Beiträge von The_Jones

    No Front an dich oder Dean,

    Aber wenn du mit den Files was machen willst die er verkauft hat ( das CL2 Paket) dann wirst du keinen Erfolg haben.

    Mit dem Wissensstand den ich bei dir sehe , definitiv nicht. Wie gesagt No Front really , es ist kein Meister vom Himmel gefallen. Aber aka LIB passt nicht zum OS sollte man selber fixen können bzw. Überhaupt den Fehler zu Verstehen ohne zu Fragen wie man das beheben kann.

    Schau Mal tiefer in die Files rein, und ich meine JEDE noch so Unscheinbar erscheinende Datei 😁 Hatte dir schon Mal gesagt,nur weil jemand sagt No Backdoors o.Ä , stimmt das nicht gleich.

    Schau einfach Mal jede Datei an, und überleg nochmal ob dieser Thread hier Sinnvoll ist. Du stellst dir aus meiner Sicht selbst das Bein.

    Systeme kannst du pauschal gar nicht nennen wenn du keine Art des Servers erträgst.

    Old/Mir/New haben ja Grundsätzlich verschiedenen Systeme , für nen Richtigen Old Brauch man meines Erachtens keine Systeme wenn man es richtig gestaltet.

    Auf die anderen Sachen werde ich gleich eingehen, wenn ich von der Autobahn runter bin.

    Bro, take a look in what i posted , and when u dont know what u have to do, ask me in Private or Discord.

    So , when u dont see the Right path u should never make a metin2 Server.

    What u are looking for is one of the friendlyst what u can do with the Source .

    Open service.h and where u want

    Code
    1. #define ELEMENT_NEW_BONUSES



    Code:

    Code
    1. open length.h, look for:
    2. MAX_APPLY_NUM,
    3. };

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. APPLY_ATTBONUS_ELEC,
    3. APPLY_ATTBONUS_FIRE,
    4. APPLY_ATTBONUS_ICE,
    5. APPLY_ATTBONUS_WIND,
    6. APPLY_ATTBONUS_EARTH,
    7. APPLY_ATTBONUS_DARK,
    8. #endif

    in the same file look for ERaceFlags enum and replace with:

    Code:

    open battle.cpp, look for:

    Code:

    Code
    1. else if (pkVictim->IsRaceFlag(RACE_FLAG_ICE))
    2. iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ICE)) / 100;

    add below:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. else if (pkVictim->IsRaceFlag(RACE_FLAG_ELEC))
    3. iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ELEC)) / 100;
    4. else if (pkVictim->IsRaceFlag(RACE_FLAG_WIND))
    5. iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_WIND)) / 100;
    6. else if (pkVictim->IsRaceFlag(RACE_FLAG_EARTH))
    7. iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_EARTH)) / 100;
    8. else if (pkVictim->IsRaceFlag(RACE_FLAG_DARK))
    9. iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_DARK)) / 100;
    10. #endif

    open char.cpp, look for:*

    Code:

    Code
    1. case POINT_NORMAL_HIT_DEFEND_BONUS:

    add below:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. case POINT_ATTBONUS_ELEC:
    3. case POINT_ATTBONUS_FIRE:
    4. case POINT_ATTBONUS_ICE:
    5. case POINT_ATTBONUS_WIND:
    6. case POINT_ATTBONUS_EARTH:
    7. case POINT_ATTBONUS_DARK:
    8. #endif

    in char.cpp, look for:

    Code:

    Code
    1. PointChange(aApplyInfo[bApplyType].bPointType, iVal);

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. case APPLY_ATTBONUS_ELEC:
    3. case APPLY_ATTBONUS_FIRE:
    4. case APPLY_ATTBONUS_ICE:
    5. case APPLY_ATTBONUS_WIND:
    6. case APPLY_ATTBONUS_EARTH:
    7. case APPLY_ATTBONUS_DARK:
    8. #endif

    in char.h, look for:

    Code:

