height - self.CORNER_HEIGHT) self.Corners[self.RT].SetPosition(width - self.CORNER_WIDTH, 0) self.Corners[self.RB].SetPosition(width - self.CORNER_WIDTH, height - self.CORNER_HEIGHT) self.Lines[self.R].SetPosition(width - self.CORNER_WIDTH, self.CORNER_HEIGHT) self.Lines[self.B].SetPosition(self.CORNER_HEIGHT, height - self.CORNER_HEIGHT) verticalShowingPercentage = float((height - self.CORNER_HEIGHT*2) - self.LINE_HEIGHT) / self.LINE_HEIGHT horizontalShowingPercentage = float((width - self.CORNER_WIDTH*2) - self.LINE_WIDTH) / self.LINE_WIDTH self.Lines[self.L].SetRenderingRect(0, 0, 0, verticalShowingPercentage) self.Lines[self.R].SetRenderingRect(0, 0, 0, verticalShowingPercentage) self.Lines[self.T].SetRenderingRect(0, 0, horizontalShowingPercentage, 0) self.Lines[self.B].SetRenderingRect(0, 0, horizontalShowingPercentage, 0) self.Base.SetSize(width - self.CORNER_WIDTH*2, height - self.CORNER_HEIGHT*2) def ShowInternal(self): self.Base.Show() for wnd in self.Lines: wnd.Show() for wnd in self.Corners: wnd.Show() def HideInternal(self): self.Base.Hide() for wnd in self.Lines: wnd.Hide() for wnd in self.Corners: wnd.Hide()
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When you click the right side button of your mouse repeatedly, does the camera spins?
no every thing works fine .... but this problem appears only when i open 2 windows ... i think the problem is from my video card O.o?
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#solved ... the problem was from the freebsd ...
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dude this is already posted here about 2 time with the same amount of money
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i tried this with 25
i wrote this in the server side
m_pGrid = M2_NEW CGrid(5,5);
EXCHANGE_ITEM_MAX_NUM = 25
i wrote this in client side
EXCHANGE_ITEM_MAX_NUM = 25
and changed the script in uiscript
but i can use only 12 slot ??
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lol ... i saw it now ... there is an error
haven't you installed the gcc?
try this
cd /usr/ports/lang/gcc48/ && make install clean
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the item proto and mob proto are not my priority at the moment :/
#Btw thx for noticing me "i forgot them" i fixed them ..changed all the item protos to english
FlyGun
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Hello guys ...
i got little problem
see this line on the left side of the thinboard this is the problem ... this problem is with the quests too T_T
now about the font problem
the font sometimes is hard to read i mean the letters are corrupted
sorry for bad english
FlyGun
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it will be created in the previous folder
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i hope you can understand them
best regards
FlyGun
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this is so wrong dude :/
first of all when you saw this code you just say "OH this will be a good /set command"
tch->SetSkillGroup(0);
then you added the skill Group /set command
i'm not saying that you are takeing anything from anyone but just look at your codes ??O.o does they work fine ??
# you can't just set the level without resetting the status of the player this will cause so many errors
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The function from the CHorseRider class tells you how it gets the horse level o.O
no O.o ... can you show me the code that's tells you this ??? the horse level is taken from the sql table but how ??
find CHARACTER::SetPlayerProto and you will know. The definition of the struct passed in param is inside common/tables.h
ok ... i see the tables and everything ... how this tables get there informationes from the database (sql) ??
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Now when I die the pet follow the monster, but don't attack...
And when I die, when I click on the pet don't appear the menu and when I use the item don't happends nothing, I need to restart in Town if I want to use again...
i'm not sure about this ....
