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Found 3 results

  1. locale_game.txt TOOLTIP_BUYPRICE_FREE Item is free. uitooltip.py Find: def AppendPrice(self, price): Change: def AppendPrice(self, price): self.AppendSpace(5) if price == 0: self.AppendTextLine(localeInfo.TOOLTIP_BUYPRICE_FREE, self.POSITIVE_COLOR) else: self.AppendTextLine(localeInfo.TOOLTIP_BUYPRICE % (localeInfo.NumberToMoneyString(price)), self.GetPriceColor(price))
  2. affect.h AFFECT_ALIGNMENT_BONUS_0, AFFECT_ALIGNMENT_BONUS_1, AFFECT_ALIGNMENT_BONUS_2, AFFECT_ALIGNMENT_BONUS_3, char_battle.cpp Change UpdateAlignment: BYTE CHARACTER::GetAlignmentGrade() { int iAlignment = m_iRealAlignment / 10; if (iAlignment >= 100000000) return 0; else if (iAlignment >= 80000000) return 1; else if (iAlignment >= 70000000) return 2; else if (iAlignment >= 60000000) return 3; else if (iAlignment >= 50000000) return 4; else if (iAlignment >= 40000000) return 5; else if (iAlignment >= 30000000) return 6; else if (iAlignment >= 20000000) return 7; else if (iAlignment >= 10000000) return 8; else if (iAlignment >= 0) return 9; else if (iAlignment > -4000) return 10; else if (iAlignment > -8000) return 11; else if (iAlignment > -12000) return 12; return 13; } void CHARACTER::UpdateAlignmentBonus() { BYTE bGrade = GetAlignmentGrade(); typedef struct { BYTE bType0; long lValue0; BYTE bType1; long lValue1; BYTE bType2; long lValue2; BYTE bType3; long lValue3; } TAlignmentBonusInfo; const static TAlignmentBonusInfo szAlignmentBonuses[] = { { POINT_MAX_HP, 15000, POINT_ATT_GRADE, 50, POINT_ATTBONUS_MONSTER, 20, POINT_ATTBONUS_HUMAN, 10 }, // Legendarny { POINT_MAX_HP, 10000, POINT_ATT_GRADE, 40, POINT_ATTBONUS_MONSTER, 15, POINT_ATTBONUS_HUMAN, 5 }, { POINT_MAX_HP, 5000, POINT_ATT_GRADE, 30, POINT_ATTBONUS_MONSTER, 10, POINT_NONE, 0 }, { POINT_MAX_HP, 3500, POINT_ATT_GRADE, 30, POINT_ATTBONUS_MONSTER, 8, POINT_NONE, 0 }, { POINT_MAX_HP, 3000, POINT_ATT_GRADE, 25, POINT_ATTBONUS_MONSTER, 5, POINT_NONE, 0 }, { POINT_MAX_HP, 2500, POINT_ATT_GRADE, 25, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_MAX_HP, 2000, POINT_ATT_GRADE, 20, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_MAX_HP, 1500, POINT_ATT_GRADE, 15, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_MAX_HP, 1000, POINT_ATT_GRADE, 10, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0 }, // Neutralny { POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0 }, { POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0, POINT_NONE, 0 }, }; const TAlignmentBonusInfo * pBonusFound = NULL; if (bGrade >= (sizeof(szAlignmentBonuses) / sizeof(szAlignmentBonuses[0]))) goto no_alignment_bonus; if (szAlignmentBonuses[bGrade].bType0 > 0) pBonusFound = &(szAlignmentBonuses[bGrade]); no_alignment_bonus: if (!pBonusFound) { RemoveAffect(AFFECT_ALIGNMENT_BONUS_0); RemoveAffect(AFFECT_ALIGNMENT_BONUS_1); RemoveAffect(AFFECT_ALIGNMENT_BONUS_2); RemoveAffect(AFFECT_ALIGNMENT_BONUS_3); return; } if (pBonusFound->bType0 != POINT_NONE) { AddAffect(AFFECT_ALIGNMENT_BONUS_0, pBonusFound->bType0, pBonusFound->lValue0, AFF_NONE, 24 * 60 * 60, 0, true, false); } else RemoveAffect(AFFECT_ALIGNMENT_BONUS_0); if (pBonusFound->bType1 != POINT_NONE) { AddAffect(AFFECT_ALIGNMENT_BONUS_1, pBonusFound->bType1, pBonusFound->lValue1, AFF_NONE, 