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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() -
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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
hetzpvp 0
In almost every single metin2, a way to afk farm is to press space and then go to another window and it just keeps atacking without being in the client.
I've noticed that some metin2 private servers found a way around it.
Do you guys know how to do it by chance?
Thx.
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Vanilla
well you'd just make a check if the window is focused and if not, then release all pressed keys. This could be done in the OnUpdate of game.py
Syreldar
Vanilla's solution is a good way to deal with the problem. On the other hand, if you're not a programmer and still want to fix the issue, then I can help you. If you press space and unfocus the window, you're unable to use any macros or key inputs in that window, since it's not focused. Which means the player is stuck attacking and can't do anything else. Using non-aggressive monsters (so you're forced to aggro them using the mantle) and spawning the metins an
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