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Daemon

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Daemon last won the day on March 15

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About Daemon

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    keep kalm and play your game!
  • Birthday 02/02/1998

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    Italy
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    Ardea
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  1. Salut @ToxicRooT Serverul are alt dns (nume) decat cel impus in modelul de cerere, revino cu o cerere cand ai modificat.
  2. Daemon

    anunt dr

    serverul are 12h de cand este offline daca pana maine la ora 12 nu este on serverul va fi mutat in cos.
  3. Acest system a fost cumparat cu 250 de cate Furia007 si postat gratis, enjoy. demo: download: [Hidden Content]
  4. Slot pentru talismane. --- ---- We OPENING gamesour by> Common> Servise.h --- --- We are adding #define AHMET_TILSIM_SYSTE I --- ---- We OPENING gamesour by> Common> item_length.h 'we are looking ITEM_BELT; below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM "ITEM_PENDANT", #endif We OPENING ---- --- We are searching for GameSource> Common> length.h WEAR_BELT; below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM WEAR_PENDANT, #endif --- OPEN --- GameSource> DB> ProtoReader.cpp '"ITEM_BELT", Understand Gold; We are adding --- --- C ++: #ifdef AHMET_TILSIM_SYSTEM "ITEM_PENDANT", #endif --- OPEN --- GameSource> GameSource> char_item.cpp 'case ITEM_BELT: search. Below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM case ITEM_PENDANT: #endif We open --- --- gamesour by> gamesour by> item.cpp 'int CITEM :: findequipcell (LPCHARACT ch, int icandidatecell) .. we are looking ITEM_BELT bottom &&! = Gettype () next --- --- are adding C ++: && ITEM_PENDANT != GetType() We OPEN --- --- gamesour by> gamesour by> item.cpp 'else if (GetType () == ITEM_BELT) we are looking below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM else if (GetType() == ITEM_PENDANT) return WEAR_PENDANT; #endif --- We are opening --- GameSource> GameSource> item.cpp 'search for case ITEM_BELT:'. below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM case ITEM_PENDANT: #endif --- Game SOURCE WITH CUT OUT İŞİMİZ CLİENT SOURCE --- --- --- OPENING clientsour ACE / gamelib / ıtemdata.h 'we are looking ITEM_TYPE_BELT' below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM ITEM_TYPE_PENDANT, #endif --- OPEN --- ClientSource / UserInterface / GameType.h 'const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2; 'We are looking below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM const DWORD c_Equipment_Pendant = c_New_Equipment_Start + 3;; #endif --- OPEN --- ClientSource / UserInterface / Locale_inc.h 'available biere --- EXPLORE --- C ++: #define AHMET_TILSIM_SYSTEM --- OPEN --- ClientSource / UserInterface / PythonitemModule.cpp 'PyModule_AddIntConstant (poModule, "EQUIPMENT_BELT", c_Equipment_Belt); 'We are looking below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM PyModule_AddIntConstant(poModule, "EQUIPMENT_PENDANT", c_Equipment_Pendant); #endif --- OPEN --- ClientSource / UserInterface / PythonitemModule.cpp 'PyModule_AddIntConstant (poModule, "ITEM_TYPE_BELT", CItemData :: ITEM_TYPE_BELT); 'We are looking below --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM PyModule_AddIntConstant(poModule, "ITEM_TYPE_PENDANT", CItemData::ITEM_TYPE_PENDANT); #endif --- CLİENT SOURCE WITH CUT OUT OPEN İŞİMİZ we DUMP_PROTO SOURCE --- --- --- OPENING We DUMP_PROTO / ıtemcsvreader.cpp '#include "ıtemcsvreader.cpp" to voting under --- --- We are adding Code: #define AHMET_TILSIM_SYSTEM We OPEN --- --- DUMP_PROTO / ıtemcsvreader.cpp ' "ITEM_RING", "bottom to voting --- --- We are adding C ++: #ifdef AHMET_TILSIM_SYSTEM "ITEM_PENDANT", #endif ---- WE OPEN THE ROOT TO OUR ROOT - WE OPEN --- Root / uitooltip.py Open. 'Elif item.ıtem_type_rıng itemtype ==' to voting under --- --- We are adding Python: elif item.ITEM_TYPE_PENDANT == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) --- OPEN --- locale_en / locale / es / ui / inventorywindow.py '{"index": item.EQUIPMENT_BELT, "x": 39, "y": 106, "width": 32, "height": 32}, 'we're under search --- we're exposing --- Python: {"index":item.EQUIPMENT_PENDANT, "x":115, "y":145, "width":32, "height":32},
  5. [C++]Mail Box Final version - Systemul este full testat fara buguri! download: [Hidden Content] ui.py class ImageBox(Window): def __init__(self, layer = "UI"): Window.__init__(self, layer) self.eventFunc = {"mouse_click" : None, "mouse_over_in" : None, "mouse_over_out" : None} self.eventArgs = {"mouse_click" : None, "mouse_over_in" : None, "mouse_over_out" : None} self.eventDict={} def __del__(self): Window.__del__(self) self.eventFunc = None self.eventArgs = None def RegisterWindow(self, layer): self.hWnd = wndMgr.RegisterImageBox(self, layer) def LoadImage(self, imageName): self.name=imageName wndMgr.LoadImage(self.hWnd, imageName) if len(self.eventDict)!=0: print "LOAD IMAGE", self, self.eventDict def SetAlpha(self, alpha): wndMgr.SetDiffuseColor(self.hWnd, 1.0, 1.0, 1.0, alpha) def GetWidth(self): return wndMgr.GetWidth(self.hWnd) def GetHeight(self): return wndMgr.GetHeight(self.hWnd) def SetEvent(self, func, *args) : result = self.eventFunc.has_key(args[0]) if result: self.eventFunc[args[0]] = func self.eventArgs[args[0]] = args else : print "[ERROR] ui.py SetEvent, Can`t Find has_key : %s" % args[0] def OnMouseOverIn(self): try: self.eventDict["MOUSE_OVER_IN"]() except KeyError: pass def OnMouseOverOut(self): try: self.eventDict["MOUSE_OVER_OUT"]() except KeyError: pass def OnMouseLeftButtonUp(self) : if self.eventFunc["mouse_click"] : apply(self.eventFunc["mouse_click"], self.eventArgs["mouse_click"]) def OnMouseOverIn(self) : if self.eventFunc["mouse_over_in"] : apply(self.eventFunc["mouse_over_in"], self.eventArgs["mouse_over_in"]) else: try: self.eventDict["MOUSE_OVER_IN"]() except KeyError: pass def OnMouseOverOut(self) : if self.eventFunc["mouse_over_out"] : apply(self.eventFunc["mouse_over_out"], self.eventArgs["mouse_over_out"]) else : try: self.eventDict["MOUSE_OVER_OUT"]() except KeyError: pass def SAFE_SetStringEvent(self, event, func): self.eventDict[event]=__mem_func__(func) class AniImageBox(Window): def __init__(self, layer = "UI"): Window.__init__(self, layer) self.eventFunc = {"mouse_click" : None, "mouse_over_in" : None, "mouse_over_out" : None} self.eventArgs = {"mouse_click" : None, "mouse_over_in" : None, "mouse_over_out" : None} def __del__(self): Window.__del__(self) self.eventFunc = None self.eventArgs = None def RegisterWindow(self, layer): self.hWnd = wndMgr.RegisterAniImageBox(self, layer) def SetDelay(self, delay): wndMgr.SetDelay(self.hWnd, delay) def SetEvent(self, func, *args) : result = self.eventFunc.has_key(args[0]) if result: self.eventFunc[args[0]] = func self.eventArgs[args[0]] = args else : print "[ERROR] ui.py SetEvent, Can`t Find has_key : %s" % args[0] def OnMouseLeftButtonUp(self) : if self.eventFunc["mouse_click"] : apply(self.eventFunc["mouse_click"], self.eventArgs["mouse_click"]) def OnMouseOverIn(self) : if self.eventFunc["mouse_over_in"] : apply(self.eventFunc["mouse_over_in"], self.eventArgs["mouse_over_in"]) def OnMouseOverOut(self) : if self.eventFunc["mouse_over_out"] : apply(self.eventFunc["mouse_over_out"], self.eventArgs["mouse_over_out"]) def AppendImage(self, filename): wndMgr.AppendImage(self.hWnd, filename) def SetPercentage(self, curValue, maxValue): wndMgr.SetRenderingRect(self.hWnd, 0.0, 0.0, -1.0 + float(curValue) / float(maxValue), 0.0) def OnEndFrame(self): pass ========================================================== uiminimap import uiToolTip class MiniMap(ui.ScriptWindow): search: miniMap.SetScale(2.0) add bellow: if app.ENABLE_MAIL_BOX_SYSTEM: self.toolTip = uiToolTip.ToolTip(160) self.toolTip.HideToolTip() search: self.tooltipAtlasOpen.SetTooltipPosition(ButtonPosX, ButtonPosY) add bellow: if app.ENABLE_MAIL_BOX_SYSTEM: self.MailBoxButton.SetEvent(ui.__mem_func__(self.OnMouseOverIn), "mouse_over_in") self.MailBoxButton.SetEvent(ui.__mem_func__(self.OnMouseOverOut), "mouse_over_out") search: def OnUpdate(self): import time (x, y, z) = player.GetMainCharacterPosition() miniMap.Update(x, y) self.Time.SetText(time.strftime("%H:%M")) self.Time2.SetText(time.strftime("%d-%m-%Y")) ADD BEFORE: if app.ENABLE_MAIL_BOX_SYSTEM: def MailBoxValues(self,c_a,m_a,m_s): if c_a > 0: self.MailBoxEffect.Show() else: self.MailBoxEffect.Hide() self.toolTip.ClearToolTip() self.toolTip.SetTitle("Wiadomości otrzymane %d"%c_a) self.toolTip.AppendTextLine("Bez załącznika: %d / Z załącznikiem: %d"%(m_s,m_a)) def OnMouseOverIn(self): self.toolTip.ShowToolTip() def OnMouseOverOut(self): self.toolTip.HideToolTip()
  6. @qwqwqw arata bine server-ul baga niste bani in promovari si gata.
