Jump to content
!-->

Search the Community

Showing results for tags 'python'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Metin2 Dev
    • Announcements
    • About Us
    • Top Metin2
    • Github
    • Wiki
    • Pillory
    • Discord
  • Community
    • Member Representations
    • Off Topic
  • Metin2
    • General
    • Private Servers
  • Help Center
    • Questions & Answers
    • File Requests
  • Metin2 Development
    • Basic Tutorials / Beginners
    • Guides & HowTo
    • Binaries
    • Programming & Development
    • Web Development & Scripts / Systems
    • Tools & Programs
    • Maps
    • Quests
    • 3D Models
    • 2D Graphics
    • Operating Systems
    • Miscellaneous
  • Marketplace
    • Join the Marketplace - Sales & Services
    • Searching
  • Miscellaneous
    • Trash
    • Archive
    • Temporary
    • Metin2 Download
  • Forum Bureau of Investigation's Forum

Product Groups

  • Header & Footer
  • Topic & Forum
  • Pack
  • Small Advertisement
  • Large Advertisement

Blogs


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


My Message


Country


Nationality


Github


Gitlab


Discord


Skype


Website


Marketplace


Game Server

  1. Hi everyone, In this thread I will show you how to add new armor effects to the binary. Open InstanceBase.cpp and search for this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Ưȭ ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Replace with this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Ưȭ ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); // color armors [blue shining] - DEFAULT if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer vnum >= 12040 && vnum <= 12049) //Kleidung des Drachen { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining } //Beginning NEW ARMOR - [New Effect] - NEW ARMOR if (vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID?) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect } //End NEW ARMOR - [New Effect] - NEW ARMOR } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Open InstanceBase.h and search for this: EFFECT_BODYARMOR_SPECIAL, EFFECT_BODYARMOR_SPECIAL2, Add the new lines with the new effects name and go over with the mouse to see the position of the effect in the enum. Example: EFFECT_BODYARMOR_SPECIAL = 19 EFFECT_BODYARMOR_SPECIAL2 = 20 EFFECT_BODYARMOR_NEW_SPECIAL1 = 21 EFFECT_BODYARMOR_NEW_SPECIAL2 = 22 Open the playersettingmodule.py and add the new effects chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new2.mse") After you did it pack the root.epk/eix and compile the binary.
  2. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Hello, came by to share something simple yet helpful for players, someone requested me this feature that allows you to input money with k format on the pick money dialog window, this will enable you to input “1kk” instead of “1000000” Hope it comes in handy for who is planning to use it.
  3. M2 Download Center Download Here ( Internal ) Hi, here I publish my edit of the public Render Target System. I hate it, when people earn money with public systems. Preview: [Hidden Content] DL: [Hidden Content] Original Thread [Hidden Content]
  4. M2 Download Center Download Here ( Internal ) Download Here ( GitHub )
  5. This itemshop is an open source project written by CYN3 with the assistance of the sura_head community. Special thanks to: CYN3 Amas KaiaProductions Installation guide: [Hidden Content]
  6. M2 Download Center Download Here ( Internal )
  7. M2 Download Center Download Here ( Internal ) [Hidden Content] I already created some of it for the transmutation system. It's best to separate it. Client part is from 2018 official root. You can set different colors: Spoiler You can enable flash effect: Spoiler Spoiler self.wndItem.SetSlotDiffuseColor(i, wndMgr.COLOR_TYPE_YELLOW) self.wndItem.SetSlotFlashEffect(i, True)
  8. M2 Download Center Download Here ( Internal ) Download Here ( GitHub ) Informations about system : When you will open a chest with drop , will appear this window. In this window you can preview drop of chest and you can make a setting how many chests you want open. [Hidden Content]
