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This is the hidden content, please

Change Your Equipment!

This update allows you to unlock a second equipment page and switch quickly and easily between two loadouts!
No longer will you have to change each piece of equipment individually when you want to don a different set. Instead you can enjoy a super-speedy equipment change at the touch of a button.
For example, you can clad yourself in PvP equipment on one page and PvE equipment on the other, so you’re perfectly prepared for anything!

 

How It Works

To unlock the second equipment page you’ll need the new Extra Equipment Page item.
Use the item and the second equipment page will appear. You can kit this out just as you did the first one.

As soon as you’ve activated the additional equipment page, the associated Change Equipment Page skill will automatically be unlocked so you can change equipment quickly and easily at any time.
You’ll find this skill in your secondary skills.

 

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https://metin2.dev/topic/30433-official-extra-equipment-page-221/
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I have created an issue on GitHub as feature requests in which I have inserted all the strings that I think are official so that you can adapt your code even more to official like of course only if you want to if there is no interest just delete it?

  • 1 year later...

Hi, 

thank you for creating that nice release, but there is some problem with pItems in char.cpp that i don´t have a member in m_pointsInstant for that.

G9Y9u.png

typedef struct character_point_instant
{
	long			points[POINT_MAX_NUM];

	float			fRot;

	int				iMaxHP;
	int				iMaxSP;

	long			position;

	long			instant_flag;
	DWORD			dwAIFlag;
	DWORD			dwImmuneFlag;
	DWORD			dwLastShoutPulse;

	DWORD			parts[PART_MAX_NUM];

	LPCHARACTER		pCubeNpc;
	LPCHARACTER		battle_victim;

	BYTE			gm_level;

	BYTE			bBasePart;

	int				iMaxStamina;

	BYTE			bBlockMode;

	int				iDragonSoulActiveDeck;
	LPENTITY		m_pDragonSoulRefineWindowOpener;
} CHARACTER_POINT_INSTANT;

 

Thanks

kind regards.

 

 

 

Edited by Metin2 Dev International
Core X - External 2 Internal
  • 4 months later...
  • 9 months later...
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Hello, if someone have the same Defense bug as me and as we can see it in the video of the system : the defense is not well updated and it's serverside so not only visual :
without equipment 130 defense, with the equipment 471 defense, when switch to second page no equipment on but still 465 defense even after warp, + defense adds up with 2 page equipment)

I don't know if it's a good way but i have found a fix : 

 

// in char.cpp at ComputeBattlePoints function search for : 
for (int i = 0; i < WEAR_MAX_NUM; ++i)
	if ((pkItem = GetWear(i)) && pkItem->GetType() == ITEM_ARMOR)
	{
		if (pkItem->GetSubType() == ARMOR_BODY || pkItem->GetSubType() == ARMOR_HEAD || pkItem->GetSubType() == ARMOR_FOOTS || pkItem->GetSubType() == ARMOR_SHIELD)
		{
			iArmor += pkItem->GetValue(1);
			iArmor += (2 * pkItem->GetValue(5));
		}
	}

//Change for : 
for (int i = 0; i < WEAR_MAX_NUM; ++i)
{
#ifdef ENABLE_ADDITIONAL_EQUIPMENT_PAGE
	if (GetEquipIndexByWear(i) != GetEquipIndex())
		continue;
#endif
	if ((pkItem = GetWear(i)) && pkItem->GetType() == ITEM_ARMOR)
	{
		if (pkItem->GetSubType() == ARMOR_BODY || pkItem->GetSubType() == ARMOR_HEAD || pkItem->GetSubType() == ARMOR_FOOTS || pkItem->GetSubType() == ARMOR_SHIELD)
		{
			iArmor += pkItem->GetValue(1);
			iArmor += (2 * pkItem->GetValue(5));
		}
	}
}

//Mind the addition of the "{}" for loop if you do not have it

 

EDIT: 
there also was a visual bug : 
take a ninja with daggers on one page and a sword on the other page, change equipment from daggers to sword and you'll see the ghost daggers equiped on left hand.
(A)I have fix this but im really not sure (as always) about this one : 
 

//Gamelib/ActorInstanceAttach.cpp in void CActorInstance::AttachWeapon: 
//Find:

	__DestroyWeaponTrace();

//Add: 

#ifdef ENABLE_ADDITIONAL_EQUIPMENT_PAGE
	//change equip right hand/left hand ghost weapon still attach 	
	RegisterModelThing(CRaceData::PART_WEAPON, NULL);
	SetModelInstance(CRaceData::PART_WEAPON, CRaceData::PART_WEAPON, 0);
	
	RegisterModelThing(CRaceData::PART_WEAPON_LEFT, NULL);
	SetModelInstance(CRaceData::PART_WEAPON_LEFT, CRaceData::PART_WEAPON_LEFT, 0);
#endif



The last bug i found was the attack value (only visual) not being updated if you have toki.san min/max atk random system.
I have "fixed" it (or at least found a workaround) if someone needs it i'll share it too.

Thank you for this system that is a nice game mechanic.

Best regards ! 

Edited by ARiver
visual right/left hand ghost weapon
  • 1 year later...

Don't use any images from : imgur, turkmmop, freakgamers, inforge, hizliresim... Or your content will be deleted without notice...
Use : https://metin2.download/media/add/

Please use https://metin2.download/ when uploading files smaller than 100MB, otherwise the approval will take longer due to manual upload.

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