24 * 60 * 60, 0, true, false); } else RemoveAffect(AFFECT_ALIGNMENT_BONUS_1); if (pBonusFound->bType2 != POINT_NONE) { AddAffect(AFFECT_ALIGNMENT_BONUS_2, pBonusFound->bType2, pBonusFound->lValue2, AFF_NONE, 24 * 60 * 60, 0, true, false); } else RemoveAffect(AFFECT_ALIGNMENT_BONUS_2); if (pBonusFound->bType3 != POINT_NONE) { AddAffect(AFFECT_ALIGNMENT_BONUS_3, pBonusFound->bType3, pBonusFound->lValue3, AFF_NONE, 24 * 60 * 60, 0, true, false); } else RemoveAffect(AFFECT_ALIGNMENT_BONUS_3); } void CHARACTER::UpdateAlignment(int iAmount) { bool bShow = false; if (m_iAlignment == m_iRealAlignment) bShow = true; int i = m_iAlignment / 10; m_iRealAlignment = MINMAX(-200000, m_iRealAlignment + iAmount, 1000000000); UpdateAlignmentBonus(); if (bShow) { m_iAlignment = m_iRealAlignment; if (i != m_iAlignment / 10) UpdatePacket(); } } char.h under void RemoveFire(); add BYTE GetAlignmentGrade(); void UpdateAlignmentBonus(); protected: BYTE m_bAlignmentBonusType; long m_bAlignmentBonusValue; public: BYTE GetAlignmentBonusType() { return m_bAlignmentBonusType; }; long GetAlignmentBonusValue() { return m_bAlignmentBonusValue; }; constinfo.py tAligment = { "name" : ( "Legendarny", "Mistyczny", "Magiczny", "Heroiczny", "Bohaterski", "Rycerski", "Szlachetny", "Dobry", "Przyjazny", "Neutralny", ), "colors": { 9: ( 255, 228, 225 ), 8: ( 244, 164, 96 ), 7: ( 205, 133, 63 ), 6: ( 165, 42, 42 ), 5: ( 135, 206, 235 ), 4: ( 0, 191, 255 ), 3: ( 30, 144, 255 ), 2: ( 144, 238, 144 ), 1: ( 46, 139, 87 ), 0: ( 0, 128, 0 ), }, "bonusValue" : ( ( 15000, 50, 20, 10), ( 10000, 40, 15, 5), ( 5000, 30, 10, 0), ( 3500, 30, 8, 0), ( 3000, 25, 5, 0), ( 2500, 25, 0, 0), ( 2000, 20, 0, 0), ( 1500, 15, 0, 0), ( 1000, 10, 0, 0), ( 0, 0, 0, 0), ), } uicharacter.py import grp def RefreshAlignment(self): point, grade = player.GetAlignmentData() colorList = constInfo.tAligment["colors"].get(grade, (255, 255, 255)) gradeColor = ui.GenerateColor(colorList[0], colorList[1], colorList[2]) bonColor = grp.GenerateColor(0.5411, 0.7254, 0.5568, 1.0) self.toolTipAlignment.ClearToolTip() try: self.toolTipAlignment.AutoAppendTextLine(constInfo.tAligment["name"][grade], gradeColor) except: self.toolTipAlignment.AutoAppendTextLine("", gradeColor) self.toolTipAlignment.AutoAppendTextLine(localeInfo.ALIGNMENT_NAME +" "+ str(point)) self.toolTipAlignment.AutoAppendTextLine("Bonusy:", bonColor) for i in xrange(0,4): aVal = constInfo.tAligment["bonusValue"][grade][i] if aVal > 0: applyName = "" if i == 0: applyName = localeInfo.TOOLTIP_MAX_HP(aVal) elif i == 1: applyName = localeInfo.TOOLTIP_ATT_GRADE(aVal) elif i == 2: applyName = localeInfo.TOOLTIP_APPLY_ATTBONUS_MONSTER(aVal) elif i == 3: applyName = localeInfo.TOOLTIP_APPLY_ATTBONUS_HUMAN(aVal) self.toolTipAlignment.AutoAppendTextLine(applyName, bonColor) self.toolTipAlignment.AlignHorizonalCenter() InstanceBase.h TITLE_NUM = 14, TITLE_NONE = 9, InstanceBase.cpp UINT CInstanceBase::GetAlignmentGrade() { if (m_sAlignment >= 1000000) return 0; else if (m_sAlignment >= 800000) return 1; else if (m_sAlignment >= 700000) return 2; else if (m_sAlignment >= 600000) return 3; else if (m_sAlignment >= 500000) return 4; else if (m_sAlignment >= 400000) return 5; else if (m_sAlignment >= 300000) return 6; else if (m_sAlignment >= 200000) return 