Ken 904 Posted October 4, 2014 Share Posted October 4, 2014 (edited) Wolfman Armor and Horse and Attacks. Thanks for InyaProduction. Best Regards Ellie Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal 1 Do not be sorry, be better. Link to comment Share on other sites More sharing options...
Zeta 11 Posted October 4, 2014 Share Posted October 4, 2014 I cant attack with fist ingame.. is there any check that blocks it? I guess you should create something like chr.MOTION_MODE_CLAW and use it to load there the attack motions etc.. def __LoadGameWolfmanEx(race, path): chrmgr.SelectRace(race) ## GENERAL MOTION MODE SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/") chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50) chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) Link to comment Share on other sites More sharing options...
Ken 904 Posted October 4, 2014 Share Posted October 4, 2014 (edited) Wolfman - Skills (Offical names) Best Regards Ellie Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal 1 Do not be sorry, be better. Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1121 Posted October 4, 2014 Former Staff Share Posted October 4, 2014 solved.. This was the problem: bool CActorInstance::IsPoly() { if (TYPE_POLY==m_eActorType) return true; if (TYPE_PC==m_eActorType) if (m_eRace >= MAIN_RACE_MAX_NUM) return TRUE; return false; } Increase MAIN_RACE_MAX_NUM to 9 and you will be fine 1 Link to comment Share on other sites More sharing options...
Zeta 11 Posted October 4, 2014 Share Posted October 4, 2014 solved.. This was the problem: bool CActorInstance::IsPoly() { if (TYPE_POLY==m_eActorType) return true; if (TYPE_PC==m_eActorType) if (m_eRace >= MAIN_RACE_MAX_NUM) return TRUE; return false; } Increase MAIN_RACE_MAX_NUM to 9 and you will be fine Where? Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1121 Posted October 4, 2014 Former Staff Share Posted October 4, 2014 solved.. This was the problem: bool CActorInstance::IsPoly() { if (TYPE_POLY==m_eActorType) return true; if (TYPE_PC==m_eActorType) if (m_eRace >= MAIN_RACE_MAX_NUM) return TRUE; return false; } Increase MAIN_RACE_MAX_NUM to 9 and you will be fine Where? rightclick -> Search for definition Link to comment Share on other sites More sharing options...
Honorable Member NoFr1ends 751 Posted October 4, 2014 Honorable Member Share Posted October 4, 2014 It's sooo ugly... Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1121 Posted October 4, 2014 Former Staff Share Posted October 4, 2014 (edited) dont call this stylish smoking wolf ugly! he has feelings too Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Ken 904 Posted October 4, 2014 Share Posted October 4, 2014 (edited) dont call this stylish smoking wolf ugly! he has feelings too That's good Best Regards Ellie Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Do not be sorry, be better. Link to comment Share on other sites More sharing options...
xXCapConXx 6 Posted October 4, 2014 Share Posted October 4, 2014 I have a problem after implemented the complete char. I added all Binary, Game and python functions, and also all the archive files. But now after login i got a blackscreen and after a half second the client closed. The syserr is clean, the Log.txt show's nothing like an error, only the ErrorLog.txt say's me something. But i don't know how to work with the ErrorLog.txt i hope someone can help me, i think the error is in the introselect.py... Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1121 Posted October 4, 2014 Former Staff Share Posted October 4, 2014 (edited) All working weapons next Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
safademirel 288 Posted October 5, 2014 Share Posted October 5, 2014 (edited) I have a problem about skills. It looks like warrior skills. inline int RaceToJob(int race) { const int JOB_NUM = 4; return race % JOB_NUM; How I should change this JOB_NUM Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4871 Posted October 5, 2014 Bot Share Posted October 5, 2014 Charcreation and Charselection work... Armors work... But i cant attack... And if i riding a horse im running on it.... Someone got an Idea? def __LoadGameWolfmanEx(race, path): ## Wolfman ######################################################################################### chrmgr.SelectRace(race) ## GENERAL MODE SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/") chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50) ## SKILL chrmgr.SetPathName(path + "skill/") for i in xrange(skill.SKILL_EFFECT_COUNT): END_STRING = "" if i != 0: END_STRING = "_%d" % (i+1) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1, "blue_possession" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2, "red_possesion" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3, "reef_attack" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4, "split_slash" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5, "wind_death" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6, "wreckage" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa") chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) ## EMOTION emotion.RegisterEmotionAnis(path) ## CLAW BATTLE chrmgr.SetPathName(path + "claw/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_CLAW) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "front_damage.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "front_damage1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_4, "combo_04.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_5, "combo_05.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_6, "combo_06.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_7, "combo_07.msa") ## Combo Type 1 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, 4) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4) ## Combo Type 2 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, 5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7) ## Combo Type 3 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, 6) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4) ## FISHING chrmgr.SetPathName(path + "fishing/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_FISHING) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WAIT, "wait.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_THROW, "throw.