Cruel 4 Posted February 7, 2015 Share Posted February 7, 2015 Hi guys, someone knows where is "gm.mse" declared from to add vip.mse. I want to make vip system from src. if (GetGMLevel() > GM_LOW_WIZARD) { m_afAffectFlag.Set(AFF_YMIR); m_bPKMode = PK_MODE_PROTECT; } if (GetGMLevel() == GM_VIP) { m_afAffectFlag.Set(AFF_YMIR_VIP); } Link to comment Share on other sites More sharing options...
Ken 904 Posted February 7, 2015 Share Posted February 7, 2015 Your method is like a joke Then you must add your characters in gmlist.sql and make GM_VIP New GM rank Kind Regards Ken ~ TA 1 Do not be sorry, be better. Link to comment Share on other sites More sharing options...
Former Staff flygun 302 Posted February 7, 2015 Former Staff Share Posted February 7, 2015 you can make this easy without src ... with (sql and quest ) add new cell name it whatever example (VIP) and make it take just binary numbers (1 and 0) then make a quest or system to change the VIP cell in the database and in the system make it read the VIP cell if 1 then it's a VIP and 0 no becuse if you want to make new GM rank without C++ knowledge it'll be so difficult Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 8, 2015 Author Share Posted February 8, 2015 I have c++ knowledge, not very big but have enougth to make some changes into src. I know method by quest, but i want to make it better. For example vips with quest when change armor that image upon head dissapear and just want to know where to find out (gm.mse,ymirred.tga) in src, to add condition for VIP (think that this is somewhere in client binary). Link to comment Share on other sites More sharing options...
Adrian1428 31 Posted February 8, 2015 Share Posted February 8, 2015 http://www.elitepvpers.com/forum/metin2-pserver-guides-strategies/3426219-release-v-i-p-system-mit-dauerhaften-zeichen.html( no advertise ) - tested , work Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 8, 2015 Author Share Posted February 8, 2015 Thank for link, but not better to do that think from src, without infinit loop? Link to comment Share on other sites More sharing options...
Premium Dash 81 Posted February 8, 2015 Premium Share Posted February 8, 2015 Create a new effect on affect.h add it to client source and playersettingsmoudule. Then change AFF_YMIR or AFF_YMIR_VIP with your effect Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 8, 2015 Author Share Posted February 8, 2015 Create a new effect on affect.h add it to client source and playersettingsmoudule. Then change AFF_YMIR or AFF_YMIR_VIP with your effect There is just a structure with all effects, but where is contect of each of those effects? Where is declared to open gm.mse? Link to comment Share on other sites More sharing options...
Premium Necro 78 Posted February 8, 2015 Premium Share Posted February 8, 2015 I am not sure about this. I think that in src is only index of effect. Only in client is declared gm.mse -> -> playersettingmodule.py chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+0, "Bip01", locale.FN_GM_MARK) -> locale.py FN_GM_MARK = "%s/effect/gm.mse" % app.GetLocalePath() so the best way is find in src this -> chrmgr.EFFECT_AFFECT+0 and modify or copy. 1 Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 8, 2015 Author Share Posted February 8, 2015 (edited) Thank you very much, i will take a look and edit post. Look, here is structure of affects: enum EAffectBits { AFF_NONE, AFF_YMIR, AFF_INVISIBILITY, AFF_SPAWN, AFF_POISON, AFF_SLOW, AFF_STUN, AFF_DUNGEON_READY, // 던전에서 준비 상태 AFF_DUNGEON_UNIQUE, // 던전 유니크 (클라이언트에서 컬링되지않음) AFF_BUILDING_CONSTRUCTION_SMALL, AFF_BUILDING_CONSTRUCTION_LARGE, AFF_BUILDING_UPGRADE, AFF_MOV_SPEED_POTION, AFF_ATT_SPEED_POTION, AFF_FISH_MIND, AFF_JEONGWIHON, // 전귀혼 AFF_GEOMGYEONG, // 