felipeard1 167 Posted July 13, 2015 Share Posted July 13, 2015 (edited) M2 Download Center This is the hidden content, please Sign In or Sign Up ( Internal ) Spoiler Is the color that appears to each character when selected or give click, this color is changed depending on the kingdom which is the pj, this same applies to the NPC. The mobs appear with a different effect to common and is a matter of each effect changes the color depending on individual taste [Source Binary] 1. open InstanceBase.cpp in UserInterface Spoiler 1.Search CInstanceBase :: OnSelected and replace everything: void CInstanceBase::OnSelected() { #ifdef __MOVIE_MODE__ if (!__IsExistMainInstance()) return; #endif if (IsStoneDoor()) return; if (IsDead()) return; if (IsEnemy()) { __AttachSelectEffectMonster(); } if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) // Shinshoo { __AttachSelectEffectShinsoo(); } else if (m_dwEmpireID == 2) // chunjo { __AttachSelectEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnos { __AttachSelectEffectJinnos(); } } } 2.Search CInstanceBase :: OnUnselected () and replace everything: void CInstanceBase::OnUnselected() { //__DetachSelectEffect(); if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __DetachSelectEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __DetachSelectEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __DetachSelectEffectJinnos(); } } if (IsEnemy()) { __DetachSelectEffectMonster(); } } 3. Search CInstanceBase :: OnTargeted () and replace everything: void CInstanceBase::OnTargeted() { #ifdef __MOVIE_MODE__ if (!__IsExistMainInstance()) return; #endif if (IsStoneDoor()) return; if (IsDead()) return; if (IsEnemy()) { __AttachTargetEffectMonster(); } if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __AttachTargetEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __AttachTargetEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __AttachTargetEffectJinnos(); } } } 4. Search CInstanceBase :: OnUntargeted () and replace everything: void CInstanceBase::OnUntargeted() { if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __DetachTargetEffectShinsoo(); } else if (m_dwEmpireID == 2)//Chunjo { __DetachTargetEffectChunjo(); } else if (m_dwEmpireID == 3)//Jinnnos { __DetachTargetEffectJinnos(); } } if (IsEnemy()) { __DetachTargetEffectMonster(); } } 2. Open InstanceBase.h in UserInterface Spoiler 1.Search EFFECT_EMOTICON_END = EFFECT_EMOTICON + EMOTICON_NUM, and put down: EFFECT_MONSTER, EFFECT_SHINSOO, EFFECT_CHUNJO, EFFECT_JINNOS, EFFECT_TARGET_SHINSOO, EFFECT_TARGET_JINNOS, EFFECT_TARGET_CHUNJO, EFFECT_TARGET_MONSTER, 2.Search __DetachTargetEffect and put down that: void __AttachTargetEffectMonster(); void __DetachTargetEffectMonster(); void __AttachSelectEffectMonster(); void __DetachSelectEffectMonster(); void __AttachTargetEffectShinsoo(); void __DetachTargetEffectShinsoo(); void __AttachSelectEffectShinsoo(); void __DetachSelectEffectShinsoo(); void __AttachTargetEffectJinnos(); void __DetachTargetEffectJinnos(); void __AttachSelectEffectJinnos(); void __DetachSelectEffectJinnos(); void __AttachTargetEffectChunjo(); void __DetachTargetEffectChunjo(); void __AttachSelectEffectChunjo(); void __DetachSelectEffectChunjo(); 3. Open InstanceBaseEffect.cpp in UserInterface Spoiler 1.Search CInstanceBase :: __ StoneSmoke_Inialize and put up /////////////////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectMonster() { __EffectContainer_AttachEffect(EFFECT_MONSTER); } void CInstanceBase::__DetachSelectEffectMonster() { __EffectContainer_DetachEffect(EFFECT_MONSTER); } void CInstanceBase::__AttachTargetEffectMonster() { __EffectContainer_AttachEffect(EFFECT_TARGET_MONSTER); } void CInstanceBase::__DetachTargetEffectMonster() { __EffectContainer_DetachEffect(EFFECT_TARGET_MONSTER); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectShinsoo() { __EffectContainer_AttachEffect(EFFECT_SHINSOO); } void CInstanceBase::__DetachSelectEffectShinsoo() { __EffectContainer_DetachEffect(EFFECT_SHINSOO); } void CInstanceBase::__AttachTargetEffectShinsoo() { __EffectContainer_AttachEffect(EFFECT_TARGET_SHINSOO); } void CInstanceBase::__DetachTargetEffectShinsoo() { __EffectContainer_DetachEffect(EFFECT_TARGET_SHINSOO); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectChunjo() { __EffectContainer_AttachEffect(EFFECT_CHUNJO); } void CInstanceBase::__DetachSelectEffectChunjo() { __EffectContainer_DetachEffect(EFFECT_CHUNJO); } void CInstanceBase::__AttachTargetEffectChunjo() { __EffectContainer_AttachEffect(EFFECT_TARGET_CHUNJO); } void CInstanceBase::__DetachTargetEffectChunjo() { __EffectContainer_DetachEffect(EFFECT_TARGET_CHUNJO); } ///////////////////////////////////////////////////////////// void