  7. ################### ### ITEM MODULE ### ################### item.LoadItemTable() item.DeleteItem() -- build operation item.CreateItem() -- build operation item.CanAddToQuickSlotItem(player.GetItemIndex(itemSlotIndex)) item.IsMetin(mouseModule.mouseController.GetAttachedItemIndex()) item.IsKey(mouseModule.mouseController.GetAttachedItemIndex()) item.IsDetachScroll(mouseModule.mouseController.GetAttachedItemIndex()) item.IsRefineScroll(mouseModule.mouseController.GetAttachedItemIndex()) item.IsEquipmentVID(mouseModule.mouseController.GetAttachedItemIndex()) item.DeleteIconInstance(grpImage.Generate("icon/item/money.tga")) item.GetUseType(metinSlot) item.GetIconInstance() item.GetSocket() item.GetValue(value) item.GetAffect(value) item.GetLimit(value) item.Is1GoldItem() item.IsWearableFlag(EquipmentID) item.IsFlag(FlagID) item.IsAntiFlag(AntiflagID) item.GetISellItemPrice() item.GetIBuyItemPrice() item.GetItemSubType() item.GetItemType() item.GetItemSize() item.GetIconImageFileName() item.GetIconImage() item.GetItemSummary() item.GetItemDescription() item.GetItemName() item.SelectItem(player.GetItemIndex(value)) item.SetDropSoundFileName(type, soundfile) item.SetUseSoundFileName(type, soundfile) #Variabili: item.APPLY_RESIST_SHAMAN item.APPLY_RESIST_SURA item.APPLY_RESIST_ASSASSIN item.APPLY_RESIST_WARRIOR item.APPLY_PC_BANG_DROP_BONUS item.APPLY_PC_BANG_EXP_BONUS item.APPLY_NORMAL_HIT_DEFEND_BONUS item.APPLY_SKILL_DEFEND_BONUS item.APPLY_NORMAL_HIT_DAMAGE_BONUS item.APPLY_SKILL_DAMAGE_BONUS item.APPLY_MAX_SP_PCT item.APPLY_MAX_HP_PCT item.APPLY_MALL_GOLDBONUS item.APPLY_MALL_ITEMBONUS item.APPLY_MALL_EXPBONUS item.APPLY_MALL_DEFBONUS item.APPLY_MALL_ATTBONUS item.APPLY_ATTBONUS_MONSTER item.APPLY_ATTBONUS_SHAMAN item.APPLY_ATTBONUS_SURA item.APPLY_ATTBONUS_ASSASSIN item.APPLY_ATTBONUS_WARRIOR item.APPLY_MAX_STAMINA item.APPLY_IMMUNE_FALL item.APPLY_IMMUNE_SLOW item.APPLY_IMMUNE_STUN item.APPLY_KILL_HP_RECOVER item.APPLY_POTION_BONUS item.APPLY_ITEM_DROP_BONUS item.APPLY_GOLD_DOUBLE_BONUS item.APPLY_EXP_DOUBLE_BONUS item.APPLY_KILL_SP_RECOVER item.APPLY_POISON_REDUCE item.APPLY_REFLECT_CURSE item.APPLY_REFLECT_MELEE item.APPLY_RESIST_WIND item.APPLY_RESIST_FAN item.APPLY_RESIST_BELL item.APPLY_RESIST_DAGGER item.APPLY_RESIST_TWOHAND item.APPLY_RESIST_SWORD item.APPLY_DODGE item.APPLY_BLOCK item.APPLY_DAMAGE_SP_RECOVER item.APPLY_MANA_BURN_PCT item.APPLY_STEAL_SP item.APPLY_STEAL_HP item.APPLY_ATTBONUS_MILGYO item.APPLY_ATTBONUS_ORC item.APPLY_PENETRATE_PCT item.APPLY_CRITICAL_PCT item.APPLY_STUN_PCT item.APPLY_SLOW_PCT item.APPLY_POISON_PCT item.APPLY_RESIST_MAGIC item.APPLY_RESIST_ELEC item.APPLY_RESIST_FIRE item.APPLY_RESIST_BOW item.APPLY_BOW_DISTANCE item.APPLY_ATTBONUS_HUMAN item.APPLY_ATTBONUS_DEVIL item.APPLY_ATTBONUS_UNDEAD item.APPLY_ATTBONUS_ANIMAL item.APPLY_SKILL item.APPLY_MAGIC_DEF_GRADE item.APPLY_MAGIC_ATT_GRADE item.APPLY_CAST_SPEED item.APPLY_MOV_SPEED item.APPLY_ATT_SPEED item.APPLY_ATT_GRADE item.APPLY_DEF_GRADE item.APPLY_SP_REGEN item.APPLY_HP_REGEN item.APPLY_MAX_SP item.APPLY_MAX_HP item.APPLY_INT item.APPLY_CON item.APPLY_DEX item.APPLY_STR item.APPLY_NONE item.ITEM_SOCKET_MAX_NUM item.ITEM_APPLY_MAX_NUM item.ARMOR_EAR item.ARMOR_NECK item.ARMOR_FOOTS item.ARMOR_WRIST item.ARMOR_SHIELD item.ARMOR_HEAD item.ARMOR_BODY item.WEARABLE_ARROW item.WEARABLE_SHIELD item.WEARABLE_UNIQUE item.WEARABLE_EAR item.WEARABLE_NECK item.WEARABLE_WEAPON item.WEARABLE_WRIST item.WEARABLE_FOOTS item.WEARABLE_HEAD item.WEARABLE_BODY item.ANTIFLAG_MYSHOP item.ANTIFLAG_STACK item.ANTIFLAG_PKDROP item.ANTIFLAG_GIVE item.ANTIFLAG_SAVE item.ANTIFLAG_EMPIRE_R item.ANTIFLAG_EMPIRE_B item.ANTIFLAG_EMPIRE_A item.ANTIFLAG_SELL item.ANTIFLAG_DROP item.ANTIFLAG_GET item.ANTIFLAG_SHAMAN item.ANTIFLAG_SURA item.ANTIFLAG_ASSASSIN item.ANTIFLAG_WARRIOR item.ANTIFLAG_MALE item.ANTIFLAG_FEMALE item.ITEM_FLAG_CONFIRM_WHEN_USE item.ITEM_FLAG_UNIQUE item.ITEM_FLAG_RARE item.ITEM_ANTIFLAG_MYSHOP item.ITEM_ANTIFLAG_STACK item.ITEM_ANTIFLAG_PKDROP item.ITEM_ANTIFLAG_GIVE item.ITEM_ANTIFLAG_SAVE item.ITEM_ANTIFLAG_EMPIRE_R item.ITEM_ANTIFLAG_EMPIRE_B item.ITEM_ANTIFLAG_EMPIRE_A item.ITEM_ANTIFLAG_SELL item.ITEM_ANTIFLAG_DROP item.ITEM_ANTIFLAG_GET item.ITEM_ANTIFLAG_SHAMAN item.ITEM_ANTIFLAG_SURA item.ITEM_ANTIFLAG_ASSASSIN item.ITEM_ANTIFLAG_WARRIOR item.ITEM_ANTIFLAG_MALE item.ITEM_ANTIFLAG_FEMALE item.LIMIT_MAX_NUM item.LIMIT_TYPE_MAX_NUM item.LIMIT_CON item.LIMIT_INT item.LIMIT_DEX item.LIMIT_STR item.LIMIT_LEVEL item.LIMIT_NONE item.METIN_GOLD item.METIN_NORMAL item.USE_DETACHMENT item.USE_INVISIBILITY item.USE_CLEAR item.USE_POTION_NODELAY item.USE_SPECIAL item.USE_CREATE_STONE item.USE_AFFECT item.USE_ABILITY_UP item.USE_BAIT item.USE_MONEYBAG item.USE_TREASURE_BOX item.USE_MOVE item.USE_TUNING item.USE_TALISMAN item.USE_POTION item.WEAPON_NUM_TYPES item.WEAPON_ARROW item.WEAPON_FAN item.WEAPON_BELL item.WEAPON_TWO_HANDED item.WEAPON_BOW item.WEAPON_DAGGER item.WEAPON_SWORD item.ITEM_TYPE_BLEND item.ITEM_TYPE_PICK item.ITEM_TYPE_TREASURE_KEY item.ITEM_TYPE_TREASURE_BOX item.ITEM_TYPE_POLYMORPH item.ITEM_TYPE_QUEST item.ITEM_TYPE_SKILLBOOK item.ITEM_TYPE_UNIQUE item.ITEM_TYPE_CAMPFIRE item.ITEM_TYPE_RESOURCE item.ITEM_TYPE_ROD item.ITEM_TYPE_FISH item.ITEM_TYPE_CONTAINER item.ITEM_TYPE_METIN item.ITEM_TYPE_ELK item.ITEM_TYPE_LOTTERY item.ITEM_TYPE_TOOL item.ITEM_TYPE_SPECIAL item.ITEM_TYPE_MATERIAL item.ITEM_TYPE_AUTOUSE item.ITEM_TYPE_USE item.ITEM_TYPE_ARMOR item.ITEM_TYPE_WEAPON item.ITEM_TYPE_NONE item.EQUIPMENT_ARROW item.EQUIPMENT_UNIQUE2 item.EQUIPMENT_UNIQUE1 item.EQUIPMENT_EAR item.EQUIPMENT_NECK item.EQUIPMENT_SHOES item.EQUIPMENT_WRIST item.EQUIPMENT_WEAPON item.EQUIPMENT_BODY item.EQUIPMENT_HEAD item.EQUIPMENT_COUNT item.DROPSOUND_WEAPON item.DROPSOUND_DEFAULT item.DROPSOUND_BOW item.DROPSOUND_ARMOR item.DROPSOUND_ACCESSORY item.USESOUND_PORTAL item.USESOUND_POTION item.USESOUND_WEAPON item.USESOUND_DEFAULT item.USESOUND_BOW item.USESOUND_ARMOR item.USESOUND_ACCESSORY ##################### ### PLAYER MODULE ### ##################### player.GetItemLink(item) player.SetItemAttribute(SlotIndex, AttrSlot, BonusID, BonusValue) player.SetItemMetinSocket(SlotIndex, MetinSlot, ItemID) player.SetItemData(SlotIndex, Vnum, Stock) player.GetTargetVID() player.ToggleLevelLimit() player.ToggleCoolTime() player.SetWeaponAttackBonusFlag(value) player.GetEmotionIconImage(player.GetItemIndex(SlotIndex)) player.RegisterEmotionIcon(Key, Value) player.HasMobilePhoneNumber() player.GetPKMode() player.ExitParty() player.GetPartyMemberAffects(pid) player.GetPartyMemberState(pid) player.GetPartyMemberHPPercentage(pid) player.IsPartyLeaderByPID(pid) player.IsPartyLeader(pid) player.Clear() player.OpenCharacterMenu(vid) player.SetTarget(vid) player.ClearTarget(vid) player.IsRefineGradeScroll(SlotIndex) player.CanAttachMetin(ItemValue, SlotIndex) player.CanUnlock(ItemValue, SlotIndex) player.CanDetach(ItemValue, SlotIndex) player.CanRefine(ItemValue, SlotIndex) player.GetItemGrade(SlotIndex) player.IsOpenPrivateShop() player.IsValuableItem(AttachedSlotPosition) player.IsEquipmentSlot(AttachedSlotPosition) player.isItem(SlotIndex) player.RemoveQuickSlotByValue(value) player.GetGlobalQuickSlot(value) player.GetLocalQuickSlot() player.SetQuickPage(value) player.GetQuickPage() player.LocalQuickSlotIndexToGlobalQuickSlotIndex(QuickSlotIndex) player.RequestUseLocalQuickSlot(QuickSlotIndex) player.RequestMoveGlobalQuickSlotToLocalQuickSlot(QuickSlotIndex) player.RequestDeleteGlobalQuickSlot(QuickSlotIndex) player.RequestAddToEmptyLocalQuickSlot(QuickSlotIndex) player.RequestAddLocalQuickSlot(QuickSlotIndex) player.GetAlignmentData() player.GetGuildName() player.GetMoney() player.GetElk() player.SetStatus(status, value) player.GetStatus(status) player.GetEXP() player.AffectIndexToSkillIndex(affect) player.UseGuildSkill(SlotIndex) player.IsSkillActive(Position) player.GetSkillCoolTime(SlotIndex) player.IsSkillCoolTime(Position) player.SetPlayTime(value) player.GetPlayTime() player.GetJob() player.SendClickItemPacket(SlotIndex) player.MoveItem(SlotIndexBefore, SlotIndexAim) -- fail