  9. Download Alternative download links → Github
  10. M2 Download Center Download Here ( Internal ) Hello devs. I don't want to talk a lot about nothing, but I have to say what is this. With this little modification the party and the friend requests are cancelled automatically in seconds what you can change in the Open method. ( pyObj.Open(sec) ) Preview video: Make a backup before you are implementing it! And if you found a bug, please explain it. 0.) Open your uiCommon.py file and import chat module. 1.) Replace the whole QuestionDialogWithTimeLimit class in the uiCommon.py file with this: class QuestionDialogWithTimeLimit(QuestionDialog2): def __init__(self): ui.ScriptWindow.__init__(self) self.__CreateDialog() self.endTime = 0 self.timeOverMsg = 0 self.timeOverEvent = None self.timeOverEventArgs = None def __del__(self): QuestionDialog2.__del__(self) def __CreateDialog(self): pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "uiscript/questiondialog2.py") self.board = self.GetChild("board") self.textLine1 = self.GetChild("message1") self.textLine2 = self.GetChild("message2") self.acceptButton = self.GetChild("accept") self.cancelButton = self.GetChild("cancel") def Open(self, timeout): self.SetCenterPosition() self.SetTop() self.Show() self.endTime = app.GetTime() + timeout def SetTimeOverEvent(self, event, *args): self.timeOverEvent = event self.timeOverEventArgs = args def SetTimeOverMsg(self, msg): self.timeOverMsg = msg def OnTimeOver(self): if self.timeOverEvent: apply(self.timeOverEvent, self.timeOverEventArgs) if self.timeOverMsg: chat.AppendChat(chat.CHAT_TYPE_INFO, self.timeOverMsg) def OnUpdate(self): leftTime = max(0, self.endTime - app.GetTime()) self.SetText2(localeInfo.UI_LEFT_TIME % (leftTime)) if leftTime <= 0: self.OnTimeOver() 2.) Open your game.py file and replace each of these three methods to these: def OnMessengerAddFriendQuestion(self, name): messengerAddFriendQuestion = uiCommon.QuestionDialogWithTimeLimit() messengerAddFriendQuestion.SetText1(localeInfo.MESSENGER_DO_YOU_ACCEPT_ADD_FRIEND % (name)) messengerAddFriendQuestion.SetTimeOverMsg(localeInfo.MESSENGER_ADD_FRIEND_ANSWER_TIMEOVER) messengerAddFriendQuestion.SetTimeOverEvent(self.OnDenyAddFriend) messengerAddFriendQuestion.SetAcceptEvent(ui.__mem_func__(self.OnAcceptAddFriend)) messengerAddFriendQuestion.SetCancelEvent(ui.__mem_func__(self.OnDenyAddFriend)) messengerAddFriendQuestion.Open(10) messengerAddFriendQuestion.name = name self.messengerAddFriendQuestion = messengerAddFriendQuestion def RecvPartyInviteQuestion(self, leaderVID, leaderName): partyInviteQuestionDialog = uiCommon.QuestionDialogWithTimeLimit() partyInviteQuestionDialog.SetText1(leaderName + localeInfo.PARTY_DO_YOU_JOIN) partyInviteQuestionDialog.SetTimeOverMsg(localeInfo.PARTY_ANSWER_TIMEOVER) partyInviteQuestionDialog.SetTimeOverEvent(self.AnswerPartyInvite, False) partyInviteQuestionDialog.SetAcceptEvent(lambda arg=True: self.AnswerPartyInvite(arg)) partyInviteQuestionDialog.SetCancelEvent(lambda arg=False: self.AnswerPartyInvite(arg)) partyInviteQuestionDialog.Open(10) partyInviteQuestionDialog.partyLeaderVID = leaderVID self.partyInviteQuestionDialog = partyInviteQuestionDialog def BINARY_OnQuestConfirm(self, msg, timeout, pid): confirmDialog = uiCommon.QuestionDialogWithTimeLimit() confirmDialog.SetText1(msg) confirmDialog.Open(timeout) confirmDialog.SetAcceptEvent(lambda answer=True, pid=pid: m2net.SendQuestConfirmPacket(answer, pid) or self.confirmDialog.Hide()) confirmDialog.SetCancelEvent(lambda answer=False, pid=pid: m2net.SendQuestConfirmPacket(answer, pid) or self.confirmDialog.Hide()) self.confirmDialog = confirmDialog 3.) Open your locale/xy/locale_game.txt and add these if these aren't exists: MESSENGER_ADD_FRIEND_ANSWER_TIMEOVER Friend request was cancelled. PARTY_ANSWER_TIMEOVER Party invite was cancelled. Remove MESSENGER_DO_YOU_ACCEPT_ADD_FRIEND_2 line and change MESSENGER_DO_YOU_ACCEPT_ADD_FRIEND_1 with this: MESSENGER_DO_YOU_ACCEPT_ADD_FRIEND %s added you as a friend, accept? At last take a look at your files and correct the net module calls and the True-False syntax. net <--> m2net, True <--> TRUE