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_WAIT, "fishing_wait.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_STOP, "fishing_cancel.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_REACT, "fishing_react.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_CATCH, "fishing_catch.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_FAIL, "fishing_fail.msa") ## HORSE chrmgr.SetPathName(path + "horse/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait.msa", 90) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait1.msa", 9) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait2.msa", 1) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE, "front_damage.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK, "front_damage.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD, "dead.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE, "skill_charge.msa") ## HORSE_CLAW chrmgr.SetPathName(path + "horse_claw/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_CLAW) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa") chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, 3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_SPLASH, "skill_splash.msa") ## Bone chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_hand") chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left") And where u got the orginal skill damages? 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Denis 1474 Posted October 5, 2014 Share Posted October 5, 2014 Charcreation and Charselection work... Armors work... But i cant attack... And if i riding a horse im running on it.... Someone got an Idea? def __LoadGameWolfmanEx(race, path): ## Wolfman ######################################################################################### chrmgr.SelectRace(race) ## GENERAL MODE SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/") chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50) ## SKILL chrmgr.SetPathName(path + "skill/") for i in xrange(skill.SKILL_EFFECT_COUNT): END_STRING = "" if i != 0: END_STRING = "_%d" % (i+1) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1, "blue_possession" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2, "red_possesion" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3, "reef_attack" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4, "split_slash" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5, "wind_death" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6, "wreckage" + END_STRING + ".msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa") chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) ## EMOTION emotion.RegisterEmotionAnis(path) ## CLAW BATTLE chrmgr.SetPathName(path + "claw/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_CLAW) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "front_damage.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "front_damage1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage1.msa", 50) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_4, "combo_04.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_5, "combo_05.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_6, "combo_06.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_7, "combo_07.msa") ## Combo Type 1 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, 4) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4) ## Combo Type 2 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, 5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7) ## Combo Type 3 chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, 6) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4) ## FISHING chrmgr.SetPathName(path + "fishing/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_FISHING) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WAIT, "wait.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_THROW, "throw.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_WAIT, "fishing_wait.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_STOP, "fishing_cancel.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_REACT, "fishing_react.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_CATCH, "fishing_catch.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_FAIL, "fishing_fail.msa") ## HORSE chrmgr.SetPathName(path + "horse/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait.msa", 90) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait1.msa", 9) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait2.msa", 1) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK, "walk.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN, "run.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE, "front_damage.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK, "front_damage.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD, "dead.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE, "skill_charge.msa") ## HORSE_CLAW chrmgr.SetPathName(path + "horse_claw/") chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_CLAW) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa") chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, 3) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2) chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3) chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa") chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_SPLASH, "skill_splash.msa") ## Bone chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_hand") chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left") And where u got the orginal skill damages? solved.. This was the problem: bool CActorInstance::IsPoly() { if (TYPE_POLY==m_eActorType) return true; if (TYPE_PC==m_eActorType) if (m_eRace >= MAIN_RACE_MAX_NUM) return TRUE; return false; } Increase MAIN_RACE_MAX_NUM to 9 and you will be fine Apply that Inya said and the horse will be ok Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4871 Posted October 5, 2014 Bot Share Posted October 5, 2014 Ok now it works perfectly Just the orginal skilldamage and names are missing... Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1121 Posted October 5, 2014 Former Staff Share Posted October 5, 2014 (edited) All Weapons + Hit animation + Sounds working Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal 1 Link to comment Share on other sites More sharing options...
