Jump to content

Recommended Posts

  • Developer

What exactly does it do? When the event is active, Metinstones spawn on top of each other, 5 in total instead of 1.
So by attacking just one, you're hitting 5, basically a Metinstone x5.

(I made the extra number customisable via ef)

I've often seen this system used by hard-coding regens or similar stuff. They asked me to do it and it seemed like a clean way to do it. If you notice any errors, let me know.

Official pic (yes it's from a video):

spacer.png

From my client:

spacer.png

 

Usage:

In Game Command:

/e superstone_event 4


4 is the amount of extra metin, with 4 it's like official but you could also do 2, so it will be 3 in total e.g

Code:  

This is the hidden content, please

Edited by Mitachi
  • Metin2 Dev 85
  • Eyes 1
  • Good 12
  • muscle 2
  • Love 4
  • Love 41

Villains are not born, they are made.
Join

Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/
Share on other sites

  • Premium

Good idea, but I think it works a bit differently from the official event. If I understood correctly, in your version every stone.txt spawn gets multiplied by 5? In the official one it just adds some random extra spawns across the map.

  • Good 2
Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-171820
Share on other sites

  • Developer
4 minutes ago, WeedHex said:

Good idea, but I think it works a bit differently from the official event. If I understood correctly, in your version every stone.txt spawn gets multiplied by 5? In the official one it just adds some random extra spawns across the map.

Ye, actually a guy just explained me I was living a lie, maybe Super Event Stone isn't even the right name of that event!
However, maybe a simple random if do or not the multiple spawn, can emulate the official behaviour.

Villains are not born, they are made.
Join

Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-171821
Share on other sites

  • Premium
8 minutes ago, Mitachi said:

Ye, actually a guy just explained me I was living a lie, maybe Super Event Stone isn't even the right name of that event!
However, maybe a simple random if do or not the multiple spawn, can emulate the official behaviour.

Your idea is actually cool for an event, the only possible issue might be balancing quantity from stone.txt files

Edited by WeedHex
Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-171822
Share on other sites

  • Developer
On 8/16/2025 at 5:49 PM, WeedHex said:

Your idea is actually cool for an event, the only possible issue might be balancing quantity from stone.txt files

Thanks, unfortunately, I haven't found any specific guide to be honest, In Italy, we call it ‘Metin a grappolo d'uva’ (Metin grape cluster) 🤣

However, to simulate the fact that the gf does not spawn all multipliers but only some of them, a random number could be added.

#ifdef ENABLE_SUPERSTONE_EVENT
if (pkMob->m_table.bType == CHAR_TYPE_STONE && lMapIndex < 10000 && quest::CQuestManager::instance().GetEventFlag("superstone_event") > 0)
{
	// 30% chance to trigger extra spawn
	if (number(1, 100) <= 30)
	{
		SpawnExtraStones(pkMob, lMapIndex, x, y, z, bShow, bSpawnMotion
		#ifdef ENABLE_WJ_SHOW_MOB_INFO
			, bAggressive
		#endif
		);
	}
}
#endif

I'm pretty sure they actually made some extra regens, stingy as they are.

I've seen different versions of this event, some people use them in groups of 2, some even use them on bosses

Edited by Mitachi
  • Good 1

Villains are not born, they are made.
Join

Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-171823
Share on other sites

  • Developer
11 hours ago, EnVyUs said:

Hello,

Thanks for sharing, it works perfectly.
My problem is, it's totally killing the Dungeons, because this also affect the dungeon stones also.

Can you please fix it?

Thx

Just check lMapIndex is less than 10000, patched in main topic

	#ifdef ENABLE_SUPERSTONE_EVENT
	if (pkMob->m_table.bType == CHAR_TYPE_STONE && lMapIndex < 10000 && quest::CQuestManager::instance().GetEventFlag("superstone_event") > 0)
	{
		SpawnExtraStones(pkMob, lMapIndex, x, y, z, bShow, bSpawnMotion
			#ifdef ENABLE_WJ_SHOW_MOB_INFO
			, bAggressive
			#endif
		);
	}
	#endif
  • Love 3

Villains are not born, they are made.
Join

Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-171836
Share on other sites

  • 4 weeks later...
  • 9 months later...

Had a problem in dungeons even after adding the fix patch to skip if the mapindex is less than 10000

 

simple fix is 

	#ifdef ENABLE_SUPERSTONE_EVENT
	if (pkMob->m_table.bType == CHAR_TYPE_STONE && lMapIndex != 207 && lMapIndex < 10000 && quest::CQuestManager::instance().GetEventFlag("superstone_event") > 0)
	{
		SpawnExtraStones(pkMob, lMapIndex, x, y, z, bShow, bSpawnMotion
			#ifdef ENABLE_WJ_SHOW_MOB_INFO
			, bAggressive
			#endif
		);
	}
	#endif

so basically what you have to do is right after CHAR_TYPE_STONE add && lMapIndex != 207 (replace 207 with the map index you want to skip), for me 207 is the beran dungeon. Good luck.

Link to comment
https://metin2.dev/topic/33918-official-super-stone-event/#findComment-175710
Share on other sites

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.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • 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.