  11. cross-channel maintenance can be turned on or off. When you start the maintenance, the maintenance screen is instantly displayed to the players who are in the game. The maintenance screen appears for players who log into the game. When you cancel the maintenance, the maintenance screen is closed for all players. M2 Download Center Download Here ( Internal ) [Hidden Content] I coded the system open to development. You can add the reason for maintenance if you want.
  12. Hi guys. I have a mount inventory system which is using the belt inventory. I have a button for it, and I had to have a Belt on to use it(like official) but I wanted to use it without Belt If you want to do this follow this tutorial, I'm not good at coding, so maybe there's better solution, but I did this that way. Sorry for my English. Open char_item.cpp and search: bool CHARACTER::IsEmptyItemGrid(TItemPos Cell, BYTE bSize, int iExceptionCell) const Search this in IsEmptyItemGrid (Item disappear fix by: Pisti95) if (Cell.IsBeltInventoryPosition()) { LPITEM beltItem = GetWear(WEAR_BELT); if (NULL == beltItem) return false; if (false == CBeltInventoryHelper::IsAvailableCell(bCell - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) return false; Comment it, make it look like this: if (Cell.IsBeltInventoryPosition()) { //LPITEM beltItem = GetWear(WEAR_BELT); //if (NULL == beltItem) // return true; //if (false == CBeltInventoryHelper::IsAvailableCell(bCell - BELT_INVENTORY_SLOT_START, beltItem->GetValue(0))) // return false; Open belt_inventory_helper.h Search for: static bool IsExistItemInBeltInventory(LPCHARACTER pc) Make it look like this: static bool IsExistItemInBeltInventory(LPCHARACTER pc) { //for (WORD i = BELT_INVENTORY_SLOT_START; i < BELT_INVENTORY_SLOT_END; ++i) //{ // LPITEM beltInventoryItem = pc->GetInventoryItem(i); // // if (NULL != beltInventoryItem) // return true; //} return true; } You can compile game. Python part to ,,turn off" disabled slots, and make it look like you have a Belt on Open uiinventory.py Search this in class BeltInventoryWindow def RefreshSlot(self): Change this: self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, True) To this: self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, False) Then change this: self.wndBeltInventorySlot.DisableCoverButton(slotNumber) To this: self.wndBeltInventorySlot.EnableCoverButton(slotNumber) And I dont know if its necessary, but I did these thing too Search for this in class BeltInventoryWindow def __LoadWindow(self): In this search for: for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i wndBeltInventorySlot.SetCoverButton(slotNumber, "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/quest/slot_button_01.sub") "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False) And comment the last line, make it look like this: #"d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False) Client source (Still don't know, if it's necessary or not) Open Userinterface/PythonPlayerModule.cpp Search for: #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs) { Make it look like this: (Change PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs) too! ) #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs) { const CPythonPlayer* player = CPythonPlayer::InstancePtr(); bool bEquipping = false; // const TItemData* data = player->GetItemData(TItemPos(EQUIPMENT, c_Equipment_Belt)); // // if (NULL != data) // bEquipping = 0 < data->count; return Py_BuildValue("b", bEquipping); } PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs) { const CPythonPlayer* player = CPythonPlayer::InstancePtr(); // const TItemData* pData = player->GetItemData(TItemPos(EQUIPMENT, c_Equipment_Belt)); // // if (NULL == pData || 0 == pData->count) // return Py_BuildValue("b", true); // // CItemManager::Instance().SelectItemData(pData->vnum); CItemData * pItem = CItemManager::Instance().GetSelectedItemDataPointer(); long beltGrade = pItem->GetValue(0); int pos = 0; if (!PyTuple_GetInteger(poArgs, 0, &pos)) return Py_BadArgument(); //return Py_BuildValue("b", CBeltInventoryHelper::IsAvailableCell(pos - c_Belt_Inventory_Slot_Start, GetItemGrade(pItem->GetName()))); return Py_BuildValue("b", CBeltInventoryHelper::IsAvailableCell(pos - c_Belt_Inventory_Slot_Start, beltGrade)); } #endif And we're done. Have a good day!
