Client side of metin2-server FEATURE-AVA2-UNLOCK P4: HEADER_CG_SASH 211 /
HEADER_GC_SASH 215, a fifth awPart WORD in the character packets (old
servers break), the sash part attached by scale per job/sex, the combine
and absorb windows in script mt_sash, and quest tools/server/sash on 20016.
The ava2items pack keeps the four grade-4 sashes plus their effects,
acce window images and item_scale.txt.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep ARMOR_BODY rows, import the whole refine chain, ship AVA2's <race>_7_1
models and register shape 32 after each race msm load (mt_shapes): the race
msm are read by bare name from the root pack and cannot be overridden.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep ITEM_TREASURE_BOX/KEY and METIN_NORMAL rows; APPLY_ATTBONUS_STONE 139 /
APPLY_ATTBONUS_BOSS 140 in ItemData.h, item module and tooltip (mt_applies).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/server/ava2-items stages the 478 items referenced by the AVA2 drop
tables that 203 does not have: server item_proto/item_names rows, a client
item_proto/item_list/itemdesc patch over the biolog tables, and the AVA2
icons, ground models (BitKnit gr2 via sdk/gr2) and their textures, packed
as ava2items ahead of biolog. Materials, quest items, chests, the guardian
weapons and shoes keep their meaning; items of AVA2-only systems (pets,
pendants, new rings, mounts, sashes, costume enchants, talisman items, new
skill books) become plain ITEM_NONE items until those systems are ported.
Names are translated in names_zh.tsv.
item_proto_patch is the full-record successor of biolog_proto_patch, with
--dump for checking conversions against the shipped table.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A stray comma turned the proto patch argument list into a tuple, so the
build failed with "bad operand type for unary +" since 5dcac9cb. The AVA2
biology step also accepts the reference unpacked under AVA2/TEST instead of
only the FILES+SRC.tgz archive.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
战令 window opened by the 战令 button under the minimap or F6: season and
time left, missions with progress and per-mission claim, final reward,
done notices in chat. Talks to the server over /mt_bp 1 / MTBP1 lines and
reports an unsupported server after 3 s without an answer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port of AVA2's CRenderTarget / GrpRenderTargetTexture / renderTarget module.
The host gains an RGBA8 offscreen colour pass for D3D colour render targets;
mt_preview shows wearable items on every allowed race and monsters with
motions, reached by X+click in the inventory and shop and from the wiki.
Player races are created as TYPE_PC so their parts exist.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A plain mysqldump --where also writes DROP/CREATE TABLE, so restoring the
backup would have emptied item_proto down to the two cards.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cards 38001 (7 days) and 38002 (30 days) extend all seven original premium
services of the account; the server side is metin2-server port_premium.h
(docs/FEATURE-VIP.md).
- mt_vip: /mt_vip 1 status, VIP button by the minimap, remaining time per
service, chat line on card use.
- tools/server/vip-card: 40250 ships both cards with size 0 (two share a
cell, neither moves); give them one cell, stacking, a log and no NPC sale,
and name them on the server.
- locale_proto_patch: optional item shape table (size, flags, anti flags)
so the client proto matches; data/zh_40250/item_shapes_server.tsv.
- Item mall (9010): 7 days 5,000,000, 30 days 18,000,000 gold.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ctrl + right click on an ITEM_GIFTBOX opens a count window (1/10/50/all,
max 200) that sends /mt_chest and sums the MTCH1 gains into chat. Without
Ctrl or against a server without the command the original use runs.
Exports item.ITEM_TYPE_GIFTBOX. Verified live on the 203 channel5 core.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Five per-slot toggles next to start/stop, shown only when the server
sends the MTSB1 lock line; locked attributes are marked in the current
attribute line. Server side: metin2-server docs/FEATURE-ATTR-LOCK.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_boss lists the server's timed boss regens from the MTF1 "bosses"
query: alive/max, countdown, map-local position and period, paged by 8,
with per-boss spawn reminders that only fire on a fresh alive snapshot.
Teleport is left out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_channel lists the serverInfo channels of the current server and switches by
running the original paths: /logout, then the login window connects to the
chosen channel with the account kept by MainStream, and the original
stream.isAutoSelect starts the same character. No server change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A tree close to the camera is drawn by RenderPCBlocker, not RenderTree,
so background.SetVisiblePart(PART_TREE, 0) left it on screen. Skip tree
blockers while PART_TREE is hidden. Live screenshots on the 203 test
core confirm the tree, the GM mark and the weapon glow now disappear.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Client-only port of ENABLE_GRAPHIC_ON_OFF / HIDE_OBJECTS: five effect
levels toggle attached actor effects via Active/Deactive, tree and cloud
parts use background.SetVisiblePart, plus shortcuts for the original
name and damage options. mt_display window, mt_display.cfg, port.display
test, docs/AVA2-DISPLAY.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Embedded module mt_pickup wraps GameWindow.PickUpItem (Z / `): with batch
pickup on it sends /mt_pickup 1 MASK (0.5 s gap, one in flight, presses
swallowed while waiting); after 3 s without a reply it notes once in chat
and falls back to the original single pickup. Settings window (on/off and
8 categories, persisted in mt_pickup.cfg) behind a "拾取" button under the
switchbot entry by the minimap.