Zeta 11 Posted October 5, 2014 Share Posted October 5, 2014 solved.. This was the problem: bool CActorInstance::IsPoly() { if (TYPE_POLY==m_eActorType) return true; if (TYPE_PC==m_eActorType) if (m_eRace >= MAIN_RACE_MAX_NUM) return TRUE; return false; } Increase MAIN_RACE_MAX_NUM to 9 and you will be fine I can't find this from where need MAIN_RACE_MAX_NUM modification game source client db? Link to comment Share on other sites More sharing options...
Honorable Member xP3NG3Rx 19656 Posted October 5, 2014 Honorable Member Share Posted October 5, 2014 Facepalm... Client/GameLib/ActorInstance.cpp 2 Link to comment Share on other sites More sharing options...
Ken 904 Posted October 5, 2014 Share Posted October 5, 2014 (edited) Original Job desc and character select screen again. (A little fixed) Best Regards Ellie Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Do not be sorry, be better. Link to comment Share on other sites More sharing options...
ѕeмa™ 308 Posted October 5, 2014 Share Posted October 5, 2014 (edited) I have a problem about skills. It looks like warrior skills. inline int RaceToJob(int race) { const int JOB_NUM = 4; return race % JOB_NUM; How I should change this JOB_NUM put: if (race == 8) return 4; Why i have this errors? 1005 11:39:25535 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/skill/wind_death_4.msa) ERROR 1005 11:39:25535 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/skill/wreckage_4.msa) ERROR 1005 11:39:26289 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/horse_claw/skill_splash.msa) ERROR 1005 11:39:03926 :: CActorInstance::__RunNextCombo(wComboType=0, wComboIndex=1) - m_pkCurRaceData->GetComboDataPointer(m_wcurMotionMode=9, &pComboData) == NULL 1005 11:39:03929 :: CActorInstance::__RunNextCombo(wComboType=0, wComboIndex=1) - m_pkCurRaceData->GetComboDataPointer(m_wcurMotionMode=9, &pComboData) == NULL doesnt read the msa of skills and i can't do punch ; i put the gamelib race_max_num = 9. Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal 1 https://m2admin.net/ Link to comment Share on other sites More sharing options...
xXCapConXx 6 Posted October 5, 2014 Share Posted October 5, 2014 Can someone give me a working Charselect and Charcreate... Please. I don't know what i'm doing wrong... Link to comment Share on other sites More sharing options...
Adrian1428 31 Posted October 5, 2014 Share Posted October 5, 2014 (edited) All Weapons + Hit animation + Sounds working Armors and weapons it's free(public)? or it's your work? Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Honorable Member .plechito' 7709 Posted October 5, 2014 Honorable Member Share Posted October 5, 2014 (edited) All Weapons + Hit animation + Sounds working Armors and weapons it's free(public)? or it's your work? Go to first page of this topic and download it. Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal 2 Link to comment Share on other sites More sharing options...
ѕeмa™ 308 Posted October 5, 2014 Share Posted October 5, 2014 (edited) Solved: now i can attack but i can't see the skill of icons xd i can use the skills but the server go down Gif image with the error when i use the skill: server go down https://metin2.download/picture/n6E0WaJ4WnJ13vf6dd639poOYKsn7i5e/.gif Edited August 28, 2022 by Metin2 Dev Core X - External 2 Internal https://m2admin.net/ Link to comment Share on other sites More sharing options...
Honorable Member .plechito' 7709 Posted October 5, 2014 Honorable Member Share Posted October 5, 2014 Property for new objects. https://mega.co.nz/#!C1JGzQ5b!RR_3wu3QU5TxQo-cnqLZCt38RjeByAY7xykFjR6sIRY 5 Link to comment Share on other sites More sharing options...
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