  13. M2 Download Center Download Here ( Internal ) Hey guys, Today I'm releasing the tutorial for Boss Effect Over Head. Picture of system: Download link: Pastebin tutorial (only): Special thanks to: @Syreldar @M.Sorin for some functions which I used in the tutorial. I believe someone will use that Have a nice day/night! Sincerely, ReFresh
  14. M2 Download Center Download Here ( Internal ) Hi guys Someone wondered how to make 4 inventory page with source. I will share how to make 4 inventory page today I hope you are like it First which you are use to source files open it. I will use to mainline_released(SG) log in mainline_released/mainline_sg/Srcs/Server/common after open length.h after search this INVENTORY_MAX_NUM = 90, Replace to INVENTORY_MAX_NUM = 180, Open char_item.cpp and search this BYTE bPage = bCell / (INVENTORY_MAX_NUM / 2); Replace to BYTE bPage = bCell / (INVENTORY_MAX_NUM / 4); search this if (p / (INVENTORY_MAX_NUM / 2) != bPage) Replace to if (p / (INVENTORY_MAX_NUM / 4) != bPage) open exchange.cpp. Search this after add under this. static CGrid s_grid2(5, INVENTORY_MAX_NUM/5 / 2); // inven page 2 will be like this. static CGrid s_grid1(5, INVENTORY_MAX_NUM/5 / 2); // inven page 1 static CGrid s_grid2(5, INVENTORY_MAX_NUM/5 / 2); // inven page 2 static CGrid s_grid3(5, INVENTORY_MAX_NUM/5 / 2); // inven page 3 static CGrid s_grid4(5, INVENTORY_MAX_NUM/5 / 2); // inven page 4 s_grid1.Clear(); s_grid2.Clear(); s_grid3.Clear(); s_grid4.Clear(); and replace to your self.. for (i = 0; i < INVENTORY_MAX_NUM / 4; ++i) { if (!(item = victim->GetInventoryItem(i))) continue; s_grid1.Put(i, 1, item->GetSize()); } for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i) { if (!(item = victim->GetInventoryItem(i))) continue; s_grid2.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize()); } for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i) { if (!(item = victim->GetInventoryItem(i))) continue; s_grid3.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize()); } for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i) { if (!(item = victim->GetInventoryItem(i))) continue; s_grid4.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize()); } After client.. Log in mainline_released/mainline_sg/Srcs/Client/Userinterface after open GameType.h after search this const DWORD c_Inventory_Page_Count = 2; Replace to const DWORD c_Inventory_Page_Count = 4; open inventorywindow.py and search this EQUIPMENT_START_INDEX = 90 Replace to EQUIPMENT_START_INDEX = 180 open uiinventory.py and search this after add under this self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.inventoryTab.append(self.GetChild("Inventory_Tab_03")) self.inventoryTab.append(self.GetChild("Inventory_Tab_04")) search this after add under this self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg)) self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg)) Search SetInventoryPage function and replace with this. def SetInventoryPage(self, page): self.inventoryTab[self.inventoryPageIndex].SetUp() self.inventoryPageIndex = page self.inventoryTab[self.inventoryPageIndex].Down() self.RefreshBagSlotWindow() Thanks for @Zardon,Deniec Cikiec comment. i will share my inventorywindow.py import uiScriptLocale import item EQUIPMENT_START_INDEX = 180 window = { "name" : "InventoryWindow", ## 600 - (width + 오른쪽으로 부터 띄우기 24 px) "x" : SCREEN_WIDTH - 176, "y" : SCREEN_HEIGHT - 37 - 565, "style" : ("movable", "float",), "width" : 176, "height" : 585, "children" : ( ## Inventory, Equipment Slots { "name" : "board", "type" : "board", "style" : ("attach",), "x" : 0, "y" : 