Live tested against 203 (channel-5 test core, port 13040) with the macOS
native client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Embedded module mt_switchbot: a paced request queue (0.3 s gap, one in
flight, 4 s timeout -> unsupported), atomic attrs lists from the server,
two alternatives of up to 5 targets, 10-1000 roll limits, live state and
stop reasons. Entry button under the wiki button by the minimap. The
selection follows the server-reported cell when the item moves mid-run
and falls back to the same vnum when it moves while idle.
Live tested against 203 (channel-5 test core, port 13040) with the macOS
native client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The item_proto limit (LEVEL 30) kept new characters from using the warp
ring. ring-warp/install.sh now clears it in share/conf/item_proto.txt and
the player.item_proto mirror. The client proto gets the same limit through
a new item_limits_server.tsv fed to locale_proto_patch, and the zh
itemdesc overlay replaces the "50 uses" text.
Verified on 203: a fresh level-1 character opened the warp menu four times
in a row (one real warp in between), ring still in the bag.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The phone magnifies the 600-high 40250 UI about 1.8x, so the 1x window art
and icons look soft next to the oversampled text. scripts/build_hd_ui.py
upscales every UI image the zh client loads (d:/ymir work/ui/, icon/,
locale/zh/) with realesrgan-x4plus, reduces it to 2x and back-projects the
residual so the board grain the network denoises away comes back; the host
uploads a texture found in hd_ui.pak in place of the pack file. Layout,
sizes and UVs stay the engine's 1x ones. MT_HD_UI=0 disables it; the pak
(135 MB, Ymir art) is built into the client dir and synced to the phone,
never committed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40250 runs CPythonApplication::Process every 16/17 ms and only skips the
render when late, so GamePhase gets its three-packets-a-poll budget 60
times a second. The host polled once per rendered frame: at 30 fps idle
(or a slow phone) mob move packets queued behind character add/del
bursts for up to a second and mobs stopped, then jumped. Poll once per
elapsed 60 Hz tick. Real-server A/B: move push gap p50 138-178 -> 70-92
ms, p90 580-785 -> 358-403 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40250 game zeroes alSockets for NPC (shop.cpp) and extended (shopEx.cpp) shop items, so
uitooltip shows 'remaining 0 min' for mounts and item-mall time items. MT_GetNewItemSockets
fills them with ITEM_MANAGER::CreateItem's rules (UNIQUE remain time, auto potions,
LIMIT_REAL_TIME, LIMIT_TIMER_BASED_ON_WEAR). Deployed on 203; mount shop 20368 verified.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The controls keyed off CPythonBackground's warp map name, which the
loading window sets before the game window exists, so the loading screen
already showed them. Also require CPythonNetworkStream's phase to be
"Game" (PORT_IsGamePhase, exposed as PythonBoot::InGamePhase).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A chat line keeps the IME focus under a hidden board (interfacemodule
__HideWindows for an NPC dialog, the focus handed back by
UnlockWindow/DeactivateWindow), and IsPointInsideFocusedWindow only
checked its own show flag and rect, so taps on the NPC dialog or the
minimap buttons opened the keyboard. Require the whole parent chain to
render and the picked window to be the focused one or its child.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TextOutA / GetTextExtentPoint32A in the Win32 GDI shim always decoded with CP_ACP (1252), so the
server notices drawn by uiTip.TipBoard / BigBoard (CTextBar, a GB2312_CHARSET font in the 936
locale) showed GBK bytes as Latin-1 mojibake. Windows GDI decodes ANSI calls with the code page of
the selected font's charset; the shim now keeps lfCharSet on the font and does the same.
port.text_bar checks TextOutA of GBK bytes against TextOutW of the Unicode text, and the extent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After building the APK, android/build.sh now picks the attached device (ANDROID_SERIAL for several),
installs the APK (reinstalling on a signature mismatch), syncs the zh client into files/Client and, with
--launch, wakes the phone and starts the app. Without a device it only builds.
push-client.sh is now incremental (android/sync_client.py): the device keeps files/Client/.mt_sync
(size, mtime, path of what the last sync wrote), so later syncs send only new and changed files as one
tar streamed through `adb shell -T run-as` (no copy in /data/local/tmp) and delete the ones gone
locally. Only game resources are synced; settings and logs the app writes there are kept. --locale zh
rebuilds build/zh-locale/Client first when its inputs changed. android/adb_env.sh picks adb and falls
back to server port 5038 when :5037 cannot bind.
Verified against a fake adb device: first sync (1.4 GB, byte-identical), no-op resync, changed files,
deletions, locale switch, --full, the install/launch path and the no-device path.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
branding/icon/icon.svg (a cracked Metin stone with glowing runes, inside a studded gold ring, in front of
a blood moon over ink mountains) is the single source; build_icons.sh renders it with headless Chrome and
writes the committed outputs: Android legacy + adaptive mipmaps (wired into the manifest), the macOS
AppIcon.icns and the iOS AppIcon.appiconset. scripts/package_mac_app.sh wraps mt_native_render into a
local Metin2.app using that icon.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>