검경 AFF_CHEONGEUN, // 천근추 AFF_GYEONGGONG, // 경공술 AFF_EUNHYUNG, // 은형법 AFF_GWIGUM, // 귀검 AFF_TERROR, // 공포 AFF_JUMAGAP, // 주마갑 AFF_HOSIN, // 호신 AFF_BOHO, // 보호 AFF_KWAESOK, // 쾌속 AFF_MANASHIELD, // 마나쉴드 AFF_MUYEONG, // 무영진 affect AFF_REVIVE_INVISIBLE, // 부활시 잠시동안 무적 AFF_FIRE, // 지속 불 데미지 AFF_GICHEON, // 기천대공 AFF_JEUNGRYEOK, // 증력술 AFF_TANHWAN_DASH, // 탄환격용 달리기어펙트 AFF_PABEOP, // 파법술 AFF_CHEONGEUN_WITH_FALL, // 천근추 AFF_POLYMORPH, AFF_WAR_FLAG1, AFF_WAR_FLAG2, AFF_WAR_FLAG3, AFF_CHINA_FIREWORK, AFF_HAIR, // 헤어 AFF_GERMANY, // 독일 AFF_BITS_MAX }; Here is list in playersettingmodule.py # LOCALE chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+0, "Bip01", localeInfo.FN_GM_MARK) # END_OF_LOCALE chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+3, "Bip01", "d:/ymir work/effect/hit/blow_poison/poison_loop.mse") ## 중독 chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+4, "", "d:/ymir work/effect/affect/slow.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+5, "Bip01 Head", "d:/ymir work/effect/etc/stun/stun_loop.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+6, "", "d:/ymir work/effect/etc/ready/ready.mse") #chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+8, "", "d:/ymir work/guild/effect/10_construction.mse") #chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+9, "", "d:/ymir work/guild/effect/20_construction.mse") #chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+10, "", "d:/ymir work/guild/effect/20_upgrade.mse") ........ ........ I seen that EFFECT_AFFECT is default 2, and that 2 is GM_MARK. 5-th is poison, and in client version is "chrmgr.EFFECT_AFFECT+3". Thats why i think that in src just need to declared the list, and in client to localize where to find the effect. What are you thinking about? Edited February 8, 2015 by Cruel Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 8, 2015 Author Share Posted February 8, 2015 If system will work well, ill make a tutorial here, with all steps + pc.is_vip() function. :* Link to comment Share on other sites More sharing options...
Premium Lufbert 20 Posted February 9, 2015 Premium Share Posted February 9, 2015 Yes, you must create new affect in source server, and declare it in python. Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 9, 2015 Author Share Posted February 9, 2015 I think you are confused, i need to declare new effect in source game, and create new affect in python. chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+0, "Bip01", locale.FN_GM_MARK) Link to comment Share on other sites More sharing options...
Premium Necro 78 Posted February 9, 2015 Premium Share Posted February 9, 2015 I try it but i have little problem, might be someone will knoe answer. What i must modify in game src I have already done: affect.h add : AFF_VIP, and char.cpp modify like that: m_afAffectFlag.Set(AFF_YMIR); m_afAffectFlag.Set(AFF_VIP); m_bPKMode = PK_MODE_PROTECT; but ingame i still dont see new effect of VIP. Are any thing to edit in game src? Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 10, 2015 Author Share Posted February 10, 2015 you have declared in client vip? chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+1, "Bip01", localeInfo.FN_VIP_MARK) But better is to paste VIP before last, and declare in the client like: chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+41, "Bip01", localeInfo.FN_VIP_MARK) and in locale.py FN_VIP_MARK = "%s/effect/vip.mse" % app.GetLocalePath() Link to comment Share on other sites More sharing options...
Cruel 4 Posted February 10, 2015 Author Share Posted February 10, 2015 Someone can give me working db source? P.S. Branch mainline_released. Link to comment Share on other sites More sharing options...
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