0, "width" : 176, "height" : 585, "children" : ( ## Title { "name" : "TitleBar", "type" : "titlebar", "style" : ("attach",), "x" : 8, "y" : 7, "width" : 161, "color" : "yellow", "children" : ( { "name":"TitleName", "type":"text", "x":77, "y":3, "text":uiScriptLocale.INVENTORY_TITLE, "text_horizontal_align":"center" }, ), }, ## Equipment Slot { "name" : "Equipment_Base", "type" : "image", "x" : 10, "y" : 33, "image" : "d:/ymir work/ui/equipment_bg_without_ring.tga", "children" : ( { "name" : "EquipmentSlot", "type" : "slot", "x" : 3, "y" : 3, "width" : 150, "height" : 182, "slot" : ( {"index":EQUIPMENT_START_INDEX+0, "x":39, "y":37, "width":32, "height":64}, {"index":EQUIPMENT_START_INDEX+1, "x":39, "y":2, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+2, "x":39, "y":145, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+3, "x":75, "y":67, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+4, "x":3, "y":3, "width":32, "height":96}, {"index":EQUIPMENT_START_INDEX+5, "x":114, "y":67, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+6, "x":114, "y":35, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+7, "x":2, "y":145, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+8, "x":75, "y":145, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+9, "x":114, "y":2, "width":32, "height":32}, {"index":EQUIPMENT_START_INDEX+10, "x":75, "y":35, "width":32, "height":32}, ## 새 반지1 ##{"index":item.EQUIPMENT_RING1, "x":2, "y":106, "width":32, "height":32}, ## 새 반지2 ##{"index":item.EQUIPMENT_RING2, "x":75, "y":106, "width":32, "height":32}, ## 새 벨트 {"index":item.EQUIPMENT_BELT, "x":39, "y":106, "width":32, "height":32}, ), }, ## Dragon Soul Button { "name" : "DSSButton", "type" : "button", "x" : 114, "y" : 107, "tooltip_text" : uiScriptLocale.TASKBAR_DRAGON_SOUL, "default_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_01.tga", "over_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_02.tga", "down_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_03.tga", }, ## MallButton { "name" : "MallButton", "type" : "button", "x" : 118, "y" : 148, "tooltip_text" : uiScriptLocale.MALL_TITLE, "default_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_01.tga", "over_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_02.tga", "down_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_03.tga", }, ## CostumeButton { "name" : "CostumeButton", "type" : "button", "x" : 78, "y" : 5, "tooltip_text" : uiScriptLocale.COSTUME_TITLE, "default_image" : "d:/ymir work/ui/game/taskbar/costume_Button_01.tga", "over_image" : "d:/ymir work/ui/game/taskbar/costume_Button_02.tga", "down_image" : "d:/ymir work/ui/game/taskbar/costume_Button_03.tga", }, { "name" : "Equipment_Tab_01", "type" : "radio_button", "x" : 86, "y" : 161, "default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub", "children" : ( { "name" : "Equipment_Tab_01_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "I", }, ), }, { "name" : "Equipment_Tab_02", "type" : "radio_button", "x" : 86 + 32, "y" : 161, "default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub", "children" : ( { "name" : "Equipment_Tab_02_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "II", }, ), }, ), }, { "name" : "Inventory_Tab_01", "type" : "radio_button", "x" : 10, "y" : 33 + 189, "default_image" : "d:/ymir work/ui/game/windows/tab_button_large_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_large_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_large_03.sub", "tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_1, "children" : ( { "name" : "Inventory_Tab_01_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "I", }, ), }, { "name" : "Inventory_Tab_02", "type" : "radio_button", "x" : 10 + 78, "y" : 33 + 189, "default_image" : "d:/ymir work/ui/game/windows/tab_button_large_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_large_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_large_03.sub", "tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_2, "children" : ( { "name" : "Inventory_Tab_02_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "II", }, ), }, { "name" : "Inventory_Tab_03", "type" : "radio_button", "x" : 