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Tyrael

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About Tyrael

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    Friendly
  • Birthday 04/01/1993

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    www.metin2atardecer.com.es
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    lccandrus

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    Female
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    venezuela

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  1. c++ [GF v17.5] Active pet seal effect

    metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]# <!> globalSlotNumber may be different <!> globalSlotNumber replace slotNumber
  2. hello developers I have a problem as such I tried to change the board of ConnectingDialog but it does not take the call in ConnectingDialog.py check all the intrologin.py and I did not see where I defined the board separately. Does anyone have any idea of this?
  3. c++ [C++/Python]17.5 Element Image on target

    I have an error placing the item description code 1114 14: 57: 39854 :: Traceback (most recent call last): 1114 14: 57: 39854 :: File "game.py", line 1390, in SetPCTargetBoard 1114 14: 57: 39854 :: File "uiTarget.py", line 604, in Open 1114 14: 57: 39854 :: File "uiTarget.py", line 681, in ResetTargetBoard 1114 14: 57: 39854 :: AttributeError 1114 14: 57: 39854 ::: 1114 14: 57: 39854 :: 'TargetBoard' object has not attribute 'elementImageToolTip' 1114 14: 57: 39854 :: this says it is not found self.elementImageToolTip = uiToolTip.ToolTip () self.elementImageToolTip.ClearToolTip () they are within the definition if you put it in initializate the sysser disappears but it does not work
  4. open [BUY]Clone System & Protection Client

    non-testified system I do not know what mistakes I can have https://mega.nz/#!tQVHXRCb!fI2SMYJ1e89O9bfuDULZS4Xne2S1PjuKzXOD2s5kpUE
  5. error extern (libraries of your source code)
  6. open Title system vegas problem

    error python check
  7. open Error Packet 80

    good afternoon developer community I encountered the following problem and I have not found the solution It consists of packet error or that tells me the sysser Channel is not turned off and does not generate game.core SYSERR: Oct 8 11:26:07 :: pid_init: Start of pid: 21551 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 0 mob 3596 skill 257 SYSERR: Oct 8 11:26:10 :: LoadSkillMotion: Motion: Skill exist but no motion data for index 1 mob 3596 skill 258 SYSERR: Oct 8 11:26:10 :: LoadMotion: cannot find accumulation data in file 'data/monster/metinstone_egg/loop.msa' SYSERR: Oct 8 11:26:10 :: LoadMotion: Motion: Load failed vnum(34009) motion(2) file(data/monster/pwahuang1_2/walk.msa) SYSERR: Oct 8 11:27:58 :: Analyze: login phase does not handle this packet! header 80 I have read all the code and I do not find the error Anyone have the faintest idea where I can look?
  8. open sash system effect problem

    be able to use different effects on each type of sash
  9. open sash problem

    show some capture wherever you see some part of the code
  10. open sash problem

    v1 or v2?
  11. open sash problem

    what version do you use?
  12. open sash system effect problem

    you are right with it is solved the refresh error sorry the annoyance has any idea how to attach a definition for various effects?
  13. open sash system effect problem

    void CInstanceBase::__ClearAcceRefineEffect() { if (!m_acceEffect) return; __EffectContainer_DetachEffect(m_acceEffect); m_acceEffect = 0; } is not correct the topic is not the visualization of the efect but refreshing of equipment or not try to define it differently and how it should be correctly and does not take the functions
  14. I have the following problem of not working correctly the effect when equipping the costumee continuous effect permanently equipped or not costumee effect disappears only when dying bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { __EffectContainer_AttachEffect(m_acceEffect); m_acceEffect = EFFECT_REFINED+EFFECT_ACCE_SPECIAL; __EffectContainer_AttachEffect(m_acceEffect); DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; } } return true; } other methods none works bool CInstanceBase::SetAcce(DWORD eAcce) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; eAcce = eAcce + 65536; // __ClearAcceRefineEffect(); // Clear the previous effect // m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; // __EffectContainer_AttachEffect(m_acceEffect); m_GraphicThingInstance.AttachAcce(eAcce, 0, CRaceData::PART_ACCE); if (!eAcce) { __ClearAcceRefineEffect(); m_GraphicThingInstance.SetScale(1.0f, 1.0f, 1.0f); m_GraphicThingInstance.SetScalePosition(0.0f, 0.0f, 0.0f); m_awPart[CRaceData::PART_ACCE] = 0; } else { CItemData * pItemData; TItemPos Cell; Cell.cell = c_Costume_Slot_Acce-1; if (CItemManager::Instance().GetItemDataPointer(eAcce, &pItemData)) { DWORD Race = GetRace(); DWORD Job = RaceToJob(Race); DWORD Sex = RaceToSex(Race); m_GraphicThingInstance.SetScaleNew(pItemData->GetItemScale(Job, Sex)); if(IsMountingHorse()) { D3DXVECTOR3 pos = pItemData->GetItemScalePosition(Job, Sex); if (Sex == 1) pos.z = pos.z + 15.0f; else pos.z = pos.z + 10.0f; m_GraphicThingInstance.SetScalePosition(pos); } else { m_GraphicThingInstance.SetScalePosition(pItemData->GetItemScalePosition(Job, Sex)); } m_awPart[CRaceData::PART_ACCE] = eAcce; __GetRefinedEffect(pItemData); } else __ClearAcceRefineEffect(); } return true; } case CItemData::ITEM_TYPE_COSTUME: __ClearAcceRefineEffect(); if (pItem->GetSubType() == CItemData::COSTUME_ACCE) { case CItemData::COSTUME_ACCE: { m_acceEffect = EFFECT_REFINED + EFFECT_ACCE_SPECIAL; break; } if (m_acceEffect) m_acceEffect = __AttachEffect(m_acceEffect); break; } kind regards
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