player.GetItemAttribute(SlotIndex, value) player.GetItemMetinSocket(SlotIndex, value) player.GetItemCountByVnum(value) player.GetItemCount(SlotIndex) player.GetItemFlags(SlotIndex) player.GetItemIndex(SlotIndex) player.ClearSkillDict() player.ChangeCurrentSkillNumberOnly(Position) player.ClickSkillSlot(Position) player.GetSkillNextEfficientPercentage(Position) player.GetSkillCurrentEfficientPercentage(Position) player.GetSkillLevel(Position) player.GetSkillGrade(Position) player.GetSkillSlotIndex(SkillIndex) player.GetSkillIndex(Position) player.SetSkill(value) player.SetQuickCameraMode(value) player.ResetCameraRotation() player.EndMouseWalking() player.StartMouseWalking() player.EndKeyWalkingImmediately() player.SetSingleDIKKeyState(Key, Value) player.SetAttackKeyState(value) player.SetAutoCameraRotationSpeed(value) player.ComboAttack(value) player.HidePlayer() player.ShowPlayer() player.ActEmotion(EmotionIndex) player.IsObserverMode() player.IsMountingHorse() player.IsInSafeArea() player.GetCharacterDistance(vid) player.IsCantFightInstance(vid) player.IsRevengeInstance(vid) player.IsChallengeInstance(vid) player.IsSameEmpire(vid) player.IsPVPInstance(vid) player.IsActingEmotion() player.CanAttackInstance(vid) player.IsMainCharacterIndex(vid) player.GetMainCharacterPosition() player.GetMainCharacterName() player.GetMainCharacterIndex() player.SetMainCharacterIndex(value) player.SetMouseMiddleButtonState(key) player.GetMouseFunc() player.SetMouseFunc(key, func) player.SetMouseState(key, key) player.SetGameWindow(value) player.PickCloseItem() #Variabili: player.EMOTION_SLAP player.EMOTION_FRENCH_KISS player.EMOTION_KISS player.EMOTION_JOY player.EMOTION_BANTER player.EMOTION_CHEERUP player.EMOTION_SHY player.EMOTION_SAD player.EMOTION_ATTRACTIVE player.EMOTION_ANGRY player.EMOTION_FORGIVE player.EMOTION_CONGRATULATION player.EMOTION_DANCE_5 player.EMOTION_DANCE_4 player.EMOTION_DANCE_3 player.EMOTION_DANCE_2 player.EMOTION_DANCE_1 player.EMOTION_CHEERS_2 player.EMOTION_CHEERS_1 player.EMOTION_CLAP player.PARTY_EXP_DISTRIBUTION_PARITY player.PARTY_EXP_NON_DISTRIBUTION player.BLOCK_PARTY_REQUEST player.BLOCK_FRIEND player.BLOCK_WHISPER player.BLOCK_GUILD player.BLOCK_PARTY player.BLOCK_EXCHANGE player.PK_MODE_MAX_NUM player.PK_MODE_GUILD player.PK_MODE_PROTECT player.PK_MODE_FREE player.PK_MODE_REVENGE player.PK_MODE_PEACE player.SKILL_INDEX_SUMMON player.SKILL_INDEX_RIDING player.SKILL_INDEX_POLYMORPH player.SKILL_INDEX_LANGUAGE3 player.SKILL_INDEX_LANGUAGE2 player.SKILL_INDEX_LANGUAGE1 player.SKILL_INDEX_COMBO player.SKILL_INDEX_MAKING player.SKILL_INDEX_MINING player.SKILL_INDEX_FISHING player.SKILL_INDEX_TONGSOL player.PARTY_STATE_MAX_NUM player.PARTY_STATE_DEFENDER player.PARTY_STATE_BERSERKER player.PARTY_STATE_SKILL_MASTER player.PARTY_STATE_BUFFER player.PARTY_STATE_TANKER player.PARTY_STATE_ATTACKER player.PARTY_STATE_LEADER player.PARTY_STATE_NORMAL player.DETACH_METIN_OK player.DETACH_METIN_CANT player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET player.ATTACH_METIN_NO_MATCHABLE_SOCKET player.ATTACH_METIN_NOT_MATCHABLE_ITEM player.ATTACH_METIN_OK.ATTACH_METIN_CANT player.REFINE_CANT_REFINE_ROD player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT player.REFINE_NOT_NEXT_GRADE_ITEM player.REFINE_CANT_MAKE_SOCKET_ITEM player.REFINE_NEED_MORE_GOOD_SCROLL player.REFINE_ALREADY_MAX_SOCKET_COUNT player.REFINE_OK player.REFINE_CANT player.ATTRIBUTE_SLOT_MAX_NUM player.METIN_SOCKET_MAX_NUM player.METIN_SOCKET_TYPE_GOLD player.METIN_SOCKET_TYPE_SILVER player.METIN_SOCKET_TYPE_NONE player.EFFECT_PICK player.SKILL_SLOT_COUNT player.ITEM_MONEY player.SLOT_TYPE_EMOTION player.SLOT_TYPE_MALL player.SLOT_TYPE_PRIVATE_SHOP player.SLOT_TYPE_SAFEBOX player.SLOT_TYPE_QUICK_SLOT player.SLOT_TYPE_EXCHANGE_TARGET player.SLOT_TYPE_EXCHANGE_OWNER player.SLOT_TYPE_SHOP player.SLOT_TYPE_SKILL player.SLOT_TYPE_INVENTORY player.SLOT_TYPE_NONE player.MBT_LEFT player.MBT_RIGHT player.MBS_CLICK player.MBS_PRESS player.MBF_AUTO player.MBF_MOVE player.MBF_SMART player.MBF_CAMERA player.MBF_ATTACK player.MBF_SKILL player.EQUIPMENT_PAGE_COUNT player.EQUIPMENT_SLOT_START player.INVENTORY_SLOT_COUNT player.INVENTORY_PAGE_COUNT player.INVENTORY_PAGE_SIZE player.CATEGORY_PASSIVE player.CATEGORY_ACTIVE player.SKILL_GRADE_PERFECT_MASTER player.SKILL_GRADE_GRAND_MASTER player.SKILL_GRADE_MASTER player.SKILL_GRADE_NORMAL player.POINT_PC_BANG_DROP_BONUS player.POINT_PC_BANG_EXP_BONUS player.POINT_NORMAL_HIT_DEFEND_BONUS player.POINT_SKILL_DEFEND_BONUS player.POINT_NORMAL_HIT_DAMAGE_BONUS player.POINT_SKILL_DAMAGE_BONUS player.POINT_MAX_SP_PCT player.POINT_MAX_HP_PCT player.POINT_MALL_GOLDBONUS player.POINT_MALL_ITEMBONUS player.POINT_MALL_EXPBONUS player.POINT_MALL_DEFBONUS player.POINT_MALL_ATTBONUS player.POINT_PENETRATE_PCT player.POINT_CRITICAL_PCT player.MAX_NUM.ATTACKER_BONUS player.SP_RECOVERY player.HP_RECOVERY player.BOW_DISTANCE player.PLAYTIME player.SKILL_HORSE player.SKILL_ACTIVE player.SKILL_SUPPORT player.SKILL_PASSIVE player.STAT player.EMPIRE_POINT player.MAG_DEF player.MAG_ATT player.CASTING_SPEED player.DEF_BONUS player.DEF_GRADE player.MOVING_SPEED player.EVADE_RATE player.ATT_BONUS player.ATT_SPEED player.MAX_MAGIC_WEP player.MIN_MAGIC_WEP player.ATT_MAX player.ATT_MIN player.ATT_POWER player.IQ player.DX player.HT player.ST player.ELK player.MAX_STAMINA player.STAMINA player.MAX_SP player.SP player.MAX_HP player.HP player.NEXT_EXP player.EXP player.VOICE player.LEVEL ###################### ### SAFEBOX MODULE ### ###################### safebox.GetMallSize() safebox.GetMallItemAttribute(SlotIndex, value) safebox.GetMallItemMetinSocket(SlotIndex, value) safebox.GetMallItemCount safebox.GetMallItemID safebox.GetItemID safebox.GetCurrentSafeboxSize() #Variabili: safebox.SAFEBOX_PAGE_SIZE safebox.SAFEBOX_SLOT_Y_COUNT safebox.SAFEBOX_SLOT_X_COUNT ####################### ### EXCHANGE MODULE ### ####################### exchange.SetElkMode() exchange.GetElkMode() exchange.GetItemAttributeFromSelf(SlotIndex, Value) exchange.GetItemAttributeFromTarget(SlotIndex, Value) exchange.GetItemMetinSocketFromSelf(SlotIndex, Value) exchange.GetItemMetinSocketFromTarget(SlotIndex, Value) exchange.GetNameFromTarget() exchange.GetNameFromSelf() exchange.GetAcceptFromTarget() exchange.GetAcceptFromSelf() exchange.GetItemCountFromTarget(SlotIndex) exchange.GetItemCountFromSelf(SlotIndex) exchange.GetItemVnumFromTarget(SlotIndex) exchange.GetItemVnumFromSelf(SlotIndex) exchange.GetElkFromTarget() exchange.GetElkFromSelf() exchange.isTrading() exchange.InitTrading() #Variabili: exchange.EXCHANGE_ITEM_MAX_NUM ################### ### SHOP MODULE ### ################### shop.BuildPrivateShop(name) shop.GetPrivateShopItemPrice(SlotIndex) shop.DelPrivateShopItemStock(SlotIndex) shop.AddPrivateShopItemStock(SourceSlotPosition, TargetSlotPosition, Price) shop.ClearPrivateShopStock() shop.GetItemPrice(SlotIndex) shop.IsMainPlayerPrivateShop() shop.IsPrivateShop() shop.IsOpen() shop.Open(value, value) #Variabili: shop.SHOP_SLOT_COUNT ################## ### APP MODULE ### ################## app.SetGuildMarkPath(Path) app.IsEnableTestServerFlag(???) app.EnableTestServerFlag() app.IsVisibleNotice() app.SetVisibleNotice(value) app.testSetSpecularColor(???) app.testResetAccumulationTime(???) app.testGetAccumulationTime(???) app.SetSpecularSpeed(???) app.SetControlFP() app.GetDefaultCodePage() app.IsCHEONMA() app.SetCHEONMA(value) app.LoadLocaleData(Path) app.LoadLocaleAddr(???) app.GetLocalePath() app.GetLocaleName() app.GetLocaleServiceName() app.NetmarbleJP_DecryptString(???) app.GetTextFileLine(???) app.GetTextFileLineCount(???) app.CloseTextFile() app.OpenTextFile(Path, type) app.IsFileExist(Path) app.SetSightRange(value) app.SetCameraSetting(xrotation, yrotation, zrotation, distance, 0, pitch) app.SetDefaultCamera() app.LoadCameraSetting(FileName) app.SaveCameraSetting(FileName) app.SetCameraSpeed(value) app.EnableSpecialCameraMode() app.SetGuildSymbolPath(Path) app.SetDefaultFontName() app.Sleep(delay) app.GetDegreeDifference(value, value) app.GetRotatingDirection(value, value) app.GetConnectData() app.SetConnectData(value, value) app.SetHardwareCursor(???) app.SetSoftwareCursor(???) app.IsLiarCursorOn() app.IsShowCursor() app.HideCursor() app.ShowCursor() app.GetCursor() app.SetCursor(key) app.IsPressed(key) app.HideWebPage() app.MoveWebPage(sx, sy, ex, ey) app.ShowWebPage(url, (sx, sy, ex, ey)) app.IsWebPageMode() app.RunPythonFile(FileName) app.GetRandom(LowerLimit, UpperLimit) app.GetCursorPosition() app.SetGlobalCenterPosition(x, y) app.SetFPS(value???) app.GetFaceCount() app.GetFaceSpeed() app.GetLoad() app.GetUpdateTime() app.GetRenderTime() app.GetAvailableTextureMemory() app.MovieResetCamera() app.MovieZoomCamera() app.MoviePitchCamera() app.MovieRotateCamera() app.ZoomCamera() app.PitchCamera() app.RotateCamera() app.GetRenderFPS() app.GetUpdateFPS() app.GetGlobalTimeStamp() app.GetGlobalTime() app.GetTime() app.GetCameraRotation() app.GetCameraPitch() app.GetCamera() app.SetCamera(cameraDistance, cameraPitch, cameraRotation, cameraHeight) app.GetFileList() app.IsExistFile(FileName) app.SetMouseHandler(Controller) app.Abort() app.Exit() app.Process(???) app.Loop() app.RenderGame() app.UpdateGame() app.GetImageInfo(FileName) app.SetFrameSkip(value) app.SetMinFog(value) app.SetCameraMaxDistance(value) app.SetRideHorseEnable() app.SetTwoHandedWeaponAttSpeedDecreaseValue(value) app.SetSkillEffectUpgradeEnable(value) app.SetWeaponSpecularEnable(value) app.SetArmorSpecularEnable(value) app.SetHairColorEnable(value) app.EnablePerformanceTime(mode, value) app.SetTextTailLivingTime(value) app.IsLiveStage() app.IsTestStage() app.IsDevStage() #Variabili: