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Sneaky

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About Sneaky

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  1. A very friendly person. I had a problem with my quest and @Syreldar fixed it in minutes. Even shortened and improved my code, haha. Thank you for your time ? greetings, Sneaky/Six.
  2. A very friendly person. I had a problem with my quest and @Syreldar fixed it in minutes. Even shortened and improved my code, haha. Thank you for your time ? greetings, Sneaky/Six.
  3. I'm sorry for breaking the rules. Hey Vegas, Thank you for your solution!
  4. Habs done .. was just stupid. xD It was right in front of my eye .. ^^ Greetings.
  5. hey i try to add rarity in the uitooltip via AddItemData for the attributes. For example, 1 to 5 is common and 6-7 is rare I tried So Does anyone have a solution? greetings if player.ATTRIBUTE_SLOT_RARE_START >=1 and player.ATTRIBUTE_SLOT_RARE_START <=5: self.AppendTextLine("Common", self.CONDITION_COLOR)
  6. Yes, I'm looking for it. Would you tell me? I would be very grateful!
  7. Peace! The following question: Is it possible to rewrite the Attr Change / Add function so that the Switcher only switches the values and not equal to Type and Values? If the maximum attribute you can have on a weapon (etc), the particular attribute wanted to be able to change only the values through a "switcher". My problem is that the general problem of the function is that the types & values are set to (0) and calculated by "int i = 0; i <cnt; ++". I would like to let the guys on it so that only the values are changed. But if I remove the query, IG does not happen anymore. For level 1 through 5, ask which bonus level can be used, just "(rand ()% 4) + 1" for random generation. My snippet currently looks like this. Maybe one of the Big Brains has an idea. I thank you in advance !! sorry for my bad English.. xP Greetings.
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