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Hik

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Posts posted by Hik

  1. Same error  :(

     

    #include "../SpeedTreeLib/SpeedTreeForestDirectX8.h"
    #include "../eterBase/Timer.h"
    
    #ifdef Map_Area_Heavy_Effect_Usage_Fix //non spostarlo da qua o comunque tenerlo sempre sopra Area.h e sotto Timer.h
    #include "../UserInterface/StdAfx.h"
    #include "../UserInterface/PythonCharacterManager.h"
    #include "../UserInterface/PythonBackground.h"
    #endif
    
    #include "Area.h"
    #include "PropertyManager.h"

     

  2. Hi guys, could someone tell me why, using this code, I can increase the statistics of the pg but when the server is restarted they return to the basic ones?

     

    	int pc_set_dx0(lua_State* L)
    	{
    		if (!lua_isnumber(L, 1))
    			return 0;
    
    		int point = (int)lua_tonumber(L, 1);
    		LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
    		ch->SetRealPoint(POINT_DX, ch->GetRealPoint(POINT_DX) + point);
    		ch->PointChange(POINT_DX, point);
    		ch->ComputePoints();
    		ch->PointsPacket();
    		return 1;
    	}

     

  3. 23 hours ago, Nirray said:

     


     This bug is practically caused by clientside
    Rewrite this:

    void CRaceMotionData::SetName(UINT eName)

    
    void CRaceMotionData::SetName(UINT eName)

    In RaceMotionData.cpp

    and

    bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)

    
    bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)

    +
     

    void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket)

    
    void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c_rAttackData, CActorInstance & rVictim, const D3DXVECTOR3 & c_rv3Position, UINT uiSkill, BOOL isSendPacket)


    In ActorInstanceBattle.cpp
    Especially for those animations that are used in flying after external force and after damage-hit.

    ➡️ https://metin2.download/picture/2RgNs1N831t4nv36JT1SOA8B0R2ViSeG/.gif

    After fix you are able to set free even from this:
    ➡️ https://metin2.download/picture/hM8f8qTnimgg4n7yA1DRA5nN44zYCIxv/.gif

     

    Please can you show me how you set the changes?

    • Metin2 Dev 2
  4. UP2:

     

    if (iPercent >= number(1, iRandRange))

     

    iPercent = 100000                      | in mob_drop_item the percentage is set to 10

    number = 1, 4000000                | random number between 1 and 4000000

     

    I noticed, however, how the random values obtained are very different between the two versions:

     

    random = 3894439
    random = 229634
    random = 1664283
    random = 3958197 | BSD VERSION
    random = 924476
    random = 2193081
    random = 181074
    -----------------------------------------------------------------------------
    
    random = 12851
    random = 10165 | WINDOWS VERSION
    random = 23397
    random = 12871

    I don't enter all the other values because they follow the same trend.
    In the first case, having a high random value I will not drop, while having a low one in the second case I will always drop.
    Any ideas on this?

  5. Hi guys, I need your help!
    I compile metin2 using visualstudio (server side) and I have a problem with the drop.
    As you can see, the drop is set to 1% but despite this I continue to drop, at each mob 101 eliminated, at least 2 of the items in the list.
    On freebsd it didn't happen.
    Some advice?

     

    Group test_dog
    {
    	type	drop
    	mob	101
    	1	1012	1	1
    	2	4012	1	1
    	3	11402	1	1
    	4	16022	1	1
    }

     

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