    Code
    1. };
    2. enum EPKModes

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. POINT_ATTBONUS_ELEC,
    3. POINT_ATTBONUS_WIND,
    4. POINT_ATTBONUS_EARTH,
    5. POINT_ATTBONUS_DARK,
    6. #endif

    in constants.cpp, look for:

    Code:

    Code
    1. };
    2. const int aiItemMagicAttributePercentHigh[ITEM_ATTRIBUTE_MAX_LEVEL] = {30, 40, 20, 8, 2};

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. { POINT_ATTBONUS_ELEC,},
    3. { POINT_ATTBONUS_FIRE, },
    4. { POINT_ATTBONUS_ICE, },
    5. { POINT_ATTBONUS_WIND, },
    6. { POINT_ATTBONUS_EARTH, },
    7. { POINT_ATTBONUS_DARK, },
    8. #endif

    now go into db source.

    open ProtoReader.cpp, look for:

    Code:

    Code
    1. string arApplyType[] = { "APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW","APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS","APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW", "APPLY_ANTI_RESIST_MAGIC", "APPLY_ATTBONUS_ELECT", "APPLY_ATTBONUS_FIRE", "APPLY_ATTBONUS_ICE", "APPLY_ATTBONUS_WIND", "APPLY_ATTBONUS_EARTH", "APPLY_ATTBONUS_DARK" };

    replace with:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. string arApplyType[] = { "APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW","APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS","APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW", "APPLY_ANTI_RESIST_MAGIC", "APPLY_ATTBONUS_ELECT", "APPLY_ATTBONUS_FIRE", "APPLY_ATTBONUS_ICE", "APPLY_ATTBONUS_WIND", "APPLY_ATTBONUS_EARTH", "APPLY_ATTBONUS_DARK" };
    3. #else
    4. string arApplyType[] = { "APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW", "APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS", "APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW", "APPLY_ANTI_RESIST_MAGIC", };
    5. #endif

    Compile.

    Client side:

    open locale_inc.h, add at the bottom:

    Code:

    Code
    1. #define ELEMENT_NEW_BONUSES

    open PythonItemModule.cpp, look for:

    Code:

    Code
    1. #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_ELEC", CItemData::APPLY_ATTBONUS_ELEC);
    3. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_FIRE", CItemData::APPLY_ATTBONUS_FIRE);
    4. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_ICE", CItemData::APPLY_ATTBONUS_ICE);
    5. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_WIND", CItemData::APPLY_ATTBONUS_WIND);
    6. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_EARTH", CItemData::APPLY_ATTBONUS_EARTH);
    7. PyModule_AddIntConstant(poModule, "APPLY_ATTBONUS_DARK", CItemData::APPLY_ATTBONUS_DARK);
    8. #endif

    open Packet.h,look for:*

    Code:

    Code
    1. POINT_MIN_WEP = 200,

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. POINT_ATTBONUS_ELEC,
    3. POINT_ATTBONUS_WIND,
    4. POINT_ATTBONUS_EARTH,
    5. POINT_ATTBONUS_DARK,
    6. #endif

    open itemData.h, look for:

    Code:

    Code
    1. MAX_APPLY_NUM,
    2. };
    3. enum EImmuneFlags

    add above:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. APPLY_ATTBONUS_ELEC,
    3. APPLY_ATTBONUS_FIRE,
    4. APPLY_ATTBONUS_ICE,
    5. APPLY_ATTBONUS_WIND,
    6. APPLY_ATTBONUS_EARTH,
    7. APPLY_ATTBONUS_DARK,
    8. #endif

    go to root pack.

    open uiToolTip.py

    look for:

    Code:

    Code
    1. }
    2. ATTRIBUTE_NEED_WIDTH = {

    add above:

    Code:

    Code
    1. item.APPLY_ATTBONUS_ELEC : localeInfo.TOOLTIP_APPLY_ATTBONUS_ELEC,
    2. item.APPLY_ATTBONUS_FIRE : localeInfo.TOOLTIP_APPLY_ATTBONUS_FIRE,
    3. item.APPLY_ATTBONUS_ICE : localeInfo.TOOLTIP_APPLY_ATTBONUS_ICE,
    4. item.APPLY_ATTBONUS_WIND : localeInfo.TOOLTIP_APPLY_ATTBONUS_WIND,
    5. item.APPLY_ATTBONUS_EARTH : localeInfo.TOOLTIP_APPLY_ATTBONUS_EARTH,
    6. item.APPLY_ATTBONUS_DARK : localeInfo.TOOLTIP_APPLY_ATTBONUS_DARK,

    go to dump_proto folder, open ItemCSVReader.cpp,look for:

    Code:

    Code
    1. #include "ItemCSVReader.h"

    add below:

    Code:

    Code
    1. #define ELEMENT_NEW_BONUSES

    search for:

    Code:

    Code
    1. string arApplyType[] = {"APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW","APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS","APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW","APPLY_ANTI_RESIST_MAGIC","APPLY_ATTBONUS_ELECT","APPLY_ATTBONUS_FIRE","APPLY_ATTBONUS_ICE","APPLY_ATTBONUS_WIND","APPLY_ATTBONUS_EARTH","APPLY_ATTBONUS_DARK"};

    replace with:

    Code:

    Code
    1. #ifdef ELEMENT_NEW_BONUSES
    2. string arApplyType[] = {"APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW","APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS","APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW","APPLY_ANTI_RESIST_MAGIC","APPLY_ATTBONUS_ELECT","APPLY_ATTBONUS_FIRE","APPLY_ATTBONUS_ICE","APPLY_ATTBONUS_WIND","APPLY_ATTBONUS_EARTH","APPLY_ATTBONUS_DARK"};
    3. #else
    4. string arApplyType[] = { "APPLY_NONE", "APPLY_MAX_HP", "APPLY_MAX_SP", "APPLY_CON", "APPLY_INT", "APPLY_STR", "APPLY_DEX", "APPLY_ATT_SPEED", "APPLY_MOV_SPEED", "APPLY_CAST_SPEED", "APPLY_HP_REGEN", "APPLY_SP_REGEN", "APPLY_POISON_PCT", "APPLY_STUN_PCT", "APPLY_SLOW_PCT", "APPLY_CRITICAL_PCT", "APPLY_PENETRATE_PCT", "APPLY_ATTBONUS_HUMAN", "APPLY_ATTBONUS_ANIMAL", "APPLY_ATTBONUS_ORC", "APPLY_ATTBONUS_MILGYO", "APPLY_ATTBONUS_UNDEAD", "APPLY_ATTBONUS_DEVIL", "APPLY_STEAL_HP", "APPLY_STEAL_SP", "APPLY_MANA_BURN_PCT", "APPLY_DAMAGE_SP_RECOVER", "APPLY_BLOCK", "APPLY_DODGE", "APPLY_RESIST_SWORD", "APPLY_RESIST_TWOHAND", "APPLY_RESIST_DAGGER", "APPLY_RESIST_BELL", "APPLY_RESIST_FAN", "APPLY_RESIST_BOW", "APPLY_RESIST_FIRE", "APPLY_RESIST_ELEC", "APPLY_RESIST_MAGIC", "APPLY_RESIST_WIND", "APPLY_REFLECT_MELEE", "APPLY_REFLECT_CURSE", "APPLY_POISON_REDUCE", "APPLY_KILL_SP_RECOVER", "APPLY_EXP_DOUBLE_BONUS", "APPLY_GOLD_DOUBLE_BONUS", "APPLY_ITEM_DROP_BONUS", "APPLY_POTION_BONUS", "APPLY_KILL_HP_RECOVER", "APPLY_IMMUNE_STUN", "APPLY_IMMUNE_SLOW", "APPLY_IMMUNE_FALL", "APPLY_SKILL", "APPLY_BOW_DISTANCE", "APPLY_ATT_GRADE_BONUS", "APPLY_DEF_GRADE_BONUS", "APPLY_MAGIC_ATT_GRADE", "APPLY_MAGIC_DEF_GRADE", "APPLY_CURSE_PCT", "APPLY_MAX_STAMINA", "APPLY_ATTBONUS_WARRIOR", "APPLY_ATTBONUS_ASSASSIN", "APPLY_ATTBONUS_SURA", "APPLY_ATTBONUS_SHAMAN", "APPLY_ATTBONUS_MONSTER", "APPLY_MALL_ATTBONUS", "APPLY_MALL_DEFBONUS", "APPLY_MALL_EXPBONUS", "APPLY_MALL_ITEMBONUS", "APPLY_MALL_GOLDBONUS", "APPLY_MAX_HP_PCT", "APPLY_MAX_SP_PCT", "APPLY_SKILL_DAMAGE_BONUS", "APPLY_NORMAL_HIT_DAMAGE_BONUS", "APPLY_SKILL_DEFEND_BONUS", "APPLY_NORMAL_HIT_DEFEND_BONUS", "APPLY_PC_BANG_EXP_BONUS", "APPLY_PC_BANG_DROP_BONUS", "APPLY_EXTRACT_HP_PCT", "APPLY_RESIST_WARRIOR", "APPLY_RESIST_ASSASSIN", "APPLY_RESIST_SURA", "APPLY_RESIST_SHAMAN", "APPLY_ENERGY", "APPLY_DEF_GRADE", "APPLY_COSTUME_ATTR_BONUS", "APPLY_MAGIC_ATTBONUS_PER", "APPLY_MELEE_MAGIC_ATTBONUS_PER", "APPLY_RESIST_ICE", "APPLY_RESIST_EARTH", "APPLY_RESIST_DARK", "APPLY_ANTI_CRITICAL_PCT", "APPLY_ANTI_PENETRATE_PCT", "APPLY_ATTBONUS_WOLF", "APPLY_RESIST_WOLF", "APPLY_RESIST_CLAW", "APPLY_ANTI_RESIST_MAGIC", };
    5. #endif