app.CAMERA_STOP app.CAMERA_TO_NEGATIVE app.CAMERA_TO_POSITIVE app.HVSIZE app.VSIZE app.HSIZE app.CAMERA_ROTATE app.SELL app.BUY app.MAGIC app.CHAIR app.DOOR app.PICK app.CANT_GO app.TALK app.TARGET app.ATTACK app.NORMAL app.DIK_APPS app.DIK_RWIN app.DIK_LWIN app.DIK_DELETE app.DIK_INSERT app.DIK_PGDN app.DIK_DOWN app.DIK_END app.DIK_RIGHT app.DIK_LEFT app.DIK_PGUP app.DIK_UP app.DIK_HOME app.DIK_PAUSE app.DIK_RALT app.DIK_SYSRQ app.DIK_DIVIDE app.DIK_NUMPADCOMMA app.DIK_WEBHOME app.DIK_VOLUMEUP app.DIK_VOLUMEDOWN app.DIK_MEDIASTOP app.DIK_PLAYPAUSE app.DIK_CALCULATOR app.DIK_MUTE app.DIK_RCONTROL app.DIK_NUMPADENTER app.DIK_NEXTTRACK app.DIK_F12 app.DIK_F11 app.DIK_DECIMAL app.DIK_NUMPAD0 app.DIK_NUMPAD3 app.DIK_NUMPAD2 app.DIK_NUMPAD1 app.DIK_ADD app.DIK_NUMPAD6 app.DIK_NUMPAD5 app.DIK_NUMPAD4 app.DIK_SUBTRACT app.DIK_NUMPAD9 app.DIK_NUMPAD8 app.DIK_NUMPAD7 app.DIK_SCROLL app.DIK_NUMLOCK app.DIK_F10 app.DIK_F9 app.DIK_F8 app.DIK_F7 app.DIK_F6 app.DIK_F5 app.DIK_F4 app.DIK_F3 app.DIK_F2 app.DIK_F1 app.DIK_CAPITAL app.DIK_SPACE app.DIK_LALT app.DIK_MULTIPLY app.DIK_RSHIFT app.DIK_SLASH app.DIK_PERIOD app.DIK_COMMA app.DIK_M app.DIK_N app.DIK_B app.DIK_V app.DIK_C app.DIK_X app.DIK_Z app.DIK_BACKSLASH app.DIK_LSHIFT app.DIK_GRAVE app.DIK_APOSTROPHE app.DIK_SEMICOLON app.DIK_L app.DIK_K app.DIK_J app.DIK_H app.DIK_G app.DIK_F app.DIK_D app.DIK_S app.DIK_A app.DIK_LCONTROL app.DIK_RETURN app.DIK_RBRACKET app.DIK_LBRACKET app.DIK_P app.DIK_O app.DIK_I app.DIK_U app.DIK_Y app.DIK_T app.DIK_R app.DIK_E app.DIK_W app.DIK_Q app.DIK_TAB app.DIK_BACK app.DIK_EQUALS app.DIK_MINUS app.DIK_0 app.DIK_9 app.DIK_8 app.DIK_7 app.DIK_6 app.DIK_5 app.DIK_4 app.DIK_3 app.DIK_2 app.DIK_1 app.DIK_ESC app.DIK_ESCAPE app.VK_DELETE app.VK_END app.VK_HOME app.VK_DOWN app.VK_UP app.VK_RIGHT app.VK_LEFT app.DEGREE_DIRECTION_LEFT app.DEGREE_DIRECTION_RIGHT app.DEGREE_DIRECTION_SAME app.INFO_TEXTTAIL app.INFO_EFFECT app.INFO_ACTOR app.INFO_ITEM ################## ### CHR MODULE ### ################## chr.testSetRideMan(???) chr.testRestoreRenderMode(???) chr.testSetSpecularRenderMode2(???) chr.testSetSpecularRenderMode(???) chr.testSetModulateRenderModeRGB(???) chr.testSetAddRenderModeRGB(???) chr.testSetModulateRenderMode(???) chr.testSetAddRenderMode(???) chr.testSetComboType(value) chr.MoveToDestPosition(???) -- fail? chr.WeaponTraceUseTexture(Path) chr.WeaponTraceUseAlpha(Path) chr.WeaponTraceSetTexture(Path) chr.SetAttackSpeed(value) chr.SetMoveSpeed(value) chr.FaintTest() chr.testGetPKData() chr.RaceToSex(value) chr.RaceToJob(value) chr.GetBoundBoxOnlyXY(vid) chr.GetInstanceType(vid) chr.GetVirtualNumber(???) chr.GetProjectPosition(vid, value) chr.GetNameByVID(vid) chr.GetName() chr.GetRace(vid) chr.GetRotation() chr.BlendRotation(???) chr.SetRotationAll(xrotation, yrotation, zrotation) chr.SetRotation(value) chr.GetPixelPosition(vid) chr.PushLoopMotion(motion) chr.PushOnceMotion(motion) chr.BlendLoopMotion(motion) chr.SetLoopMotion(motion) chr.SetMotionMode(MotionMode) chr.LookAt(vid???) chr.AttachEffectByName(???) chr.AttachEffectByID(???) chr.Die() chr.Revive() chr.SetDirection(Rotation) chr.SetPixelPosition(X, Y (, Z)) chr.SetInstanceType(Type) chr.SetNameString(name) chr.SetVirtualID(vid) chr.ChangeHair(value) -- Hair Color chr.SetHair(value) -- Hair gr2 chr.SetRace(Race) chr.ChangeShape(value) chr.SetWeapon(value) chr.SetArmor(value) chr.PickAll() chr.Pick() chr.Show() chr.Hide() chr.Unselect(vid) chr.SetBlendRenderMode(vid, value(Color)) chr.SetAddRenderMode(vid, value(Color)) chr.IsPartyMember(vid) chr.IsGameMaster(vid) chr.IsNPC(vid) chr.IsEnemy(vid) chr.HasInstance(vid) chr.SelectInstance(vid) chr.DeleteInstanceByFade(vid) chr.DeleteInstance(vid) chr.CreateInstance(vid) chr.Deform() chr.MountHorse() chr.DismountHorse() #Variabili: chr.NEW_AFFECT_GOLD_BONUS chr.NEW_AFFECT_MARRIAGE_FAST chr.NEW_AFFECT_FISH_MIND chr.NEW_AFFECT_AUTOLOOT chr.NEW_AFFECT_SAFEBOX chr.NEW_AFFECT_ITEM_BONUS chr.NEW_AFFECT_EXP_BONUS_EURO_FREE_UNDER_15 chr.NEW_AFFECT_EXP_BONUS_EURO_FREE chr.NEW_AFFECT_EXP_BONUS chr.NEW_AFFECT_SKILL_BOOK_NO_DELAY chr.NEW_AFFECT_SKILL_BOOK_BONUS chr.NEW_AFFECT_NO_DEATH_PENALTY chr.NEW_AFFECT_MALL chr.AFFECT_CHINA_FIREWORK chr.AFFECT_FALLEN_CHEONGEUN chr.AFFECT_PABEOP chr.AFFECT_JEUNGRYEOK chr.AFFECT_GICHEON chr.AFFECT_MUYEONG chr.AFFECT_HEUKSIN chr.AFFECT_KWAESOK chr.AFFECT_BOHO chr.AFFECT_HOSIN chr.AFFECT_JUMAGAP chr.AFFECT_GONGPO chr.AFFECT_GWIGEOM chr.AFFECT_EUNHYEONG chr.AFFECT_GYEONGGONG chr.AFFECT_CHEONGEUN chr.AFFECT_GEOMGYEONG chr.AFFECT_JEONGWI chr.AFFECT_FISH_MIND chr.AFFECT_ATT_SPEED_POTION chr.AFFECT_MOV_SPEED_POTION chr.AFFECT_STUN chr.AFFECT_SLOW chr.AFFECT_POISON chr.PART_HEAD chr.INSTANCE_TYPE_OBJECT chr.INSTANCE_TYPE_BUILDING chr.INSTANCE_TYPE_ENEMY chr.INSTANCE_TYPE_NPC chr.INSTANCE_TYPE_PLAYER chr.DIR_NORTHWEST chr.DIR_WEST chr.DIR_SOUTHWEST chr.DIR_SOUTH chr.DIR_SOUTHEAST chr.DIR_EAST chr.DIR_NORTHEAST chr.DIR_NORTH chr.MOTION_MODE_WEDDING_DRESS chr.MOTION_MODE_HORSE_BELL chr.MOTION_MODE_HORSE_FAN chr.MOTION_MODE_HORSE_BOW chr.MOTION_MODE_HORSE_DUALHAND_SWORD chr.MOTION_MODE_HORSE_TWOHAND_SWORD chr.MOTION_MODE_HORSE_ONEHAND_SWORD chr.MOTION_MODE_HORSE chr.MOTION_MODE_FISHING chr.MOTION_MODE_BELL chr.MOTION_MODE_FAN chr.MOTION_MODE_BOW chr.MOTION_MODE_DUALHAND_SWORD chr.MOTION_MODE_TWOHAND_SWORD chr.MOTION_MODE_ONEHAND_SWORD chr.MOTION_MODE_GENERAL chr.MOTION_MODE_RESERVED chr.MOTION_DIG chr.MOTION_SLAP_HURT_WITH_SHAMAN chr.MOTION_SLAP_HURT_WITH_SURA chr.MOTION_SLAP_HURT_WITH_ASSASSIN chr.MOTION_SLAP_HURT_WITH_WARRIOR chr.MOTION_SLAP_HIT_WITH_SHAMAN chr.MOTION_SLAP_HIT_WITH_SURA chr.MOTION_SLAP_HIT_WITH_ASSASSIN chr.MOTION_SLAP_HIT_WITH_WARRIOR chr.MOTION_FRENCH_KISS_WITH_SHAMAN chr.MOTION_FRENCH_KISS_WITH_SURA chr.MOTION_FRENCH_KISS_WITH_ASSASSIN chr.MOTION_FRENCH_KISS_WITH_WARRIOR chr.MOTION_KISS_WITH_SHAMAN chr.MOTION_KISS_WITH_SURA chr.MOTION_KISS_WITH_ASSASSIN chr.MOTION_KISS_WITH_WARRIOR chr.MOTION_CHEERS_2 chr.MOTION_CHEERS_1 chr.MOTION_JOY chr.MOTION_BANTER chr.MOTION_CHEERUP chr.MOTION_SHY chr.MOTION_SAD chr.MOTION_ATTRACTIVE chr.MOTION_ANGRY chr.MOTION_FORGIVE chr.MOTION_CONGRATULATION chr.MOTION_DANCE_5 chr.MOTION_DANCE_4 chr.MOTION_DANCE_3 chr.MOTION_DANCE_2 chr.MOTION_DANCE_1 chr.MOTION_CLAP chr.MOTION_SKILL chr.MOTION_STOP chr.MOTION_FISHING_FAIL chr.MOTION_FISHING_CATCH chr.MOTION_FISHING_REACT chr.MOTION_FISHING_STOP chr.MOTION_FISHING_WAIT chr.MOTION_FISHING_THROW chr.MOTION_INTRO_NOT_SELECTED chr.MOTION_INTRO_SELECTED chr.MOTION_INTRO_WAIT chr.MOTION_COMBO_ATTACK_8 chr.MOTION_COMBO_ATTACK_7 chr.MOTION_COMBO_ATTACK_6 chr.MOTION_COMBO_ATTACK_5 chr.MOTION_COMBO_ATTACK_4 chr.MOTION_COMBO_ATTACK_3 chr.MOTION_COMBO_ATTACK_2 chr.MOTION_COMBO_ATTACK_1 chr.MOTION_NORMAL_ATTACK chr.MOTION_DEAD_BACK chr.MOTION_DEAD chr.MOTION_STAND_UP_BACK chr.MOTION_DAMAGE_FLYING_BACK chr.MOTION_DAMAGE_BACK chr.MOTION_STAND_UP chr.MOTION_DAMAGE_FLYING chr.MOTION_DAMAGE chr.MOTION_CHANGE_WEAPON chr.MOTION_RUN chr.MOTION_WALK chr.MOTION_WAIT chr.MOTION_SPAWN chr.MOTION_NONE chr.PLAYER_NAME_MAX_LEN ##################### ### CHRMGR MODULE ### ##################### chrmgr.RegisterTitleColor(count, red, green, blue) chrmgr.RegisterNameColor(count, red, green, blue) chrmgr.RegisterTitleName(count, Name) chrmgr.SetHorseDustGap(value) chrmgr.SetDustGap(value) chrmgr.SetMovingSpeed(value) chrmgr.ToggleDirectionLine() chrmgr.ShowPointEffect(???) chrmgr.RegisterPointEffect(type, Path) chrmgr.RegisterCacheEffect(type, Path) chrmgr.RegisterEffect(type, Path) chrmgr.IsPossibleEmoticon(-1) chrmgr.SetEmoticon(-1, value) chrmgr.SetAffect(-1, AffectType, IsVisible)) chrmgr.RegisterCacheMotionData(mode, motion, path) chrmgr.RegisterRaceSrcName(MsmFile, Folder) chrmgr.RegisterRaceName(MobID, MsmFile(/Folder + MsmFile) chrmgr.RegisterMotionData(mode, motion, path) chrmgr.RegisterComboAttackNew(mode, combo1, combo2, motion) chrmgr.ReserveComboAttackNew(mode, motion, ID) chrmgr.RegisterComboAttack(mode, combo1, combo2, motion) chrmgr.ReserveComboAttack(mode, motion, ID) chrmgr.RegisterNormalAttack(mode, motion) chrmgr.SetMotionRandomWeight(mode, motion, value, value) chrmgr.RegisterMotionMode(mode) chrmgr.RegisterAttachingBoneName(type, path) chrmgr.SelectRace(value) chrmgr.CreateRace(value) chrmgr.LoadLocalRaceData(MsmFile) chrmgr.LoadRaceData(MsmFile) chrmgr.SetPathName(Path) chrmgr.AppendShapeSkin(???) chrmgr.SetShapeModel(???) chrmgr.GetPickedVID() chrmgr.GetVIDInfo(vid) chrmgr.SetEmpireNameMode(ColorIndex) #Variabili: chrmgr.EFFECT_PERCENT_DAMAGE3 chrmgr.EFFECT_PERCENT_DAMAGE2 chrmgr.EFFECT_PERCENT_DAMAGE1 chrmgr.EFFECT_LEVELUP_UNDER_15_FOR_GERMANY chrmgr.EFFECT_LEVELUP_ON_14_FOR_GERMANY chrmgr.EFFECT_FR_SUCCESS chrmgr.EFFECT_FAIL chrmgr.EFFECT_SUCCESS chrmgr.EFFECT_REFINED chrmgr.EFFECT_EMPIRE chrmgr.EFFECT_EMOTICON chrmgr.EFFECT_AFFECT chrmgr.EFFECT_WEAPON chrmgr.EFFECT_SPIN_TOP chrmgr.EFFECT_FIRECRACKER chrmgr.EFFECT_DODGE chrmgr.EFFECT_BLOCK chrmgr.EFFECT_PENETRATE chrmgr.EFFECT_DXUP_PURPLE chrmgr.EFFECT_SPEEDUP_GREEN chrmgr.EFFECT_SPUP_BLUE chrmgr.EFFECT_HPUP_RED chrmgr.EFFECT_SKILLUP chrmgr.EFFECT_LEVELUP chrmgr.EFFECT_DAMAGE_CRITICAL chrmgr.EFFECT_DAMAGE_TARGETMISS chrmgr.EFFECT_DAMAGE_MISS chrmgr.EFFECT_DAMAGE_POISON chrmgr.EFFECT_DAMAGE_SELFDAMAGE2 chrmgr.EFFECT_DAMAGE_SELFDAMAGE chrmgr.EFFECT_DAMAGE_NOT_TARGET chrmgr.EFFECT_DAMAGE_TARGET chrmgr.EFFECT_CRITICAL chrmgr.EFFECT_TARGET chrmgr.EFFECT_SELECT chrmgr.EFFECT_ELECTRIC_ATTACH chrmgr.EFFECT_ELECTRIC_HIT chrmgr.EFFECT_ELECTRIC_ATTACK chrmgr.EFFECT_FLAME_ATTACH chrmgr.EFFECT_FLAME_HIT chrmgr.EFFECT_FLAME_ATTACK chrmgr.EFFECT_HIT chrmgr.EFFECT_STUN chrmgr.EFFECT_HORSE_DUST chrmgr.EFFECT_DUST chrmgr.EFFECT_SPAWN_APPEAR chrmgr.EFFECT_SPAWN_DISAPPEAR chrmgr.NAMECOLOR_EXTRA chrmgr.NAMECOLOR_WAYPOINT chrmgr.NAMECOLOR_WARP chrmgr.NAMECOLOR_PARTY chrmgr.NAMECOLOR_PVP chrmgr.NAMECOLOR_PK chrmgr.NAMECOLOR_FUNC chrmgr.NAMECOLOR_EMPIRE_PC chrmgr.NAMECOLOR_EMPIRE_NPC chrmgr.NAMECOLOR_EMPIRE_MOB chrmgr.NAMECOLOR_PC chrmgr.NAMECOLOR_NPC chrmgr.NAMECOLOR_MOB ################## ### NET MODULE ### ################## net.RecvGuildSymbol(???) net.DisconnectUploader(???) net.SendGuildSymbol(Path???) net.SetSkillGroupFake(group) net.SetEmpireLanguageMode(value) net.SetPacketSequenceMode() net.SendSelectItemPacket(SlotIndex) net.SendRefinePacket(SlotIndex, type) net.SendRequestRefineInfoPacket(SlotIndex) net.SendGuildWithdrawMoneyPacket(value(money)) net.SendGuildDepositMoneyPacket(value(money)) net.SendGuildChargeGSPPacket(value) net.SendGuildInviteAnswerPacket(GuildLeaderVID, Answer) net.SendGuildChangeMemberGeneralPacket(pid, value) net.SendGuildUseSkillPacket(value, key) net.SendGuildChangeMemberGradePacket(PID, GradeNumber) net.SendGuildRefreshCommentsPacket(value) net.SendGuildDeleteCommentPacket(CommendID) net.SendGuildPostCommentPacket(text[:50]) net.SendGuildOfferPacket(exp) net.SendGuildChangeGradeAuthorityPacket(ArgIndex, Authority ^ ArgAuthority) net.SendGuildChangeGradeNamePacket(GradeNumber, GradeName) net.SendGuildRemoveMemberPacket(key) net.SendGuildAddMemberPacket(vid) net.SendQuestConfirmPacket(answer, pid) net.SendQuestInputStringPacket(text) net.SendAnswerMakeGuildPacket(GuildName) net.SendMallCheckoutPacket(AttachedSlotPos, SlotIndex) net.SendSafeboxItemMovePacket(AttachedSlotPos, SlotIndex, 0) net.SendSafeboxCheckoutPacket(AttachedSlotPos, SlotIndex) net.SendSafeboxCheckinPacket(AttachedSlotPos, SlotIndex) net.SendSafeboxWithdrawMoneyPacket(MoneyCount) net.SendSafeboxSaveMoneyPacket(MoneyCount) net.SendPartyParameterPacket(type) net.SendPartyUseSkillPacket(skill, vid) net.SendPartySetStatePacket(pid, state, type) net.SendPartyRemovePacket(vid) net.SendPartyExitPacket() net.SendPartyInviteAnswerPacket(PartyLeaderVID, Answer) net.SendPartyInvitePacket(vid) net.SendMessengerRemovePacket(key, name) net.SendMessengerAddByNamePacket(name) net.SendMessengerAddByVIDPacket(vid) net.RegisterEmoticonString(text) net.SendOnClickPacket(vid) net.SendExchangeExitPacket() net.SendExchangeAcceptPacket() net.SendExchangeElkAddPacket(money) net.SendExchangeItemDelPacket(???) net.SendExchangeItemAddPacket(SlotIndex, DestinationSlotIndex) net.SendExchangeStartPacket(vid) net.SendShopSellPacketNew(SlotIndex, Count) net.SendShopSellPacket(SlotIndex) net.SendShopBuyPacket(AttachedSlotIndex) net.SendShopEndPacket() net.SendCharacterPositionPacket(???) net.SendMobileMessagePacket(name, text) net.SendWhisperPacket(player, text) net.SendEmoticon(value) net.SendChatPacket(text, type) net.IsConnect() net.Disconnect() net.SetOfflinePhase(???) net.SendGiveItemPacket(DestinationCharID, SlotIndex, Count) net.SendItemPickUpPacket(ItemVID) net.SendItemMovePacket(SlotIndex, DestinationSlotIndex, Count) net.SendGoldDropPacketNew(money) net.SendElkDropPacket(???) net.SendItemDropPacketNew(ItemValue, Count) net.SendItemDropPacket(ItemValue) net.SendItemUseToItemPacket(SlotIndex, DestinationSlotIndex) net.SendItemUsePacket(ItemValue) net.SendEnterGamePacket() net.SendDestroyCharacterPacket(SlotIndex, PrivateCode) net.SendCreateCharacterPacket(SlotIndex, Name, RaceIndex, ShapeIndex, Vit, Int, Str, Dex) net.SendChangeNamePacket(SlotIndex, ChangeName) net.SendSelectCharacterPacket(SlotIndex) net.SendSelectEmpirePacket(EmpireIndex) net.SendRunupMatrixCardPacket(Answer) net.SendChinaMatrixCardPacket(Answer) net.SendLoginPacket() net.ConnectToAccountServer(Addr, Port, AccountAddr, AccountPort) net.ConnectUDP(Ip, Port) net.ConnectTCP(Addr, Port) net.ExitApplication() net.ExitGame() net.LogOutGame() net.DirectEnter(CharacterSlotIndex) net.SetUDPRecvBufferSize(value) net.SetTCPSendBufferSize(value) net.SetTCPRecvBufferSize(value) net.SetHandler(value) net.SetAccountConnectorHandler(value) net.SetServerCommandParserWindow(value) net.ClearPhaseWindow(phase, value) net.SetPhaseWindow(phase, value) net.SetLoginInfo(Id, Pw) net.ToggleGameDebugInfo() net.GetFieldMusicVolume() net.GetFieldMusicFileName() net.GetAccountCharacterSlotDataString(SlotIndex, type) net.GetAccountCharacterSlotDataInteger(SlotIndex, type) net.GetMainActorSkillGroup() net.GetMainActorEmpire() net.GetMainActorRace() net.GetMainActorVID() net.GetEmpireID() net.GetGuildID() net.UploadSymbol(Path) net.UploadMark(Path) net.LoadInsultList(???) net.IsInsultIn(text) net.IsChatInsultIn(text) net.SetMarkServer(Addr, Port) net.IsTest() net.Warp(XCoordinate, YCoordinate) net.StartGame() net.GetPreservedServerCommand() net.PreserveServerCommand(line) net.GetServerInfo() net.SetServerInfo(Name) net.EnableChatInsultFilter(value) net.GetBettingGuildWarValue(???) #Variabili: net.EMPIRE_C net.EMPIRE_B net.EMPIRE_A net.SERVER_COMMAND_QUIT net.SERVER_COMMAND_RETURN_TO_SELECT_CHARACTER net.SERVER_COMMAND_LOG_OUT net.ACCOUNT_CHARACTER_SLOT_HAIR net.ACCOUNT_CHARACTER_SLOT_CHANGE_NAME_FLAG net.ACCOUNT_CHARACTER_SLOT_GUILD_NAME net.ACCOUNT_CHARACTER_SLOT_GUILD_ID net.ACCOUNT_CHARACTER_SLOT_PORT net.ACCOUNT_CHARACTER_SLOT_ADDR net.ACCOUNT_CHARACTER_SLOT_FORM net.ACCOUNT_CHARACTER_SLOT_PLAYTIME net.ACCOUNT_CHARACTER_SLOT_HTH net.ACCOUNT_CHARACTER_SLOT_INT net.ACCOUNT_CHARACTER_SLOT_DEX net.ACCOUNT_CHARACTER_SLOT_STR net.ACCOUNT_CHARACTER_SLOT_LEVEL net.ACCOUNT_CHARACTER_SLOT_RACE net.ACCOUNT_CHARACTER_SLOT_NAME net.ACCOUNT_CHARACTER_SLOT_ID net.PHASE_WINDOW_EMPIRE net.PHASE_WINDOW_GAME net.PHASE_WINDOW_LOAD net.PHASE_WINDOW_CREATE net.PHASE_WINDOW_SELECT net.PHASE_WINDOW_LOGIN net.ERROR_MARK_CHECK_NEED_RECONNECT net.ERROR_MARK_UPLOAD_NEED_RECONNECT net.ERROR_MARK_HEIGHT net.ERROR_MARK_WIDTH net.ERROR_LOAD_MARK net.ERROR_CONNECT_MARK_SERVER net.ERROR_NONE #################### ### GUILD MODULE ### #################### guild.MainPlayerHasAuthority(action) guild.IsMemberByName(name) guild.IsMember(LineIndex) guild.MemberIndexToPID(LineIndex) guild.GetMemberData(LineIndex) guild.GetMemberCount() guild.GetGradeName(grade) guild.SetSkillIndex(SlotIndex, SkillIndex) guild.GetSkillMaxLevelNew(SkillIndex???) guild.GetGuildSkillLevel(SkillIndex???) guild.GetDragonPowerPoint() guild.GetGuildSkillPoint() guild.GetGuildExperienceSummary() guild.GetGuildMemberLevelAverage() guild.GetGuildMemberLevelSummary() guild.GetGuildMemberCount() guild.GetGuildExperience() guild.GetGuildLevel() guild.GetGuildBoardCommentData(Index) guild.GetGuildBoardCommentCount() guild.GetGuildMoney() guild.GetEnemyGuildName(value) guild.GetGuildMasterName() guild.HasGuildLand() guild.GetMarkIndexByMarkID(MarkID) guild.GetMarkImageFilenameByMarkID(MarkID) guild.GuildIDToMarkID(GuildID) guild.IsGuildEnable() #Variabili: guild.ENEMY_GUILD_SLOT_MAX_COUNT guild.AUTH_SKILL guild.AUTH_NOTICE guild.AUTH_REMOVE_MEMBER guild.AUTH_ADD_MEMBER ##################### ### EFFECT MODULE ### ##################### effect.RegisterIndexedFlyData(Effect, Index, Path) effect.SetPosition(x, y) effect.DeleteEffect(???) effect.CreateEffect(???) #Variabili: effect.FLY_SKILL_MUYEONG effect.FLY_HP_SMALL effect.FLY_CHAIN_LIGHTNING effect.FLY_FIREWORK_XMAS effect.FLY_FIREWORK6 effect.FLY_FIREWORK5 effect.FLY_FIREWORK4 effect.FLY_FIREWORK3 effect.FLY_FIREWORK2 effect.FLY_FIREWORK1 effect.FLY_SP_BIG effect.FLY_SP_MEDIUM effect.FLY_SP_SMALL effect.FLY_HP_BIG effect.FLY_HP_MEDIUM effect.FLY_EXP effect.FLY_NONE effect.INDEX_FLY_TYPE_AUTO_FIRE effect.INDEX_FLY_TYPE_FIRE_CRACKER effect.INDEX_FLY_TYPE_NORMAL ######################## ### NONPLAYER MODULE ### ######################## nonplayer.LoadNonPlayerData() nonplayer.GetMonsterName(???) nonplayer.GetGradeByVID(vid) nonplayer.GetLevelByVID(vid) nonplayer.GetEventTypeByVID(vid) nonplayer.GetEventType(???) #Variabili: nonplayer.KING nonplayer.BOSS nonplayer.S_KNIGHT nonplayer.KNIGHT nonplayer.S_PAWN nonplayer.PAWN nonplayer.ON_CLICK_EVENT_VEHICLE nonplayer.ON_CLICK_EVENT_TALK nonplayer.ON_CLICK_EVENT_SHOP nonplayer.ON_CLICK_EVENT_BATTLE nonplayer.ON_CLICK_EVENT_NONE ####################### ### TEXTTAIL MODULE ### ####################### texttail.AttachTitle texttail.RegisterInfoTail texttail.RegisterChatTail texttail.RegisterCharacterTextTail texttail.EnablePKTitle(mode) texttail.SelectItemName(Item ID) texttail.ShowAllTextTail() texttail.HideAllTextTail() texttail.ArrangeTextTail() texttail.IsChat texttail.GetPosition texttail.ShowItemTextTail(Item ID) texttail.ShowCharacterTextTail texttail.UpdateShowingTextTail() texttail.UpdateAllTextTail() textTail.Pick(x, y) ################### ### PACK MODULE ### ################### pack.Exist(FileName) pack.Get(FileName) ###################### ### MINIMAP MODULE ### ###################### minimap.GetGuildAreaID minimap.UnregisterAtlasWindow minimap.RegisterAtlasWindow minimap.RemoveWayPoint minimap.AddWayPoint minimap.GetAtlasSize minimap.GetAtlasInfo minimap.IsAtlas minimap.isShowAtlas minimap.HideAtlas minimap.ShowAtlas minimap.RenderAtlas minimap.UpdateAtlas minimap.LoadAtlas minimap.GetInfo minimap.isShow minimap.SetCenterPosition minimap.SetMiniMapSize minimap.ScaleDown minimap.ScaleUp minimap.SetScale #Variabili: minimap.TYPE_EMPIRE minimap.TYPE_PARTY minimap.TYPE_WAYPOINT minimap.TYPE_WARP minimap.TYPE_MONSTER minimap.TYPE_NPC minimap.TYPE_OPCPVPSELF minimap.TYPE_OPCPVP minimap.TYPE_OPC ######################## ### MESSENGER MODULE ### ######################## messenger.SetMessengerHandler messenger.RefreshGuildMember messenger.IsFriendByName messenger.RemoveFriend ################### ### CHAT MODULE ### ################### chat.GetLinkFromHyperlink chat.InitWhisper chat.ClearWhisper chat.SetWhisperPosition chat.SetWhisperBoxSize chat.RenderWhisper chat.AppendWhisper chat.CreateWhisper chat.IsIgnoreCharacter chat.IgnoreCharacter chat.ArrangeShowingChat chat.AppendChatWithDelay chat.AppendChat chat.GetLineStep chat.GetVisibleLineCount chat.SetEndPos chat.DisableChatMode chat.EnableChatMode chat.ToggleChatMode chat.SetStep chat.SetHeight chat.SetBoardState chat.CreateChatSet chat.Close chat.SetChatColor #Variabili: chat.CHAT_SET_LOG_WINDOW chat.CHAT_SET_CHAT_WINDOW chat.BOARD_STATE_LOG chat.BOARD_STATE_EDIT chat.BOARD_STATE_VIEW chat.WHISPER_TYPE_GM chat.WHISPER_TYPE_SYSTEM chat.WHISPER_TYPE_CHAT chat.CHAT_TYPE_WHISPER chat.CHAT_TYPE_SHOUT chat.CHAT_TYPE_COMMAND chat.CHAT_TYPE_GUILD chat.CHAT_TYPE_PARTY chat.CHAT_TYPE_NOTICE chat.CHAT_TYPE_INFO chat.CHAT_TYPE_TALKING #################### ### SKILL MODULE ### #################### skill.GetDuration skill.GetNewAffectData skill.GetNewAffectDataCount skill.GetGradeData skill.GetIconInstanceNew skill.GetIconImageNew skill.GetIconName skill.CanUseSkill skill.IsStandingSkill skill.IsUseHPSkill skill.IsToggleSkill skill.GetNeedCharacterLevel skill.CheckRequirementSueccess skill.IsLevelUpSkill skill.CanLevelUpSkill skill.GetSkillRequireStatData skill.GetSkillRequireStatCount skill.GetSkillRequirementData skill.IsSkillRequirement skill.GetSkillLevelLimit skill.GetSkillLevelUpPoint skill.GetSkillMaxLevel skill.GetSkillContinuationSP skill.GetSkillNeedSP skill.GetSkillAffectDescription skill.GetSkillAffectDescriptionCount skill.GetSkillConditionDescription skill.GetSkillConditionDescriptionCount skill.GetSkillType skill.GetSkillDescription skill.GetSkillName skill.ClearSkillData skill.LoadSkillData skill.RegisterSkill #Variabili: skill.SKILL_EFFECT_COUNT skill.SKILL_GRADEGAP skill.SKILL_GRADE_STEP_COUNT skill.SKILL_GRADE_COUNT skill.SKILL_TYPE_MAX_NUM skill.SKILL_TYPE_HORSE skill.SKILL_TYPE_GUILD skill.SKILL_TYPE_SUPPORT skill.SKILL_TYPE_ACTIVE skill.SKILL_TYPE_NONE #################### ### QUEST MODULE ### #################### quest.GetQuestLastTime quest.GetQuestIndex quest.GetQuestData quest.GetQuestCount #Variabili: quest.QUEST_MAX_NUM ##################### ### EVENT MODULE #### ##################### event.QuestButtonClick event.SetLeftTimeString event.SetInterfaceWindow event.SetEventHandler event.GetVisibleStartLine event.SetVisibleStartLine event.GetLineCount event.SelectAnswer event.EndEventProcess event.IsWait event.Skip event.SetEventSetWidth event.RenderEventSet event.UpdateEventSet event.InsertText event.AddEventSetLocalYPosition event.GetEventSetLocalYPosition event.SetRestrictedCount event.ClearEventSet event.RegisterEventSetFromString event.RegisterEventSet #Variabili: event.BUTTON_TYPE_CANCEL event.BUTTON_TYPE_DONE event.BUTTON_TYPE_NEXT event.BOX_VISIBLE_LINE_COUNT ######################### ### BACKGROUND MODULE ### ######################### background.WarpTest background.DisableGuildArea background.VisibleGuildArea background.RegisterDungeonMapName background.SetXMasTree background.SetTransparentTree background.SetRenderSort background.SetBGLoading background.GetDistanceSetInfo background.GetFarClip background.SetViewDistanceSet background.SelectViewDistanceNum background.GetRenderedGraphicThingInstanceNum background.GetRenderedSplatNum background.SetSplatLimit background.GetShadowMapColor background.SetVisiblePart background.SetShadowLevel background.GetHeight background.RenderDungeon background.RenderCharacterShadowToTexture background.RenderAfterLensFlare background.RenderBeforeLensFlare background.RenderEffect background.RenderWater background.RenderCloud background.RenderSky background.RenderCollision background.RenderPCBlocker background.Render background.Initialize background.SetBackgroundDirLight background.SetCharacterDirLight background.EndEnvironment background.BeginEnvironment background.GetPickingPoint background.GetCurrentMapName background.SetEnvironmentData background.RegisterEnvironmentData background.LoadMap background.GetRenderShadowTime background.GlobalPositionToMapInfo background.GlobalPositionToLocalPosition background.EnableSnow background.EnableSoftwareTiling background.IsSoftwareTiling #Variabili: background.TEXTURE_SORT background.DISTANCE_SORT background.DISTANCE4 background.DISTANCE3 background.DISTANCE2 background.DISTANCE1 background.DISTANCE0 background.SHADOW_ALL_MAX background.SHADOW_ALL_HIGH background.SHADOW_ALL background.SHADOW_GROUND_AND_SOLO background.SHADOW_GROUND background.SHADOW_NONE background.SKY_RENDER_MODE_MODULATE4X background.SKY_RENDER_MODE_MODULATE2X background.SKY_RENDER_MODE_MODULATE background.SKY_RENDER_MODE_TEXTURE background.SKY_RENDER_MODE_DIFFUSE background.SKY_RENDER_MODE_DEFAULT background.PART_TERRAIN background.PART_OBJECT background.PART_WATER background.PART_CLOUD background.PART_TREE background.PART_SKY ################## ### IME MODULE ### ################## ime.EnablePaste ime.PasteTextFromClipBoard ime.PasteReturn ime.PasteBackspace ime.PasteString ime.Delete ime.SetCursorPosition ime.MoveEnd ime.MoveHome ime.MoveRight ime.MoveLeft ime.ClearExceptKey ime.AddExceptKey ime.SetStringMode ime.SetNumberMode ime.SetInputMode ime.GetInputMode ime.DisableIME ime.EnableIME ime.GetReadingError ime.GetReading ime.GetCandidateSelection ime.GetCandidate ime.GetCandidateCount ime.GetCodePage ime.GetText