CInstanceBase::__AttachSelectEffectJinnos() { __EffectContainer_AttachEffect(EFFECT_JINNOS); } void CInstanceBase::__DetachSelectEffectJinnos() { __EffectContainer_DetachEffect(EFFECT_JINNOS); } void CInstanceBase::__AttachTargetEffectJinnos() { __EffectContainer_AttachEffect(EFFECT_TARGET_JINNOS); } void CInstanceBase::__DetachTargetEffectJinnos() { __EffectContainer_DetachEffect(EFFECT_TARGET_JINNOS); } ///////////////////////////////////////////////////////////// 4. Open PythonCharacterManagerModule.cpp in UserInterface Spoiler 1.Search EFFECT_CRITICAL and placed under PyModule_AddIntConstant(poModule, "EFFECT_MONSTER", CInstanceBase::EFFECT_MONSTER); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_MONSTER", CInstanceBase::EFFECT_TARGET_MONSTER); PyModule_AddIntConstant(poModule, "EFFECT_SHINSOO", CInstanceBase::EFFECT_SHINSOO); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_SHINSOO", CInstanceBase::EFFECT_TARGET_SHINSOO); PyModule_AddIntConstant(poModule, "EFFECT_CHUNJO", CInstanceBase::EFFECT_CHUNJO); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_CHUNJO", CInstanceBase::EFFECT_TARGET_CHUNJO); PyModule_AddIntConstant(poModule, "EFFECT_JINNOS", CInstanceBase::EFFECT_JINNOS); PyModule_AddIntConstant(poModule, "EFFECT_TARGET_JINNOS", CInstanceBase::EFFECT_TARGET_JINNOS); [Python Client] 1. Open playersettingmodule.py in root: Spoiler 1. Look up and place chrmgr.EFFECT_STUN chrmgr.RegisterCacheEffect(chrmgr.EFFECT_SHINSOO, "", "d:/ymir work/effect/world/shinsoo_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_SHINSOO, "", "d:/ymir work/effect/world/shinsoo_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_CHUNJO, "", "d:/ymir work/effect/world/chunjo_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_CHUNJO, "", "d:/ymir work/effect/world/chunjo_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_JINNOS, "", "d:/ymir work/effect/world/jinnos_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_JINNOS, "", "d:/ymir work/effect/world/jinnos_glow_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_MONSTER, "", "d:/ymir work/effect/world/mob_select.mse") chrmgr.RegisterCacheEffect(chrmgr.EFFECT_TARGET_MONSTER, "", "d:/ymir work/effect/world/mob_glow_select.mse") Finally add eix epk and I leave at Download Img System Credits: me Greetings! This is the hidden content, please Sign In or Sign Up Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal 43 1 1 1 6 2 45 Link to comment Share on other sites More sharing options...
OoKaMikevin95 0 Posted July 14, 2015 Share Posted July 14, 2015 Thx Nice Link to comment Share on other sites More sharing options...
felipeard1 167 Posted July 14, 2015 Author Share Posted July 14, 2015 Thx Nice :) Link to comment Share on other sites More sharing options...
Former Staff flygun 304 Posted July 14, 2015 Former Staff Share Posted July 14, 2015 (edited) nice idea ... but like this you can't attach the horse with any of this effects . Edited July 14, 2015 by flygun Link to comment Share on other sites More sharing options...
flexio 83 Posted July 14, 2015 Share Posted July 14, 2015 (edited) nice idea ... but like this you can't attach the horse with any of this effects . else { __xxxxxxxEffectMonster(); } Edited July 14, 2015 by flexio 1 Link to comment Share on other sites More sharing options...
Premium Galet 510 Posted July 14, 2015 Premium Share Posted July 14, 2015 You can do this for a GM too Link to comment Share on other sites More sharing options...
Former Staff flygun 304 Posted July 14, 2015 Former Staff Share Posted July 14, 2015 nice idea ... but like this you can't attach the horse with any of this effects . Hidden Content i know how to do it but for people who doesn't know Link to comment Share on other sites More sharing options...
felipeard1 167 Posted July 15, 2015 Author Share Posted July 15, 2015 (edited) You can do this for a GM too I guess this is so if (IsGameMaster()) { __AttachSelectEffectMonster(); // Effect Example } nice idea ... but like this you can't attach the horse with any of this effects . I guess this is so if (IsMounting()) { __AttachSelectEffectMonster(); // Effect Example } Edited July 15, 2015 by felipeard1 1 Link to comment Share on other sites More sharing options...
forestking11 0 Posted July 15, 2015 Share Posted July 15, 2015 (edited) thx Edited July 15, 2015 by forestking11 Link to comment Share on other sites More sharing options...
Juppsy 4 Posted July 15, 2015 Share Posted July 15, 2015 Can you do this for stones? Link to comment Share on other sites More sharing options...