add this to the CPetActor::_UpdateFollowAI() bool
if (m_pkOwner->IsDead()) { m_pkChar->SendMovePacket(FUNC_WAIT, 0, 0, 0, 0); }
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you're welcome guys :_
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no problem
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case 1: // race { BYTE bRace; str_to_number(bRace, arg3); if (bRace > 8 || bRace < 0) { tch->ChatPacket(CHAT_TYPE_INFO, "The Number must be from 0 --> 7 only"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_WARRIOR_M = 0"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_ASSASSIN_W = 1"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_SURA_M = 2"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_SHAMAN_W = 3"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_WARRIOR_W = 4"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_ASSASSIN_M = 5"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_SURA_W = 6"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_SHAMAN_M = 7"); tch->ChatPacket(CHAT_TYPE_INFO, "RACE_WOLFMAN_M = 8"); return; } tch->SetRace(bRace); tch->ClearSkill(); tch->SetSkillGroup(0); tch->ClearSubSkill(); } break;
this for race
and this for level
Best regards
Flygun
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[How-TO(c++)] Change other player level with "/set" command
open cmd_gm.cpp (we wont change any other file)
search for
{ "align", NUMBER }, //8
[ENTER] (new line) add this line
{ "level", NUMBER }, //9
search for
case 8: // alignment
after "break;" add those lines
case 9: //Level { int bLevel ; str_to_number(bLevel, arg3); //skills & status tch->ResetPoint(MINMAX(1, bLevel, PLAYER_MAX_LEVEL_CONST)); tch->ClearSkill(); tch->ClearSubSkill(); //Level & exp tch->PointChange(POINT_LEVEL, bLevel - ch->GetLevel()); tch->SetExp(0); //HP & SP tch->SetRandomHP((bLevel - 1) * number(JobInitialPoints[ch->GetJob()].hp_per_lv_begin, JobInitialPoints[ch->GetJob()].hp_per_lv_end)); tch->SetRandomSP((bLevel - 1) * number(JobInitialPoints[ch->GetJob()].sp_per_lv_begin, JobInitialPoints[ch->GetJob()].sp_per_lv_end)); } break;
Best Regards
FlyGun
- 5
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nice but you have to change the "ch" to "tch"
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According to your error description I guess you missed a step or made a small mistake maybe. You told us that other players are getting the /b announces. So the only error is the bool variable. There something is not correct and that's why you don't see the /b board If you want, you can make screens of the changed functions and I can help you with that.
I checked 3 times and what I have implemented is the same as your tutorial. Me and players see /b but appears like /n announces.
I did screen at all modification, like your tutorial:
https://metin2.download/picture/9B09wK5hn79SLtkyqQ5423GpSpsI1ZVB/.png?1
https://metin2.download/picture/hycbhY6y71xRJGiYKhk3gazL4eByh4s1/.png?1
