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Hello guys.  Lets start with my story first.

I have a 40k serverfile and i wanted to add the surfboard standing mount.

 

I installed full costume mount (by enzi) and  mount like horse. i removed from locale_list ride.quest. i made the entry for mob 20128 ( surfboard ) and i can spawn /m 20128 and i can see the surfboard. in item_proto i made every entry i could think of (including using help from ai) and the best i could do was i  once could stay on mount 20128 but can`t attack from it.

 

Also, i have developed a bug and my horse is not visible now when i`m not mounted on it. If i`m mounted i can see it, but if  hit CTRL+G and unmount it vanishes, but i can still use CTRL+G to mount back. i`m pretty sure the sistems were installed correctly bcs i  tried with tutorial first, then i tried with windsurf, then i gave the tutorial to claude for every file and still isn`t working and have the same bugs. 

Did everyone encounter this? Did everyone solved this?

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Hello, 

 

when installing MountLike Horse did you follow the steps ine the "#undefined" folder ? these are not optionnal to make the system work.

 

Also in your Client Binary did you modify the following :

UserInterface/InstanceBase.cpp:

 

Search for : 

UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
				return 3;
            
//Add before the return3; the Vnum of your mount like that (example with Surfboard and cloud Vnum):
UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
			case 40003:
			case 40004:
			case 40005:
				return 3;
            


This step allow you to attack from the mount.

 

Can you send the Item_proto Line from the seal who's supposed to spawn the mount too please ? 

Edited by ARiver
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5 hours ago, ARiver said:

Hello, 

 

when installing MountLike Horse did you follow the steps ine the "#undefined" folder ? these are not optionnal to make the system work.

 

Also in your Client Binary did you modify the following :

UserInterface/InstanceBase.cpp:

 

Search for : 

UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
				return 3;
            
//Add before the return3; the Vnum of your mount like that (example with Surfboard and cloud Vnum):
UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
			case 40003:
			case 40004:
			case 40005:
				return 3;
            


This step allow you to attack from the mount.

 

Can you send the Item_proto Line from the seal who's supposed to spawn the mount too please ? 

this is my item_proto line : 51999    Surfboard    ITEM_COSTUME    COSTUME_MOUNT    1    ANTI_SELL | ANTI_STACK    QUEST_USE_MULTIPLE | LOG    WEAR_SHIELD    NONE    0    0    0    0    0    LIMIT_NONE    0    LIMIT_NONE    0    APPLY_NONE    0    APPLY_NONE    0    APPLY_NONE    0    0    20128    0    0    0    0    0    0    0                

i fixed it with your help, thank you verry much <3.  i can spawn and attack from it, but i can`t use skills and stands still when i use attack. did u encounter this bug?

my server is hosted, if you have time or add me on disc i can show on server what i mean

 

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6 hours ago, ARiver said:

Hello, 

 

when installing MountLike Horse did you follow the steps ine the "#undefined" folder ? these are not optionnal to make the system work.

 

Also in your Client Binary did you modify the following :

UserInterface/InstanceBase.cpp:

 

Search for : 

UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
				return 3;
            
//Add before the return3; the Vnum of your mount like that (example with Surfboard and cloud Vnum):
UINT CInstanceBase::SHORSE::GetLevel()
{
	if (m_pkActor)
	{
		DWORD mount = m_pkActor->GetRace();
		switch (mount)
		{
			.....
			case 40003:
			case 40004:
			case 40005:
				return 3;
            


This step allow you to attack from the mount.

 

Can you send the Item_proto Line from the seal who's supposed to spawn the mount too please ? 

51999    Surfboard    ITEM_COSTUME    COSTUME_MOUNT    1    ANTI_SELL | ANTI_STACK    QUEST_USE_MULTIPLE | LOG    WEAR_SHIELD    NONE    0    0    0    0    0    LIMIT_NONE    0    LIMIT_NONE    0    APPLY_NONE    0    APPLY_NONE    0    APPLY_NONE    0    0    20128    0    0    0    0    0    0    0  

this is the item_proto.txt line that i use. i would like to mention that i fixed thanks to your input, i can attack from it, but i faced some other bugs. now when i attack i can`t move forward, it just stands still and doesn`t go forward, like the surfboard its intended to be. also, my skills don`t do any dmg when mounted on it. i can cast them but no dmg is dealt. also, i can cast sword aura but it does not activate. another bug that i encounter is that my horse dissapeared now when i`m not mounted on it. when i`m mounted on it i can see it and all works fine, but when i hit CTRL+G to use aura of the sowrd, it dissapears, but i can mount on it and everything is fine