TheMt2 11 Posted July 15, 2015 Share Posted July 15, 2015 (edited) Hey, Work : https://metin2.download/picture/O7dlSj703CL6xPg9XrgPuIu4AWz3Q015/.jpg Thx man Edited August 30, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Premium Galet 510 Posted July 15, 2015 Premium Share Posted July 15, 2015 Can you do this for stones? Yes, but you have to use IsStone You can do this for a GM too I guess this is so if (IsGameMaster()) { __AttachSelectEffectMonster(); // Effect Example } nice idea ... but like this you can't attach the horse with any of this effects . I guess this is so if (IsMounting()) { __AttachSelectEffectMonster(); // Effect Example } Yes, I did a system like that before Link to comment Share on other sites More sharing options...
Loyal2 1 Posted July 16, 2015 Share Posted July 16, 2015 How can we change the color ? Link to comment Share on other sites More sharing options...
Aerrow 41 Posted July 16, 2015 Share Posted July 16, 2015 In the .mse files. Link to comment Share on other sites More sharing options...
Rideas 167 Posted August 10, 2015 Share Posted August 10, 2015 (edited) sorry speak english Is the color that appears to each character when selected or give click, this color is changed depending on the kingdom which is the pj, this same applies to the NPC. The mobs appear with a different effect to common and is a matter of each effect changes the color depending on individual taste [Source Binary] 1. open InstanceBase.cpp in UserInterface Hidden Content 2. Open InstanceBase.h in UserInterface Hidden Content 3. Open InstanceBaseEffect.cpp in UserInterface Hidden Content 4. Open PythonCharacterManagerModule.cpp in UserInterface Hidden Content [Python Client] 1. Open playersettingmodule.py in root: Hidden Content Finally add eix epk and I leave at Download Img System Credits: me Greetings! This is the hidden content, please Sign In or Sign Up if (IsEnemy())change allif (IsEnemy() || IsStone()) Edited August 19, 2022 by Metin2 Dev Core X - External 2 Internal 3 3 Link to comment Share on other sites More sharing options...
Honorable Member xP3NG3Rx 19679 Posted August 21, 2015 Honorable Member Share Posted August 21, 2015 (edited) It is a good idea, thank you.I made for different empires, npc/gm, pvp mode and for party . The pvp mode is already exists in the client. Edited August 19, 2022 by Metin2 Dev Core X - External 2 Internal 9 3 5 Link to comment Share on other sites More sharing options...
Honorable Member .plechito' 7721 Posted August 21, 2015 Honorable Member Share Posted August 21, 2015 (edited) Yeah original client has included this effects for mobs/npcs/players, pvp mode and party... Thanks Edited August 21, 2015 by .plechito' Link to comment Share on other sites More sharing options...
CloseSource 14 Posted August 27, 2015 Share Posted August 27, 2015 Thnx! Link to comment Share on other sites More sharing options...
Tasho 243 Posted September 4, 2015 Share Posted September 4, 2015 it can be done for pets too? but only for pets not for mounts/horse/npc? Link to comment Share on other sites More sharing options...
TheSLZ 105 Posted October 18, 2015 Share Posted October 18, 2015 (edited) Thanks for the system. I have a little bug with this. I was bored and had time, so i made a video to explain it. Edited October 18, 2015 by TheSLZ Link to comment Share on other sites More sharing options...
TheSLZ 105 Posted October 18, 2015 Share Posted October 18, 2015 (edited) I have solved it. I write "return;" after all "__Attachxy()" and "__Detachxy()" in Instancebase.cpp example: if (IsPC() || IsNPC()) { if (m_dwEmpireID == 1) //Shinsoo { __DetachTargetEffectShinsoo(); return; } else if (m_dwEmpireID == 2)//Chunjo { __DetachTargetEffectChunjo(); return; } else if (m_dwEmpireID == 3)//Jinnnos { __DetachTargetEffectJinnos(); return; } else { __DetachTargetEffectMonster(); return; } } if (IsEnemy()) { __DetachTargetEffectMonster(); return; } if (IsStone()) { __DetachTargetEffectMonster(); return; } Edited October 18, 2015 by TheSLZ 1 2 Link to comment Share on other sites More sharing options...
icewolf 27 Posted January 7, 2016 Share Posted January 7, 2016 i have problem with the client in root when im trying to open the game Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4883 Posted January 15, 2016 Bot Share Posted January 15, 2016 Nice idea! I successfully implemented this to my game, but now I wanna to change color of that circle. But I have a little problem with that. In .mse file are this lines: ColorOperationType 4 ColorFactor 0.031373 0.227451 0.992157 1.000000 I think that ColorOperationType is quantity of with how many numbers we want work. (So there are four colors in that cirlce?) And ColorFactor is config of that color. But I don't know what form of enrollment is this. Am I right? If not..how can I change color of circle? Thanks for all help. Link to comment Share on other sites More sharing options...
Honorable Member xP3NG3Rx 19679 Posted January 17, 2016 Honorable Member Share Posted January 17, 2016 Use WE to edit the effects. 1 Link to comment Share on other sites More sharing options...
icewolf 27 Posted January 17, 2016 Share Posted January 17, 2016 works but in Orginal Maps Like a1 .b1.c1 the Npc Works Good But in blackisland or somelike that Npc Effect does't work Link to comment Share on other sites More sharing options...
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