https://metin2.download/picture/7kqJ761KQ3Q75F5zSUX0vv6tNh6cB3Za/.png?1
https://metin2.download/picture/PKw031QGGKbvk8tr59IjgGHTxlBpmS6t/.png?1
https://metin2.download/picture/cE502b9K5Pr3tUzv1s649K2z2gPLzH7y/.png?1
https://metin2.download/picture/9e9iu6oBolc3xFr259uSmj14uNo46L87/.png?1
https://metin2.download/picture/0dfsTsS8d8g79j3Cu1fY4E4s5vuVW5f9/.png?1
https://metin2.download/picture/06cka216I368Sjf59DI5NL8rVJ5AAQyq/.png?1
https://metin2.download/picture/VSEABpuWeCTR7fYntr5opE1cBbbvI10a/.png?1
https://metin2.download/picture/YrYF5lvoSULRpC3aPlj5gV8ZOtR46f60/.png?1
https://metin2.download/picture/XD8aUy5jgi4mFWiDQK5JBol8sikAa1qP/.png?1
i got same problem ...
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Hello guys I'm still newbie with c++ so i'm testing new thing
[HOW-TO(C++)]Take Exp after duelok this HOW-TO will show you how to take or give(change) exp or gold or other point from this list
enum EPointTypes { POINT_NONE, // 0 POINT_LEVEL, // 1 POINT_VOICE, // 2 POINT_EXP, // 3 POINT_NEXT_EXP, // 4 POINT_HP, // 5 POINT_MAX_HP, // 6 POINT_SP, // 7 POINT_MAX_SP, // 8 POINT_STAMINA, // 9 ½؛إ×¹ج³ت POINT_MAX_STAMINA, // 10 أض´ë ½؛إ×¹ج³ت POINT_GOLD, // 11 POINT_ST, // 12 ±ظ·آ POINT_HT, // 13 أ¼·آ POINT_DX, // 14 ¹خأ¸¼؛ POINT_IQ, // 15 ء¤½إ·آ POINT_DEF_GRADE, // 16 ... POINT_ATT_SPEED, // 17 °ّ°ف¼سµµ POINT_ATT_GRADE, // 18 °ّ°ف·آ MAX POINT_MOV_SPEED, // 19 ہجµ؟¼سµµ POINT_CLIENT_DEF_GRADE, // 20 ¹و¾îµî±ق POINT_CASTING_SPEED, // 21 ءض¹®¼سµµ (ؤً´ظ؟îإ¸ہس*100) / (100 + ہج°ھ) = أضء¾ ؤً´ظ؟î إ¸ہس POINT_MAGIC_ATT_GRADE, // 22 ¸¶¹°ّ°ف·آ POINT_MAGIC_DEF_GRADE, // 23 ¸¶¹¹و¾î·آ POINT_EMPIRE_POINT, // 24 ء¦±¹ء،¼ِ POINT_LEVEL_STEP, // 25 ار ·¹؛§؟،¼ہا ´ـ°è.. (1 2 3 µة ¶§ ؛¸»َ, 4 µا¸é ·¹؛§ ¾÷) POINT_STAT, // 26 ´ة·آؤ، ؟أ¸± ¼ِ ہض´آ °³¼ِ POINT_SUB_SKILL, // 27 ؛¸ء¶ ½؛إ³ ئ÷ہخئ® POINT_SKILL, // 28 ¾×ئ¼؛ê ½؛إ³ ئ÷ہخئ® POINT_WEAPON_MIN, // 29 ¹«±â أض¼ز µ¥¹جءِ POINT_WEAPON_MAX, // 30 ¹«±â أض´ë µ¥¹جءِ POINT_PLAYTIME, // 31 اأ·¹ہج½أ°£ POINT_HP_REGEN, // 32 HP ب¸؛¹·ü POINT_SP_REGEN, // 33 SP ب¸؛¹·ü POINT_BOW_DISTANCE, // 34 ب° »çء¤°إ¸® ءُ°،ؤ، (meter) POINT_HP_RECOVERY, // 35 أ¼·آ ب¸؛¹ ءُ°،·® POINT_SP_RECOVERY, // 36 ء¤½إ·آ ب¸؛¹ ءُ°،·® POINT_POISON_PCT, // 37 µ¶ ب®·ü POINT_STUN_PCT, // 38 ±âہ ب®·ü POINT_SLOW_PCT, // 39 ½½·خ؟ى ب®·ü POINT_CRITICAL_PCT, // 40 إ©¸®ئ¼ؤأ ب®·ü POINT_PENETRATE_PCT, // 41 °üإëإ¸°ف ب®·ü POINT_CURSE_PCT, // 42 ہْءض ب®·ü POINT_ATTBONUS_HUMAN, // 43 ہخ°£؟،°ش °اش POINT_ATTBONUS_ANIMAL, // 44 µ؟¹°؟،°ش µ¥¹جءِ % ءُ°، POINT_ATTBONUS_ORC, // 45 ؟ُ±ح؟،°ش µ¥¹جءِ % ءُ°، POINT_ATTBONUS_MILGYO, // 46 ¹ذ±³؟،°ش µ¥¹جءِ % ءُ°، POINT_ATTBONUS_UNDEAD, // 47 ½أأ¼؟،°ش µ¥¹جءِ % ءُ°، POINT_ATTBONUS_DEVIL, // 48 ¸¶±ح(¾ا¸¶)؟،°ش µ¥¹جءِ % ءُ°، POINT_ATTBONUS_INSECT, // 49 ¹ْ·¹ء· POINT_ATTBONUS_FIRE, // 50 ب؟°ء· POINT_ATTBONUS_ICE, // 51 ؛ù¼³ء· POINT_ATTBONUS_DESERT, // 52 »ç¸·ء· POINT_ATTBONUS_MONSTER, // 53 ¸ًµç ¸َ½؛إح؟،°ش °اش POINT_ATTBONUS_WARRIOR, // 54 ¹«»ç؟،°ش °اش POINT_ATTBONUS_ASSASSIN, // 55 ہع°´؟