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  • 1 month later...

did you found a fix for this system i have the same problem i can't attack on this and don't stand on it's it's like normal mount in midle of bord in service.h and locale_inc.h i have mob_proto id at define but mount can't stand correct
edit1: i see the topic and now can attack but i don't understand how to fix standing

edit2: it's work but if equip weapon skin it's problem 
https://metin2.download/picture/wf6HIGUN1B3B5K52774cIWQ8sv5b9Q8T/.png

.png

Edited by RobinHoodye
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20 hours ago, RobinHoodye said:

did you found a fix for this system i have the same problem i can't attack on this and don't stand on it's it's like normal mount in midle of bord in service.h and locale_inc.h i have mob_proto id at define but mount can't stand correct
edit1: i see the topic and now can attack but i don't understand how to fix standing

edit2: it's work but if equip weapon skin it's problem 
https://metin2.download/picture/wf6HIGUN1B3B5K52774cIWQ8sv5b9Q8T/.png

.png

Nice bug found, I just check it and have the same ! 

Thank you for noticing such and important bug !

So I've resolve the issue who was also happening with fishing rod and pickaxes the problem was from instance base.cpp but to solve this it will depend from the costume system you have :

with sub type COSTUME_WEAPON or with precise subtypes like COSTUME_WEAPON_SWORD I have the first type who gets the weapon types from value(3) So i had to make those changes :

 

Spoiler
/////////////In instanceBase.cpp look for: 

#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
	else if (byItemType == CItemData::ITEM_TYPE_COSTUME)
	{
		switch (pItemData->GetValue(3))
		{
			case CItemData::WEAPON_SWORD:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_ONEHAND_SWORD);
				break;
			case CItemData::WEAPON_DAGGER:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_DUALHAND_SWORD);
				break;
			case CItemData::WEAPON_BOW:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_BOW);
				else

					SetMotionMode(CRaceMotionData::MODE_BOW);
				break;
			case CItemData::WEAPON_TWO_HANDED:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD);
				else
					SetMotionMode(CRaceMotionData::MODE_TWOHAND_SWORD);
				break;
			case CItemData::WEAPON_BELL:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_BELL);
				else
					SetMotionMode(CRaceMotionData::MODE_BELL);
				break;
			case CItemData::WEAPON_FAN:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_FAN);
				else
					SetMotionMode(CRaceMotionData::MODE_FAN);
				break;
			case CItemData::WEAPON_CLAW:
				if (m_kHorse.IsMounting())
					SetMotionMode(CRaceMotionData::MODE_HORSE_CLAW);
				else
					SetMotionMode(CRaceMotionData::MODE_CLAW);
				break;
			default:
					if (m_kHorse.IsMounting())
						SetMotionMode(CRaceMotionData::MODE_HORSE);
					else
						SetMotionMode(CRaceMotionData::MODE_GENERAL);
				break;
		}
	}
#endif


/////////////replaced for : 


#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
	else if (byItemType == CItemData::ITEM_TYPE_COSTUME)
	{
		switch (pItemData->GetValue(3))
		{
		case CItemData::WEAPON_SWORD:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_SWORD); // Warrior & Sura & Assassin
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_ONEHAND_SWORD);
			break;
		case CItemData::WEAPON_DAGGER:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_DUALHAND_SWORD);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_DUALHAND_SWORD);
			break;
		case CItemData::WEAPON_BOW:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_BOW);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BOW);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_BOW);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_BOW);
			break;
		case CItemData::WEAPON_TWO_HANDED:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_TWOHAND_SWORD);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_TWOHAND_SWORD);
			break;
		case CItemData::WEAPON_BELL:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_BELL);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BELL);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_BELL);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_BELL);
			break;
		case CItemData::WEAPON_FAN:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_FAN);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_FAN);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_FAN);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_FAN);
			break;
#ifdef ENABLE_WOLFMAN_CHARACTER
		case CItemData::WEAPON_CLAW:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_CLAW);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_CLAW);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE_CLAW);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_CLAW);
			break;
#endif
		default:
#ifdef ENABLE_STANDING_MOUNT
			if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE);
			else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
				SetMotionMode(CRaceMotionData::MODE_HORSE_STAND);
#else
			if (m_kHorse.IsMounting())
				SetMotionMode(CRaceMotionData::MODE_HORSE);
#endif
			else
				SetMotionMode(CRaceMotionData::MODE_GENERAL);
			break;
		}
	}
#endif