    inside locale*folder, open locale_game.txt, add in the end:

    Code:

    Code
    1. TOOLTIP_APPLY_ATTBONUS_ELEC Strong against Lightning +%d%% SA
    2. TOOLTIP_APPLY_ATTBONUS_FIRE Strong against Fire +%d%% SA
    3. TOOLTIP_APPLY_ATTBONUS_ICE Strong against Ice +%d%% SA
    4. TOOLTIP_APPLY_ATTBONUS_WIND Strong against Wind +%d%% SA
    5. TOOLTIP_APPLY_ATTBONUS_EARTH Strong against Earth +%d%% SA
    6. TOOLTIP_APPLY_ATTBONUS_DARK Strong against Dark +%d%% SA

    Now u are ready to go



    If u only add the Bonuses to the Database it would never work.

    Do this steps , and take your new bonuses.

    So, it tooks me 10Seconds to find this on Google .

    Bitte melden Sie sich an, um diesen Link zu sehen.


    system is not from me , i paste the Release above this Red Notice.

    I dont offer Support here in this Thread, text me or Check my Service which i am Offering FREE atm !


    Good Luck.

    Hey, falls jemand eine Ahnung hat wie man die Reset_scroll.quest in Lua umschreibt mit der translate, bitte

    bei mir mit Preis für das umschreiben melden.


    Liebe Grüße

    Also first thing , quest sind generell in lua geschrieben.

    Wenn du aus .quest > .lua machst , ist es das selbe.


    Next , woher sollen wir wissen wie dein ML aufgebaut ist?

    Wenn du mehr infos geben würdest und/oder die quest einfach zur Verfügung stellst , hätte man dlr mit sicherheit schon helfen können.

    When you do it correctly , then no error would appear

    so its better to help u when u upload your files so that we can check it

    Du redest von weit? Neue maps , neue kosis, mobs etc... bro what the fuck.

    lass einfach sein mit anderen werken geld machen zu wollen!

    Profilier dich nicht damit als wenn es was krasses ist.

    Die dinge die du aufgezählt hast sind in paar Arbeits minuten/stunden gemacht und mit sicherheit kein Lob oder ähnliches wert.