ime.SetText ime.SetUserMax ime.SetMax ime.DisableCaptureInput ime.EnableCaptureInput ime.Disable ime.Enable ################## ### SND MODULE ### ################## snd.Pop snd.Push snd.profiler snd.SetAmbienceSoundScale snd.SetSoundScale snd.SetSoundVolume snd.SetSoundVolumef snd.SetMusicVolume snd.StopAllSound snd.FadeLimitOutMusic snd.FadeOutAllMusic snd.FadeOutMusic snd.FadeInMusic snd.PlayMusic snd.PlaySound3D snd.PlaySound ############################ ### SYSTEMSETTING MODULE ### ############################ systemSetting.GetShadowLevel systemSetting.IsShowDamage systemSetting.SetShowDamageFlag systemSetting.IsAlwaysShowName systemSetting.SetAlwaysShowNameFlag systemSetting.IsViewChat systemSetting.SetViewChatFlag systemSetting.IsSoftwareCursor systemSetting.GetSoundVolume systemSetting.GetMusicVolume systemSetting.GetSaveID systemSetting.isSaveID systemSetting.SetSaveID systemSetting.GetConfig systemSetting.SaveConfig systemSetting.SetConfig systemSetting.ApplyConfig systemSetting.GetFrequency systemSetting.GetResolution systemSetting.GetCurrentResolution systemSetting.GetFrequencyCount systemSetting.GetResolutionCount systemSetting.GetWindowStatus systemSetting.SaveWindowStatus systemSetting.isInterfaceConfig systemSetting.ReserveResource systemSetting.DestroyInterfaceHandler systemSetting.SetInterfaceHandler systemSetting.GetWidth #Variabili: systemSetting.WINDOW_CHAT systemSetting.WINDOW_MINIMAP systemSetting.WINDOW_GAUGE systemSetting.WINDOW_QUICK systemSetting.WINDOW_COMMAND systemSetting.WINDOW_JOURNAL systemSetting.WINDOW_SOCIETY systemSetting.WINDOW_ABILITY systemSetting.WINDOW_INVENTORY systemSetting.WINDOW_STATUS
  8. Tutorial realizat pe Metin2CMS V2.11 Mergem în include\sidebar\ranking.php Căutăm: <div class="col-md-4 top-inline top-inline-empire"><img src="<?php print $site_url; ?>images/empire/<?php print $empire=get_player_empire($player['account_id']); ?>.jpg" alt="<?php print emire_name($empire); ?>" title="<?php print emire_name($empire); ?>"></div> Înlocuim cu: <div class="col-md-4 top-inline top-inline-empire"><?php print $player['playtime']; ?><?php print $player['name']; ?></div> Căutăm: <div class="col-md-4 top-inline top-inline-empire"><img src="<?php print $site_url; ?>images/empire/<?php print $empire=get_guild_empire($guild['master']); ?>.jpg" alt="<?php print emire_name($empire); ?>" title="<?php print emire_name($empire); ?>"/></div> Înlocuim cu: <div class="col-md-4 top-inline top-inline-empire"><?php print $guild['ladder_point']; ?></div> Mergem în include\functions\basic.php Căutăm: function top10players() Înlocuim toată funcția cu: (am adaugat playtime si order) function top10players() { global $database; $banned_ids = getBannedAccounts(); if($banned_ids) $stmt = $database->runQueryPlayer("SELECT id, name, account_id, playtime FROM player WHERE name NOT LIKE '[%]%' AND account_id NOT IN (".$banned_ids.") ORDER BY level DESC, exp DESC, playtime DESC, name ASC limit 5"); else $stmt = $database->runQueryPlayer("SELECT id, name, account_id, playtime FROM player WHERE name NOT LIKE '[%]%' ORDER BY level DESC, exp DESC, playtime DESC, name ASC limit 5"); $stmt->execute(); $top = $stmt->fetchAll(); return $top; } Căutăm: function top10guilds() Înlocuim toată funcția cu: (am adaugat leadder_points si order) function top10guilds() { global $database; $stmt = $database->runQueryPlayer("SELECT name, master, ladder_point FROM guild WHERE name NOT LIKE '[%]%' ORDER BY level DESC, ladder_point DESC, exp DESC, name ASC limit 5"); $stmt->execute(); $top = $stmt->fetchAll(); return $top; } TREBUIE SA ARATE ASA Acum trebuie sa editam si paginile ranking/players si ranking/guilds Mergem în /pages/players.php Căutăm: <tbody> Înlocuim toată funcția cu: (am adaugat playtime si order) <?php $banned_ids = getBannedAccounts(); $records_per_page=15; if(isset($search)) { if($banned_ids) $query = "SELECT id, name, account_id, level, exp, playtime FROM player WHERE name NOT LIKE '[%]%' AND account_id NOT IN (".$banned_ids.") AND name LIKE :search ORDER BY playtime DESC, exp DESC, level DESC, name ASC"; else $query = "SELECT id, name, account_id, level, exp, playtime FROM player WHERE name NOT LIKE '[%]%' AND name LIKE :search ORDER BY playtime DESC, exp DESC, level DESC, name ASC"; $newquery = $paginate->paging($query,$records_per_page); $paginate->dataview($newquery, $search); } else { if($banned_ids) $query = "SELECT id, name, account_id, level, exp, playtime FROM player WHERE name NOT LIKE '[%]%' AND account_id NOT IN (".$banned_ids.") ORDER BY playtime DESC, exp DESC, level DESC, name ASC"; else $query = "SELECT id, name, account_id, level, exp, playtime FROM player WHERE name NOT LIKE '[%]%' ORDER BY playtime DESC, exp DESC, level DESC, name ASC"; $newquery = $paginate->paging($query,$records_per_page); $paginate->dataview($newquery); } ?> Căutăm: <thead class="thead-inverse"> Adăugăm o linie nouă: <th>Timp</th> Mergem în /pages/guilds.php Căutăm: <tbody> Înlocuim toată funcția cu: (am adaugat leadder_points si order) <?php $records_per_page=10; if(isset($search)) { $query = "SELECT id, name, master, level, ladder_point FROM guild WHERE name NOT LIKE '[%]%' AND name LIKE :search ORDER BY ladder_point DESC, level DESC, exp DESC, name ASC"; $newquery = $paginate->paging($query,$records_per_page); $paginate->dataview($newquery, $search); } else { $query = "SELECT id, name, master, level, ladder_point FROM guild WHERE name NOT LIKE '[%]%' ORDER BY ladder_point DESC, level DESC, exp DESC, name ASC"; $newquery = $paginate->paging($query,$records_per_page); $paginate->dataview($newquery); } ?> Mergem în /include/classes/players.php Căutăm: <td><img src="<?php print $site_url; ?>images/empire/<?php print $empire=get_player_empire($row['account_id']); ?>.jpg" alt="<?php print emire_name($empire); ?>" title="<?php print emire_name($empire); ?>"></td> Adăugăm o linie nouă: <td><?php print $row['playtime']; ?></td> TREBUIE SA ARATE ASA (eu am scos si nivelul din top la voi apare diferit) Daca ai o problema deschide un tichet.
  9. ARCTIC F12 - 120 mm Standard Case Fan | Ultra Low Noise Cooler | Silent Cooler with Standard Case | Push- or Pull Configuration possible | INNOVATIVE DESIGN ENABKES QUIET AND EFFICIENT VENTILATION: The innovative design of the fan blades improves the air flow and facilitates a highly efficient ventilation. The impeller was designed with a focus on minimzing the noise level yet delivering the desired airflow and pressure. TWO WAY INSTALLATION: Blow warm air out of the case. Draw cool air into your case. LONG SERVICE LIFE: The Fluid Dynamic Bearing comes with an oil capsule that avoids lubricant leakage. Thus this bearing is as quiet as a sleeve bearing but comes with a significantly higher service life. 1,350 RPM @ 12 V / Max. Airflow 74 CFM (126 m³/h). Set the fan speed by using a different voltage (5-12V) BUY: [Hidden Content] Product description Size:120 mm - F-Series | Style:F12 Standard Long Service Life The Fluid Dynamic Bearing comes with an oil capsule that avoids lubricant leakage. Thus this bearing is as quiet as a sleeve bearing but comes with a significantly higher service life. Innovative Design Enables Quiet and Efficient Ventilation The innovative design of the fan blades improves the air flow and facilitates a highly efficient ventilation. The impeller was designed with a focus on minimizing the noise level yet delivering the desired airflow and pressure. Two Way installation Blows warm air out of the case and can also draw cold air into the case to fulfil your preference on the airflow pattern within the PC case. Fan Speed 1,350 RPM (@ 12 V DC) 900 RPM (@ 7 V DC) 650 RPM (@ 5 V DC) Air Flow: 74 CFM / 126 m³/h (@ 1.350 RPM) Noise Level: 0.3 Sone (@ 1.350 RPM) Connector: 3-pin Warranty: 6 years limited (Contact Manufacturer ARCTIC) More: Long Service Life The Fluid Dynamic Bearing comes with an oil capsule that avoids lubricant leakage. Thus this bearing is as quiet as a sleeve bearing but comes with a significantly higher service life Innovative Design Enables Quiet and Efficient Ventilation The innovative design of the fan blades improves the air flow and facilitates a highly efficient ventilation. The impeller was designed with a focus on minimzing the noise level yet delivering the desired airflow and pressure. Two Way installation You can either blow warm air out of the case or draw cool air into your case. Highly Efficient The Arctic F12 Case Fan is the ultimate PC-Cooler solution.