 

 

if you have the other system (COSTUME_WEAPON_SWORD, COSTUME_WEAPON_BOW...) i guess you can do something like that but im not sure: 
 

Spoiler
// In InstanceBase.cpp still : 
#ifdef ENABLE_STANDING_MOUNT
	else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
	{
		switch (bySubType)
		{
		case CItemData::WEAPON_SWORD:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_SWORD); // Warrior & Sura & Assassin
			break;

		case CItemData::WEAPON_TWO_HANDED:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_TWOHAND_SWORD); // Only Warrior
			break;

		case CItemData::WEAPON_DAGGER:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_DUALHAND_SWORD); // Only Assassin
			break;

		case CItemData::WEAPON_FAN:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_FAN); // Only Shaman
			break;

		case CItemData::WEAPON_BELL:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BELL); // Only Shaman
			break;

		case CItemData::WEAPON_BOW:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BOW); // Only Assassin
			break;

#ifdef ENABLE_WOLFMAN_CHARACTER
		case CItemData::WEAPON_CLAW:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_CLAW); //Only WOLFMAN
			break;
#endif

		default:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND);
			break;
		}
	}
#endif
  
  //Try to make thoses changes:
  
  #ifdef ENABLE_STANDING_MOUNT
	else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
	{
		switch (bySubType)
		{
#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_SWORD:
#endif
		case CItemData::WEAPON_SWORD:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_SWORD); // Warrior & Sura & Assassin
			break;
            
#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_TWO_HANDED:
#endif
		case CItemData::WEAPON_TWO_HANDED:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_TWOHAND_SWORD); // Only Warrior
			break;
            
#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_DAGGER:
#endif
		case CItemData::WEAPON_DAGGER:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_DUALHAND_SWORD); // Only Assassin
			break;

#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_FAN:
#endif
		case CItemData::WEAPON_FAN:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_FAN); // Only Shaman
			break;

#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_BELL:
#endif
		case CItemData::WEAPON_BELL:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BELL); // Only Shaman
			break;

#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_BOW:
#endif
		case CItemData::WEAPON_BOW:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_BOW); // Only Assassin
			break;

#ifdef ENABLE_WOLFMAN_CHARACTER
#ifdef ENABLE_COSTUME_WEAPON
		case CItemData::COSTUME_WEAPON_CLAW:
#endif
		case CItemData::WEAPON_CLAW:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND_CLAW); //Only WOLFMAN
			break;
#endif

		default:
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND);
			break;
		}
	}
#endif

 

 

IMPORTANT: 

For Fishing Rod and Pickaxes :

 

Spoiler
//Find (in instancebase.cpp still:
else if (IsHoldingPickAxe())
{
	if (m_kHorse.IsMounting())
	{
		SetMotionMode(CRaceMotionData::MODE_HORSE);
	}
	else
	{
		SetMotionMode(CRaceMotionData::MODE_GENERAL);
	}
}
else if (CItemData::ITEM_TYPE_ROD == byItemType)
{
	if (m_kHorse.IsMounting())
	{
		SetMotionMode(CRaceMotionData::MODE_HORSE);
	}
	else
	{
		SetMotionMode(CRaceMotionData::MODE_FISHING);
	}
}

//replace for : 

	else if (IsHoldingPickAxe())
	{
#ifdef ENABLE_STANDING_MOUNT
		if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
#else
		if (m_kHorse.IsMounting())
#endif
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE);
		}
#ifdef ENABLE_STANDING_MOUNT
		else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND);
		}
#endif
		else
		{
			SetMotionMode(CRaceMotionData::MODE_GENERAL);
		}
	}
	else if (CItemData::ITEM_TYPE_ROD == byItemType)
	{
#ifdef ENABLE_STANDING_MOUNT
		if (m_kHorse.IsMounting() && !m_kHorse.IsHoverBoard())
#else
		if (m_kHorse.IsMounting())
#endif
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE);
		}
#ifdef ENABLE_STANDING_MOUNT
		else if (m_kHorse.IsMounting() && m_kHorse.IsHoverBoard())
		{
			SetMotionMode(CRaceMotionData::MODE_HORSE_STAND);
		}
#endif
		else
		{
			SetMotionMode(CRaceMotionData::MODE_FISHING);
		}
	}

 

 

It should be fine but please let me know if it worked out for you !!! 

and THANK YOU for bringing that up i never though of checking for costumes or pickaxes with thoses !! 