،°ش °اش POINT_ATTBONUS_SURA, // 56 ¼ِ¶َ؟،°ش °اش POINT_ATTBONUS_SHAMAN, // 57 ¹«´ç؟،°ش °اش POINT_ATTBONUS_TREE, // 58 ³ھ¹«؟،°ش °اش 20050729.myevan UNUSED5 POINT_RESIST_WARRIOR, // 59 ¹«»ç؟،°ش ہْا× POINT_RESIST_ASSASSIN, // 60 ہع°´؟،°ش ہْا× POINT_RESIST_SURA, // 61 ¼ِ¶َ؟،°ش ہْا× POINT_RESIST_SHAMAN, // 62 ¹«´ç؟،°ش ہْا× POINT_STEAL_HP, // 63 »¸ي·آ بي¼ِ POINT_STEAL_SP, // 64 ء¤½إ·آ بي¼ِ POINT_MANA_BURN_PCT, // 65 ¸¶³ھ ¹ّ /// اااط½أ ؛¸³ت½؛ /// POINT_DAMAGE_SP_RECOVER, // 66 °ّ°ف´çاز ½أ ء¤½إ·آ ب¸؛¹ ب®·ü POINT_BLOCK, // 67 ؛ي·°ہ² POINT_DODGE, // 68 ب¸ااہ² POINT_RESIST_SWORD, // 69 POINT_RESIST_TWOHAND, // 70 POINT_RESIST_DAGGER, // 71 POINT_RESIST_BELL, // 72 POINT_RESIST_FAN, // 73 POINT_RESIST_BOW, // 74 ب»ى ہْا× : ´ë¹جءِ °¨¼ز POINT_RESIST_FIRE, // 75 ب؟° ہْا× : ب؟°°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_ELEC, // 76 ہü±â ہْا× : ہü±â°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_MAGIC, // 77 ¼ْ¹ ہْا× : ¸ًµç¼ْ¹؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_WIND, // 78 ¹ظ¶÷ ہْا× : ¹ظ¶÷°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_REFLECT_MELEE, // 79 °ّ°ف ¹ف»ç /// ئ¯¼ِ اااط½أ /// POINT_REFLECT_CURSE, // 80 ہْءض ¹ف»ç POINT_POISON_REDUCE, // 81 µ¶µ¥¹جءِ °¨¼ز /// ہû ¼ز¸ê½أ /// POINT_KILL_SP_RECOVER, // 82 ہû ¼ز¸ê½أ MP ب¸؛¹ POINT_EXP_DOUBLE_BONUS, // 83 POINT_GOLD_DOUBLE_BONUS, // 84 POINT_ITEM_DROP_BONUS, // 85 /// ب¸؛¹ °ü·أ /// POINT_POTION_BONUS, // 86 POINT_KILL_HP_RECOVERY, // 87 POINT_IMMUNE_STUN, // 88 POINT_IMMUNE_SLOW, // 89 POINT_IMMUNE_FALL, // 90 ////////////////// POINT_PARTY_ATTACKER_BONUS, // 91 POINT_PARTY_TANKER_BONUS, // 92 POINT_ATT_BONUS, // 93 POINT_DEF_BONUS, // 94 POINT_ATT_GRADE_BONUS, // 95 POINT_DEF_GRADE_BONUS, // 96 POINT_MAGIC_ATT_GRADE_BONUS, // 97 POINT_MAGIC_DEF_GRADE_BONUS, // 98 POINT_RESIST_NORMAL_DAMAGE, // 99 POINT_HIT_HP_RECOVERY, // 100 POINT_HIT_SP_RECOVERY, // 101 POINT_MANASHIELD, // 102 بو½إ¼ِب£ ½؛إ³؟، ہاار ¸¶³ھ½¯µه ب؟°ْ ء¤µµ POINT_PARTY_BUFFER_BONUS, // 103 POINT_PARTY_SKILL_MASTER_BONUS, // 104 POINT_HP_RECOVER_CONTINUE, // 105 POINT_SP_RECOVER_CONTINUE, // 106 POINT_STEAL_GOLD, // 107 POINT_POLYMORPH, // 108 ؛¯½إار ¸َ½؛إح ¹ّب£ POINT_MOUNT, // 109 إ¸°يہض´آ ¸َ½؛إح ¹ّب£ POINT_PARTY_HASTE_BONUS, // 110 POINT_PARTY_DEFENDER_BONUS, // 111 POINT_STAT_RESET_COUNT, // 112 ااہا ´ـ¾à »ç؟ëہ» إëار ½؛إف ¸®¼آ ئ÷ہخئ® (1´ç 1ئ÷ہخئ® ¸®¼آ°،´ة) POINT_HORSE_SKILL, // 113 POINT_MALL_ATTBONUS, // 114 °ّ°ف·آ +x% POINT_MALL_DEFBONUS, // 115 ¹و¾î·آ +x% POINT_MALL_EXPBONUS, // 116 °واèؤ، +x% POINT_MALL_ITEMBONUS, // 117 ¾ئہجإغ µه·سہ² x/10¹è POINT_MALL_GOLDBONUS, // 118 µ· µه·سہ² x/10¹è POINT_MAX_HP_PCT, // 119 أض´ë»¸ي·آ +x% POINT_MAX_SP_PCT, // 120 أض´ëء¤½إ·آ +x% POINT_SKILL_DAMAGE_BONUS, // 121 ½؛إ³ µ¥¹جءِ *(100+x)% POINT_NORMAL_HIT_DAMAGE_BONUS, // 122 ئٍإ¸ µ¥¹جءِ *(100+x)% // DEFEND_BONUS_ATTRIBUTES POINT_SKILL_DEFEND_BONUS, // 123 ½؛إ³ ¹و¾î µ¥¹جءِ POINT_NORMAL_HIT_DEFEND_BONUS, // 124 ئٍإ¸ ¹و¾î µ¥¹جءِ // END_OF_DEFEND_BONUS_ATTRIBUTES // PC_BANG_ITEM_ADD POINT_PC_BANG_EXP_BONUS, // 125 PC¹و ہü؟