10, "y" : 33 + 210, "default_image" : "d:/ymir work/ui/game/windows/tab_button_large_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_large_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_large_03.sub", "tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_2, "children" : ( { "name" : "Inventory_Tab_03_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "III", }, ), }, { "name" : "Inventory_Tab_04", "type" : "radio_button", "x" : 10 + 78, "y" : 33 + 210, "default_image" : "d:/ymir work/ui/game/windows/tab_button_large_01.sub", "over_image" : "d:/ymir work/ui/game/windows/tab_button_large_02.sub", "down_image" : "d:/ymir work/ui/game/windows/tab_button_large_03.sub", "tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_2, "children" : ( { "name" : "Inventory_Tab_04_Print", "type" : "text", "x" : 0, "y" : 0, "all_align" : "center", "text" : "IV", }, ), }, ## Item Slot { "name" : "ItemSlot", "type" : "grid_table", "x" : 8, "y" : 264, "start_index" : 0, "x_count" : 5, "y_count" : 9, "x_step" : 32, "y_step" : 32, "image" : "d:/ymir work/ui/public/Slot_Base.sub" }, ## Print { "name":"Money_Slot", "type":"button", "x":8, "y":28, "horizontal_align":"center", "vertical_align":"bottom", "default_image" : "d:/ymir work/ui/public/parameter_slot_05.sub", "over_image" : "d:/ymir work/ui/public/parameter_slot_05.sub", "down_image" : "d:/ymir work/ui/public/parameter_slot_05.sub", "children" : ( { "name":"Money_Icon", "type":"image", "x":-18, "y":2, "image":"d:/ymir work/ui/game/windows/money_icon.sub", }, { "name" : "Money", "type" : "text", "x" : 3, "y" : 3, "horizontal_align" : "right", "text_horizontal_align" : "right", "text" : "123456789", }, ), }, ), }, ), } open beltinventorywindow.py after search this EQUIPMENT_START_INDEX = 90 replace to EQUIPMENT_START_INDEX = 180 I think someone don't make part of client-side. I share binary file (original file) with your. [Hidden Content] Kind Regards HaveBeen
  15. M2 Download Center Download Here ( Internal ) Download Here ( GitHub )
  16. Download Metin2 Download or Github Time of loading each fragment of the game before and after
  17. M2 Download Center Download Here ( Internal ) Hey folks, i was asked if it's possible to change the Field of View ingame through option and i wanted to share with you. This is what this Release looks like: Locale_inc.h PythonApplication.cpp PythonApplicationModule.cpp PythonSystem.cpp PythonSystem.h PythonSystemModule.cpp uisystemoption.py uiscript/systemoptiondialog.py locale_xx/xx/locale_interface.txt UPDATE SHOP_SIGN: PythonApplication.cpp Kind Regards, .Dex
  18. M2 Download Center Download Here ( Internal )
  19. Download Other Mirros Download Here (GitHub) Download Here (Mega) Ship Defense is a dungeon accessible only in groups (minimum 2 players, maximum 8) in which players set sail for the new continent defending the ship’s mast from increasingly stronger and more numerous monsters until they defeat all three heads of the Hydra boss. Once the mission is complete, the participants will receive some rewards (determined by chance). Information Demonstration
  20. Hey, more systems will be added from time to time. Dont care if systems are public or still on sale. (The releases here are recodes) If you want a better UI-Design do it yourself. Code is by @CYN3, so don't even try to report. Systems are tested on Fliegev3. No support. Advance Items: Mega or M2DL MobileSell: Mega or M2DL Direct-sell: Mega or M2DL Inventory-sidebar: Mega or M2DL Add time to costumes: Mega or M2DL Minimap-Date & Time: Mega or M2DL Give item & equip quest-function: Mega or M2DL Thanks to everyone from sura-head. esp @CYN3 for putting in his time.
  21. Download By Aslan I think the GIF is self-explanatory. Adding new changelogs is kept as simple as possible, is loaded from the locale/xx/ as txt and is therefore multilang-capable. Habs made it so that if the patchnote.txt is missing in the respective locale folder, he then reads it from the English, so always have one in the English locale inside or just adjust it in the Python file.