Best regards !!

Edited by ARiver
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  • 2 weeks later...

i found another bug if you move with aura active skill fly out of weapon and if you use fishing road you can attack like a weapon but don't deal damage it's just visual 
.png

Edited by RobinHoodye
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22 hours ago, RobinHoodye said:

i found another bug if you move with aura active skill fly out of weapon and if you use fishing road you can attack like a weapon but don't deal damage it's just visual 
.png

I have find another workaround but it's not that good I don't know if official server allow you to fish on their standing mount but my workaround can't make that append so here is the workaround for not being able to attack with the fish rod : 
 

//In InstanceBase.cpp :
// find : 
BOOL CInstanceBase::IsHoldingPickAxe()
{
	const int c_iPickAxeStart = 29101;
	const int c_iPickAxeEnd = 29110;
	return m_awPart[CRaceData::PART_WEAPON] >= c_iPickAxeStart && m_awPart[CRaceData::PART_WEAPON] <= c_iPickAxeEnd;
}

//Add:
#ifdef ENABLE_STANDING_MOUNT
BOOL CInstanceBase::IsHoldingFishRod()
{
	const int c_iFishRodStart = 27400;
	const int c_iFishRodEnd = 27590;
	return m_awPart[CRaceData::PART_WEAPON] >= c_iFishRodStart && m_awPart[CRaceData::PART_WEAPON] <= c_iFishRodEnd;
}
#endif
//check that you just have fishrod vnum between 27400 and 27590
  
//find in bool CInstanceBase::CanAttack():

	if (IsHoldingPickAxe())
		return false;

//add:

	if (IsHoldingFishRod() && IsMountingHoverBoard())
		return false;
  

 

 

I don't see what you mean with aura of sword though could you send a video ? 

 

Best regards 

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26 minutes ago, ARiver said:

I have find another workaround but it's not that good I don't know if official server allow you to fish on their standing mount but my workaround can't make that append so here is the workaround for not being able to attack with the fish rod : 
 

//In InstanceBase.cpp :
// find : 
BOOL CInstanceBase::IsHoldingPickAxe()
{
	const int c_iPickAxeStart = 29101;
	const int c_iPickAxeEnd = 29110;
	return m_awPart[CRaceData::PART_WEAPON] >= c_iPickAxeStart && m_awPart[CRaceData::PART_WEAPON] <= c_iPickAxeEnd;
}

//Add:
#ifdef ENABLE_STANDING_MOUNT
BOOL CInstanceBase::IsHoldingFishRod()
{
	const int c_iFishRodStart = 27400;
	const int c_iFishRodEnd = 27590;
	return m_awPart[CRaceData::PART_WEAPON] >= c_iFishRodStart && m_awPart[CRaceData::PART_WEAPON] <= c_iFishRodEnd;
}
#endif
//check that you just have fishrod vnum between 27400 and 27590
  
//find in bool CInstanceBase::CanAttack():

	if (IsHoldingPickAxe())
		return false;

//add:

	if (IsHoldingFishRod() && IsMountingHoverBoard())
		return false;
  

 

 

I don't see what you mean with aura of sword though could you send a video ? 

 

Best regards 

here will you move with aura active we jump out of weapon and thanks so much for fix fishingrod
.gif

Edited by RobinHoodye
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https://metin2.dev/topic/33920-bug-for-mount/#findComment-172490
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@Perev

ActorInstance.cpp

// On void CActorInstance::INSTANCEBASE_Transform() search:

    UpdatePointInstance();

// Add above:

#ifdef ENABLE_FIX_EFFECT_MOVEMENT
    UpdateAttachingInstances();
#endif

// On void CActorInstance::OnUpdate() search:

    UpdateAttachingInstances();

// Replace with:

#ifndef ENABLE_FIX_EFFECT_MOVEMENT
    UpdateAttachingInstances();
#endif

Locale_inc.h

#define ENABLE_FIX_EFFECT_MOVEMENT
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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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