  10. Daemon

    Expresii in PHP

    Expresiile sunt constructii ale limbajului PHP care au o valoare. O expresie poate fi un sir de caractere, un numar, o variabila sau chiar o constructie mai complexa (cum ar fi un apel de functie). Ideea de baza este ca orice poate fi evaluat la o valoare este considerat a fi expresie. Limbajul PHP este construit in jurul expresiilor, iar acest concept, desi ignorat de multi programatori, este foarte important in intelegerea corecta a modului in care interpretorul PHP evalueaza si executa secventele de cod. Cele mai simple expresii in PHP sunt, asa cum am amintit, numerele (denumite si number literals) sau sirurile de caractere (string literals). Acestea au o valoare ce poate fi determinata in orice moment, iar aceasta valoare poate fi folosita in operatii (cel mai adesea, la atribuiri). In urma unei atribuiri, o variabila va prelua valoarea expresiei atribuite, devenind ea insasi o expresie. Asadar, avand o instructiune de atribuire de forma <? $a = 1; 1 este o expresie (number literal) si $a este la randul ei o expresie (variabila). Mai mult decat atat, in PHP instructiunea de atribuire este in sine o expresie, in sensul ca returneaza o valoare; astfel $a = 1 va returna valoarea expresiei atribuite (1, in acest exemplu). In acest context, putem scrie <? // atribuie lui $a valoarea 1, apoi printeaza rezultatul expresiei $a = 1, adica 1 print ($a = 1); Sau chiar <? // atribuie lui $a valoarea 1, apoi atribuie lui $b rezultatul expresiei, adica 1 $b = ($a = 1); De mentionat este ca expresiile sunt evaluate de la dreapta la stanga. In exemplul de mai sus, mai intai se executa si evalueaza expresia $a = 1 iar apoi se executa atribuirea $b = ... in care operandul din dreapta este inlocuit cu valoarea efectiva obtinuta. Nu doar atribuirile sunt expresii. Apelurile de functii (predefinite sau definite de programator) sunt considerate expresii si ele, intrucat returneaza o valoare. De asemenea, asocierea mai multor expresii, folosind operatori, genereaza o noua expresie. Un alt lucru important referitor la expresii este ca valoarea lor se poate modifica in functie de context. Mai exact, se modifica tipul de date de care apartine expresia (din string in numeric, din numeric in logic, etc). Astfel, daca intr-o operatie este necesar un anumit tip de date, iar expresia folosita are alt tip, atunci valoarea este convertita in mod automat. Asta poate fi un lucru bun, sau poate introduce erori in cod; de aceea este important sa se acorde o atentie sporita valorilor expresiilor, in special atunci cand se combina tipuri de date diferite. Expresiile sunt fundamentul limbajului PHP si aproape orice este o expresie. Ele apar peste tot in codul sursa si pot fi folosite in atribuiri, ca parametrii ai functiilor sau pentru specificarea conditiilor din structurile de control. In cele ce urmeaza vor fi prezentati operatorii limbajului PHP care pot fi aplicati unor expresii si care genereaza (prin compunere) noi expresii. Operatorii sunt elemente de limbaj ce se aplica expresiilor si dau nastere unor noi expresii. Exista mai multe tipuri de operatori, cu sintaxa si roluri diferite. De retinut este ca toti operatorii vor determina conversia expresiilor componente atunci cand acestea au tipuri diferite de date. Regula de conversie difera de la un tip de date la altul si de la un operator la altul. Mai jos sunt detaliati operatorii disponibili in PHP. Operatori de comparare Operatorii de comparare sunt folositi de cele mai multe ori in cadrul instructiunii if pentru a exprima conditia ce trebuie verificata. <? $a == $b // egal $a === $b // identic (aceeasi valoare si acelasi tip) $a != $b // diferit $a <> $b // diferit $a !== $b // ne-identic $a < $b // strict mai mic $a <= $b // mai mic sau egal $a > $b // strict mai mare $a >= $b // mai mare sau egal Exemple: <?php #initializari $a = 4; # initializam $a cu numarul 4 $b = "4"; # initializam $b cu string-ul "4" # operatorul de egalitate if( $a == 4 ) print "\$a este 4"; # va afisa "$a este 4" else print "\$a nu este 4"; # operatorul de egalitate if( $a == $b ) print "Sunt egale"; # va afisa "Sunt egale" else print "Nu sunt egale"; # operatorul de echivalenta if( $a === $b ) print "Sunt identice"; # va afisa "Nu sunt identice" else print "Nu sunt identice"; # Nota: deoarece $a este numar iar $b string, ele nu sunt identice # operatorul de comparare if( $a > 4 ) print "\$a este mai mare decat 4"; ?> Atentie! Daca se compara un string (text) cu un numar, stringul este convertit la un numar. Exemplu: <? "text" == 0 // echivalent 0 == 0, evalueaza la true Daca se compara 2 stringuri ce contin numere, acestea sunt mai intai convertite la numerele pe care le reprezinta si apoi are loc comparatia. Astfel, 2 texte care sunt diferite ar putea fi considerate egale. Exemplu: <? "1" == "01" // echivalent 1 == 1, evalueaza la true "1" == "1e0" // echivalent 1 == 1, evalueaza la true Nota: "01" si "1e0" sunt notatii matematice diferite pentru numarul 1. Diferenta intre operatorii == si = Operatorul == este diferit de operatorul de atribuire = si nu trebuie confundati. Dublu-egal (==) este folosit pentru comparare iar egal simplu (=) - pentru atribuirea de valori unei variabile. <? # $a = 5 este o atribuire. var_dump( $a = 5 ); // 5 # instructiunea print afiseaza rezultatul atribuirii (rezultatul unei atribuiri este # intotdeauna egal cu valoarea atribuita) # $a == 1 este o verificare. Instructiunea afiseaza rezultatul verificarii. var_dump( $a == 1 ); // false In timp ce atribuirile se pot folosi atat de sine statator ($a = 1;), cat si ca expresii in cadrul instructiunilor (print $a = 1; return $a = 1;) operatorii == sau === sunt folositi doar in cadrul instructiunilor. <? # corect $a = 10; # atribuire de sine statatoare var_dump( $a = 10 ); # atribuire + afisarea rezultatului atribuirii # incorect - nu genereaza erori dar aceasta constructie este inutila. $a == 1; # nu se face nimic cu rezultatul comparatiei # corect var_dump( $a == 1 ); # se afiseaza rezultatul comparatiei var_dump( $a === '1' ); # se afiseaza rezultatul comparatiei exacte if( $a == 1 ) echo 'egal'; # se face o verificare Operatorul ternar PHP ofera un operator care are 3 termeni si a carui evaluare returneaza o valoare. Sintaxa lui este urmatoarea: (conditie ? adevarat : fals ) De remarcat ca adevarat, fals si conditie nu sunt instructiuni ci expresii (variabile, constante, stringuri, etc) iar operatorul returneaza o valoare si nu o variabila. <? print ( 1 == 2 ? 'egal' : 'ne-egal' ); // afiseaza ne-egal $a = ( 1 == 2 ? 'egal' : 'ne-egal' ); // $a va avea valoarea ne-egal Operatori de incrementare/decrementare Incrementare inseamna cresterea valorii, de obicei cu o unitate, iar decrementarea este operatia inversa. PHP ofera (ca si C/C++) posibilitatea ca incrementarea/decrementarea sa se faca printr-un operator, fara sa fie nevoie de o instructiune separata. Spre exemplu: <? $a = 1; // initializare // pentru a-l creste pe $a cu o unitate, normal am scrie: $a = $a + 1; // folosind operatorul de incrementare scriem: $a++; // sau ++$a; // pentru a afisa noua valoare, putem aplica operatorul direct din instructiunea print: print ++$a; Dupa cum se poate observa, putem scrie $a++ si ++$a. Diferenta este ca atunci cand ++ apare inainte de variabila, PHP face mai intai incrementarea si apoi returneaza noua valoare. Cand ++ apare dupa, se returneaza valoarea actuala (ne-incrementata) si apoi se creste cu o unitate. Exemplu: <? $a = 1; print $a++; // afiseaza 1 - mai intai se afiseaza valoarea curenta, dupa care $a devine 2; print $a; // afiseaza 2 - $a are valoarea 2 dupa incrementare; $a = 1 print ++$a; // afiseaza 2 - mai intai $a creste cu o unitate, apoi este afisata noua valoare print $a; // afiseaza 2 - $a are valoarea 2; Nota: aceleasi observatii (legate de pozitie) se aplica si pentru operatorul de decrementare. <? $a = 2; print $a--; // afiseaza 2 - mai intai se afiseaza valoarea curenta, dupa care $a devine 1; print $a; // afiseaza 1 - $a are valoarea 1 dupa decrementare; $a = 2 print --$a; // afiseaza 1 - mai intai $a scade cu o unitate, apoi este afisata noua valoare print $a; // afiseaza 1 - $a are valoarea 1; Operatori de atribuire <? $a = 1; // atribuire simpla $a += 4; // echivalent cu $a = $a + 4; $a are valoarea 5 acum $a -= 1; // echivalent cu $a = $a - 1; $a *= 2; // echivalent cu $a = $a * 2; $a /= 3; // echivalent cu $a = $a / 3; $a %= 2; // echivalent cu $a = $a % 2; restul impartirii lui $a la 2 $a = &$b; /* $a este o referinta la $b, adica ambele variabile fac referire la aceeasi entitate; daca $a se schimba, se va schimba si $b. Altfel spus, $a este un alias pentru $b */ $s = "Salut"; // atribuire simpla $s .= " straine!"; // echivalent $s = $s . " straine!"; Operatori pentru siruri de caractere In aceasta categorie sunt inclusi 2 operatori ".=" (operator de atribuire prin concatenare - vezi mai sus) si "." Punctul (.) este operatorul de concatenare (legare) stringuri. <? print "Text1" . " legat de " . "Text2"; // afiseaza Text1 legat de Text2 $a = "Eu am"; print $a . " mere"; // afiseaza Eu am mere; Operatori de control al erorilor @ Operatorul @ este folosit pentru a suprima erorile sau avertismentele produse de PHP. <? // $nedefinit = 1; - nu se executa, variabila nu e definita print $nedefinit; // Notice: Undefined variable: nedefinit in file.php on line 120 @print $nedefinit; // nu va genera nici un avertisment / notificare include( "inexistent.php" ); // Warning: include(nedefinit) failed to open... @include( "inexistent.php" ); // nu afiseaza nici un avertisment Operatorul de executie ` ` Operatorul de executie permite rularea unor aplicatii sau comenzi ale sistemului de operare direct din PHP. Rezultatul executiei este capturat de script si poate fi prelucrat sau afisat. Operatorul ` ` este echivalent cu functia shell_exec. <? # in ambele situatii de mai jos este afisat continutul directrului curent $output = `ls -al`; echo "<pre>$output</pre>"; $output = shell_exec('ls -al'); echo "<pre>$output</pre>"; Alti operatori PHP mai dispune de urmatoarele tipuri de operatori: Operatori aritmetici: +, -, *, etc Operatori pe biti: &, |, ^, ~, <<, >> Operatori logici: and, or, xor, &&, || Operatori de tip: instanceof Operatori pentru vectori: asemanatori celor de comparare, doar ca se aplica vectorilor, operatorul de uniune (+) leaga doi sau mai multi vectori
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