  22. Download By Aslan Display of the stage as a green progress bar and text (here E2 e.g.) An info text what you have to do as a slider Progress bar can be used for remaining monster count or remaining time Example (For the rest please see the quest example) -- If you set a mob counter, do it in front of it. If you ask why the second dungeon flag is set, -- ihow counts "d.count_monster()" weird if you always print it out when mobs are killed. d.setf("minimap_dungeoninfo_start_mob_count", d.count_monster()) d.setf("minimap_dungeoninfo_killed_mob_count", d.count_monster()) d.set_minimap_dungeoninfo_status(1) -- enable dungeon info for dungeon instance d.set_minimap_dungeoninfo_stage(aktuelle stage, max stage) -- I always set maxstage higher than you have stages so that stage complete is displayed after the bosskill, so to speak -- the progress bar can be controlled as follows (3 options): d.set_minimap_dungeoninfo_gauge(0, 0) -- Disables the counter completely d.set_minimap_dungeoninfo_gauge(1, (un)gekillte mobanzahl, gesamtmobanzahl) -- activates the mob counter d.set_minimap_dungeoninfo_gauge(2, zeit in sekunden) -- activates the time counter d.set_minimap_dungeoninfo_notice("Töte alle Monster") -- Insert your info text here. Text output is also possible for multilang via the Translate.lua.
  23. Download By Aslan The World Lottery System is comparable to the real lottery in the real world. However, in order to make the jackpot a little easier to win, you don't play 6out of 49 but 4out of 30. So the chance of winning is 1:27,405. But of course you also win with 1 identical, 2 identical and 3 identical numbers. The winning amount can be determined as a percentage of the jackpot and additionally by a cap. Features If you buy a lottery ticket, x% of the purchase price is added to the lottery pot and is active in the next draw. With each new draw, all lottery tickets for the corresponding draw are evaluated and, if you win, the winnings are spilled. Players' winning totals are deducted from the jackpot for the next draw. If a player has won the jackpot or if the value of the jackpot is below the sum X due to the payouts, the jackpot starts at the specified sum from the configs. If a player has won with his lottery ticket, the "Collect prize" button must be pressed. The prize then ends up in Yangspeicher and from there it can be collected in the correct inventory. Miscellaneous In addition to the basic system, there are 3 more windows: Information board The last X lottery draws Lotto ranking list Options_lottery.h #define ENABLE_ASLAN_LOTTERY #ifdef ENABLE_ASLAN_LOTTERY // General Options #define NEW_LOTTERY_NUMBERS_ACTIVATE 1 // New draws take place #define LOTTO_TICKET_COST 5000000 // How much a new ticket costs #define LOTTO_PUT_TICKET_COST_PERC_TO_JACKPOT 75 // What percentage of the ticket cost goes into the next jackpot // Percent per same number (1 = 0,01% || 10 = 0,1% || 100 = 1% > 5% from 100.000.000 = 5.000.000) #define PERC_REWARD_FOR_1_SAME_NUMBER 3 // Percent reward of Jackpot for 1 same number #define MAX_REWARD_FOR_1_SAME_NUMBER 5000000 // Max reward of Jackpot for 1 same number ( Deactivate when is 0 ) #define PERC_REWARD_FOR_2_SAME_NUMBER 10 // Percent reward of Jackpot for 2 same number #define MAX_REWARD_FOR_2_SAME_NUMBER 0 // Max reward of Jackpot for 2 same number ( Deactivate when is 0 ) #define PERC_REWARD_FOR_3_SAME_NUMBER 100 // Percent reward of Jackpot for 3 same number #define MAX_REWARD_FOR_3_SAME_NUMBER 0 // Max reward of Jackpot for 3 same number ( Deactivate when is 0 ) //#define TEST_MODE #ifdef TEST_MODE #define LOTTO_NUMBER_1 1 #define LOTTO_NUMBER_2 1 #define LOTTO_NUMBER_3 1 #define LOTTO_NUMBER_4 1 #define GEN_NEXT_NUMBER_TIME_SEC 60 #endif // TEST_MODE #define MIN_JACKPOT_MONEY 250000000 #define GENERATE_NEW_LOTTO_NUMBERS_PULSE_MIN 2 // The intervals at which new lottery numbers are generated #endif
×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.