ë °واèؤ، ؛¸³ت½؛ POINT_PC_BANG_DROP_BONUS, // 126 PC¹و ہü؟ë µه·س·ü ؛¸³ت½؛ // END_PC_BANG_ITEM_ADD POINT_RAMADAN_CANDY_BONUS_EXP, // ¶َ¸¶´ـ »çإء °واèؤ، ءُ°،؟ë POINT_ENERGY = 128, // 128 ±â·آ // ±â·آ ui ؟ë. // ¼¹ِ؟،¼ ¾²ءِ ¾ت±â¸¸, إ¬¶َہج¾ًئ®؟،¼ ±â·آہا ³، ½أ°£ہ» POINT·خ °ü¸®اد±â ¶§¹®؟، ہج·¸°ش ار´ظ. // ¾ئ ؛خ²ô·´´ظ POINT_ENERGY_END_TIME = 129, // 129 ±â·آ ء¾·ل ½أ°£ POINT_COSTUME_ATTR_BONUS = 130, POINT_MAGIC_ATT_BONUS_PER = 131, POINT_MELEE_MAGIC_ATT_BONUS_PER = 132, // أك°، ¼س¼؛ ہْا× POINT_RESIST_ICE = 133, // ³أ±â ہْا× : ¾َہ½°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_EARTH = 134, // ´ëءِ ہْا× : ¾َہ½°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_DARK = 135, // ¾îµز ہْا× : ¾َہ½°ّ°ف؟، ´ëار ´ë¹جءِ °¨¼ز POINT_RESIST_CRITICAL = 136, // إ©¸®ئ¼ؤأ ہْا× : »َ´ëہا إ©¸®ئ¼ؤأ ب®·üہ» °¨¼ز POINT_RESIST_PENETRATE = 137, // °üإëإ¸°ف ہْا× : »َ´ëہا °üإëإ¸°ف ب®·üہ» °¨¼ز POINT_ATTBONUS_WOLFMAN, POINT_RESIST_WOLFMAN, POINT_RESIST_CLAW,
also it'll show you how to create fly (EXP or hp .... etc) from this list
FLY_NONE,
FLY_EXP,
FLY_HP_MEDIUM,
FLY_HP_BIG,
FLY_SP_SMALL,
FLY_SP_MEDIUM,
FLY_SP_BIG,
FLY_FIREWORK1,
FLY_FIREWORK2,
FLY_FIREWORK3,
FLY_FIREWORK4,
FLY_FIREWORK5,
FLY_FIREWORK6,
FLY_FIREWORK_CHRISTMAS,
FLY_CHAIN_LIGHTNING,
FLY_HP_SMALL,
FLY_SKILL_MUYEONG,PS : I didn't try all of the points types so i don't know if all of them works like this guide
PS: the fireworks flys doesn't go to the target --- when you try it you'll know what i mean
ok it's sooooooo easy HOW-TO
just go to char_battle.cpp
search for this or go to line "1304" (not sure about the line number)
sys_log(1, "DEAD_BY_PC: %s %p KILLER %s %p", GetName(), this, pkKiller->GetName(), get_pointer(pkKiller));
before it add those lines
#1 first the fly line
first of all the "CreateFly" function is connected to "TPacketGCCreateFly" packet when this function is called the game send the packet with the "type" of the fly and the "Victim"
so as a beginning write
CreateFly(
now we need a type i'll put EXP
and we need the victim .... the victim will be "pkKiller"
so the line will be like this
CreateFly(FLY_EXP, pkKiller);
ok now this is the fly
#2 (Change Points)
The base form of the Point change is like this
PointChange(POINT_TYPE, value);
so in this guide i'll write it like this
PointChange(POINT_EXP, -5000);
but this will only change the points of the player (which is now killed by the other player "pkKiller"
so it will take 5k exp point from the loser
now to give 5k exp to the killer write it like this
pkKiller->PointChange(POINT_EXP, 5000);
and DONE
now you can also change the killer hp and mp to the max (because he is the winner of course )
i got this idea from metin2us ... we used do it like this --> (after the duel is over the winner says how much hp he still got and the loser must pay the amount of the hp)
sorry for bad english
Best Regards
FlyGun
- 4
Font & ThinBoard bug
in Community Support - Questions & Answers
Posted
#up