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Showing content with the highest reputation on 08/05/19 in all areas

  1. Why the fuck is every1 using it so fucking complicated? - Why do you use the renderTarget-module in the parent class? Just because I did it in the example?! #untested ##ui.py import renderTarget class RenderTarget(Window): def __init__(self, layer = "UI"): Window.__init__(self, layer) self.renderIdx = -1 def __del__(self): Window.__del__(self) def RegisterWindow(self, layer): self.hWnd = wndMgr.RegisterRenderTarget(self, layer) def SetRenderTarget(self, renderIdx): self.renderIdx = renderIdx wndMgr.SetRenderTarget(self.hWnd, self.renderIdx) def SetBackground(self, image): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetBackground(self.renderIdx, image) def SelectModel(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SelectModel(self.renderIdx, index) def SetVisibility(self, vis): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetVisibility(self.renderIdx, vis) def SetHair(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetHair(self.renderIdx, index) def SetArmor(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetArmor(self.renderIdx, index) def SetWeapon(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetWeapon(self.renderIdx, index) def SetAcce(self, index): if self.renderIdx == -1: dbg.TraceError("RenderTarget: You have to set the RenderTarget first!") return renderTarget.SetAcce(self.renderIdx, index) ##somewhere in init/load/create self.ModelPreview = ui.RenderTarget() self.ModelPreview.SetParent(self.ModelPreviewBoard) self.ModelPreview.SetSize(190, 210) self.ModelPreview.SetPosition(5, 22) self.ModelPreview.SetRenderTarget(2) # Der index hat eindeutig zu sein -> sonst kann man nicht 2 rendertargets gleichzeitig sehen, logisch oder? self.ModelPreview.SetBackground("d:/ymir work/ui/game/myshop_deco/model_view_bg.sub") self.ModelPreview.SetVisibility(True) self.ModelPreview.SelectModel(model) self.ModelPreview.SetHair(Vnum) self.ModelPreview.SetArmor(Vnum) self.ModelPreview.SetWeapon(Vnum) self.ModelPreview.SetAcce(Vnum) self.ModelPreview.Show() ##somewhere in hide/close/whatever: self.ModelPreview.SetVisibility(False) ##somewhere in some fucking method, who cares? self.ModelPreview.SetWeapon(Vnum)
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  2. [Hidden Content] Hope it helps . Change those values marked from my image to 1920 and 1080.
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  3. Karma is the biggest b**ch in life .
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  4. M2 Download Center Download Here ( Internal ) Heya, as title says it's party dice system self written (without CHAT_TYPE_DICE_INFO, it's up to you) [Hidden Content] (sry for laggs - "wooden pc" ^^) You can test possibility of same score there: [Hidden Content] char_battle.cpp //find if (ch->GetParty()) ch = ch->GetParty()->GetNextOwnership(ch, GetX(), GetY()); //replace with if (ch->GetParty()) { ch = ch->GetParty()->GetNextOwnership(ch, GetX(), GetY()); #ifdef __ENABLE_DICE_SYSTEM__ ch = ch->GetParty()->Dice(ch, GetX(), GetY(), item->GetName()); #endif } party.cpp //at the end of file add #ifdef __ENABLE_DICE_SYSTEM__ LPCHARACTER CParty::Dice(LPCHARACTER ch, long x, long y, const char * szName) //item name { for (TMemberMap::iterator it = m_memberMap.begin(); it != m_memberMap.end(); ++it) { if (it->second.pCharacter->GetDesc() && DISTANCE_APPROX(it->second.pCharacter->GetX() - x, it->second.pCharacter->GetY() - y) < PARTY_DEFAULT_RANGE) { ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, "|cffffe6ba*** Rolling for the following item: %s ***", szName); while (1) { LPCHARACTER pkWinner; int iDice = 0; int iDraw = 0; for (TMemberMap::iterator it = m_memberMap.begin(); it != m_memberMap.end(); ++it) if (it->second.pCharacter->GetDesc() && DISTANCE_APPROX(it->second.pCharacter->GetX() - x, it->second.pCharacter->GetY() - y) < PARTY_DEFAULT_RANGE) { int iScore = number(1, 10000); if (iScore == iDice) iDraw == iScore; else if (iDice == 0 || iScore > iDice) { pkWinner = it->second.pCharacter; iDice = iScore; } ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, "|cffffe6ba*** ->\t\t\t\t\t%s - Dice score: %d ***", it->second.pCharacter->GetName(), iScore); } if (iDice != iDraw) { ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, "|cffbb00ff*** Winner of the item %s is: %s ***", szName, pkWinner->GetName()); return pkWinner; } else { ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, ""); ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, "|cffffe6ba*** Rolling again for the following item: %s ***", szName); } } } } return ch; } #endif party.h //find void P2PSetMemberLevel(DWORD pid, BYTE level); //or bool IsPartyInDungeon(int mapIndex); //add bellow #ifdef __ENABLE_DICE_SYSTEM__ LPCHARACTER Dice(LPCHARACTER ch, long x, long y, const char * szName); #endif length.h enum EChatType { CHAT_TYPE_TALKING, /* 그냥 채팅 */ CHAT_TYPE_INFO, /* 정보 (아이템을 집었다, 경험치를 얻었다. 등) */ CHAT_TYPE_NOTICE, /* 공지사항 */ CHAT_TYPE_PARTY, /* 파티말 */ CHAT_TYPE_GUILD, /* 길드말 */ CHAT_TYPE_COMMAND, /* 일반 명령 */ CHAT_TYPE_SHOUT, /* 외치기 */ CHAT_TYPE_WHISPER, CHAT_TYPE_BIG_NOTICE, CHAT_TYPE_MONARCH_NOTICE, #ifdef __ENABLE_DICE_SYSTEM__ CHAT_TYPE_DICE_INFO, #endif CHAT_TYPE_MAX_NUM };
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  5. Hello community, We have detected a high amount of members who edit releases to remove these. This is against our forum rules (we clarify this now). To prevent this in the future we have changed that a normal member can only edit content 14 days after original posting. If you are in a special group like Developer you can edit your content unlimited, but if you violate against the new rule and use the edit function to delete your releases, we will recover your release and revoke your group. I hope all of you understand these changes to the rules and the requirement for these changes. Kind regards, metin2dev administration
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