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Looking for Someone to create the queries etc for armors and weapons
Hello I am looking for someone who will create the queries from the ground up and item proto etc everything required to implement a few armor and weapon sets for my server such as these - https://imgur.com/a/sUwencb Paid service obviously Contact me on discord for more info - whait#7061 -
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Official Private Shop Search
From where get this Cheque-System that are used in this system -
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[40250] Reference Serverfile + Client + Src [15 Available Languages]
Hi tmp4, I was trying to increase the pull range by editing FuncAggregateMonster. But it seems that there is something other than the DISTANCE_APPROX check limiting the max range. struct FuncAggregateMonster { LPCHARACTER m_ch; FuncAggregateMonster(LPCHARACTER ch) { m_ch = ch; } void operator()(LPENTITY ent) { if (ent->IsType(ENTITY_CHARACTER)) { LPCHARACTER ch = (LPCHARACTER) ent; if (ch->IsPC()) return; if (!ch->IsMonster()) return; if (ch->GetVictim()) return; if (DISTANCE_APPROX(ch->GetX() - m_ch->GetX(), ch->GetY() - m_ch->GetY()) < 20000) if (ch->CanBeginFight()) { ch->AddAffect(AFFECT_MOV_SPEED, POINT_MOV_SPEED, 700, AFF_MOV_SPEED_POTION, 500, 0, true); ch->BeginFight(m_ch); } } } }; I added a movementspeed Affect and got very weird behaviour. The movementspeed bonus is applied to mobs way further than the "standard" pull range, yet no mobs outside of the standard pull range get aggressive towards my character. Do you know what's causing this? EDIT: Oh and I am posting this here, because the same code snipped works on other serverfiles. -
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GUI Teleport System
Working With press button, but how can i add under indevtory button? -
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inventory slot marking system cant compile
Hey guys! As i have mentioned in the title i have problems with compiling client src for inventory slot marking system. Server src is fine but in client src i get errorr that arg4 is not member of class exchange_packet... where can i add the member ? -
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Inventory Bug
syserr is empty.. refreshbagslot I have it like this def SetInventoryPage(self, page): self.inventoryTab[self.inventoryPageIndex].SetUp() self.inventoryPageIndex = page self.inventoryTab[self.inventoryPageIndex].Down() self.RefreshBagSlotWindow() and def RefreshBagSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(self.wndItem.GetSlotCount()): self.wndItem.DeactivateSlot(i) for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) # itemCount == 0이면 소켓을 비운다. if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) ## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo] if constInfo.IS_AUTO_POTION(itemVnum): # metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량 metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] if slotNumber >= player.INVENTORY_PAGE_SIZE*self.inventoryPageIndex: slotNumber -= player.INVENTORY_PAGE_SIZE*self.inventoryPageIndex isActivated = 0 != metinSocket[0] if isActivated: self.wndItem.ActivateSlot(slotNumber) potionType = 0; if constInfo.IS_AUTO_POTION_HP(itemVnum): potionType = player.AUTO_POTION_TYPE_HP elif constInfo.IS_AUTO_POTION_SP(itemVnum): potionType = player.AUTO_POTION_TYPE_SP usedAmount = int(metinSocket[1]) totalAmount = int(metinSocket[2]) player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i)) else: self.wndItem.DeactivateSlot(slotNumber) if app.WJ_ENABLE_TRADABLE_ICON: self.RefreshMarkSlots(i) self.__HighlightSlot_Refresh() self.wndItem.RefreshSlot() if self.wndBelt: self.wndBelt.RefreshSlot() if app.WJ_ENABLE_TRADABLE_ICON: map(lambda wnd:wnd.RefreshLockedSlot(), self.bindWnds) def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() -
63
Metin2 Dev - Changelogs
Duplicate posts (warns, topics, PM's...) are resolved 2FA re-enabled IP Board Upgrade IPS 4.7.0 Beta 10 (Dev Build)- 2
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Question
CaNNab1S 11
1. Description of the problem / Question :
I have a problem with knockback monsters and players as well.
2. SysErr ( Client / Server ) / SysLog ( Server )
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3. How to reproduce it ?
If i hit a player or a monster, it doesen't knockback, i have a video
I try as a normal player without GM and it's same.
A help for you:
- i didn't change anything in ActorInstanceBase.Cpp or InstanceBase.cpp or char.cpp or char.h in the function m_fSyncTime. or bool IS_HUGE_RACE(unsigned int vnum)
4. Screenshots ?
https://gyazo.com/32fea58f54fe440d6b772b90376b6f83
Thanks, Sincerly,
KinKade
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CaNNab1S
It works now. Thank you very much. Can you tell me if the function is ok now ? OLD: https://gyazo.com/321526473369b28638cedb770a7464be NEW: https://gyazo.com/88a3f1c245832b1353846f94d050b9f8
CaNNab1S
1. Description of the problem / Question : I have a problem with knockback monsters and players as well. 2. SysErr ( Client / Server ) / SysLog ( Server ) - 3. How to reproduce it ? If i hit a player or a monster, it doesen't knockback, i have a video I try as a normal player without GM and it's same. A help for you: - i didn't change anything in ActorInstanceBase.Cpp or InstanceBase.cpp
Owsap
Here is your problem. Change int iRet; if(iRet != BATTLE_NONE) { pkVictim->SetSyncOwner(this); if (pkVictim->CanBeginFight()) pkVictim->BeginFight(this); } With pkVictim->SetSyncOwner(this); if (pkVictim->CanBeginFight()) pkVictim->BeginFight(this); int iRet;
6 answers to this question
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