7; else if (m_sAlignment >= 100000) return 8; else if (m_sAlignment >= 0) return 9; else if (m_sAlignment > -4000) return 10; else if (m_sAlignment > -8000) return 11; else if (m_sAlignment > -12000) return 12; return 13; } int CInstanceBase::GetAlignmentType() { switch (GetAlignmentGrade()) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: { return ALIGNMENT_TYPE_WHITE; break; } case 10: case 11: case 12: case 13: { return ALIGNMENT_TYPE_DARK; break; } } return ALIGNMENT_TYPE_NORMAL; } introLoading.py TITLE_COLOR_DICT = ( colorInfo.TITLE_RGB_GOOD_9, colorInfo.TITLE_RGB_GOOD_8, colorInfo.TITLE_RGB_GOOD_7, colorInfo.TITLE_RGB_GOOD_6, colorInfo.TITLE_RGB_GOOD_5, colorInfo.TITLE_RGB_GOOD_4, colorInfo.TITLE_RGB_GOOD_3, colorInfo.TITLE_RGB_GOOD_2, colorInfo.TITLE_RGB_GOOD_1, colorInfo.TITLE_RGB_NORMAL, colorInfo.TITLE_RGB_EVIL_1, colorInfo.TITLE_RGB_EVIL_2, colorInfo.TITLE_RGB_EVIL_3, colorInfo.TITLE_RGB_EVIL_4, ) localeInfo.py def GetAlignmentTitleName(alignment): if alignment >= 1000000: return TITLE_NAME_LIST[0] elif alignment >= 800000: return TITLE_NAME_LIST[1] elif alignment >= 700000: return TITLE_NAME_LIST[2] elif alignment >= 600000: return TITLE_NAME_LIST[3] elif alignment >= 500000: return TITLE_NAME_LIST[4] elif alignment >= 400000: return TITLE_NAME_LIST[5] elif alignment >= 300000: return TITLE_NAME_LIST[6] elif alignment >= 200000: return TITLE_NAME_LIST[7] elif alignment >= 100000: return TITLE_NAME_LIST[8] elif alignment >= 0: return TITLE_NAME_LIST[9] elif alignment > -4000: return TITLE_NAME_LIST[10] elif alignment > -8000: return TITLE_NAME_LIST[11] elif alignment > -12000: return TITLE_NAME_LIST[12] return TITLE_NAME_LIST[10] TITLE_NAME_LIST = ( PVP_LEVEL0, PVP_LEVEL1, PVP_LEVEL2, PVP_LEVEL3, PVP_LEVEL4, PVP_LEVEL5, PVP_LEVEL6, PVP_LEVEL7, PVP_LEVEL8, PVP_LEVEL9, PVP_LEVEL10, PVP_LEVEL11, PVP_LEVEL12, PVP_LEVEL13, )
  3. Download: Okey Card.7z Card Improvement Okey ~One click = puts all decks into gui char_cards.cpp - Find Cards_pullout() and change: void CHARACTER::Cards_pullout() { DWORD empty_space = GetEmptySpaceInHand(); if (empty_space == -1) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("OKAY_CARD_ENOUGH_SPACE_ON_HAND")); return; } if (character_cards.cards_left < 1) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("OKAY_CARD_ENOUGH_CARDS")); return; } if (GetAllCardsCount() >= 5) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("OKAY_CARD_ENOUGH_SPACE_ON_TABLE")); return; } for (BYTE i = 0; i < 5; i++) { if (empty_space == -1) break; if (character_cards.cards_left < 1) break; if (GetAllCardsCount() >= 5) break; RandomizeCards(); SendUpdatedInformations(); } } Okey Card Repair - Visual Error uiscriptlocale.py Find: CARDS_DESC = "mini_game_okey_desc.txt" Change: CARDS_DESC = "%s/mini_game_okey_desc.txt" % (name) Open uiCards.py Find: self.descriptionBox = self.DescriptionBox() add after: self.descriptionBox.SetParent(self.textBoard) Wuala visual error fixed Ha tfu ~GameCore.top
Style Version: 0.1

The code was completely created from scratch and optimized.

The basic style on which it was created: Default

Created by: Grzyb.ovh

The style was to be simple to browse topics, devoid of graphics, uniform in color and definitely simple. ×

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