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AlexxD

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Everything posted by AlexxD

  1. I'm back maybe with an explanation, I think? :)) Maybe the problem is caused because of public_effect.dds file which doesn't have those small buttons, someone could help with it if they have it? postimg
  2. Hi all, so I've implemented today Active Slot Effect for DS Button in inventory, but I have small image of DS Button, and it's highlighting for big button, as in: IMAGE I tried to change DSSButtonEffect.SetPosition(3.2, 0) DSSButtonEffect.AppendSlot(0, 0, 0, 32, 32) to DSSButtonEffect.SetPosition(0.8, 0) DSSButtonEffect.AppendSlot(0, 0, 0, 8, 8) but no effect.. can someone explain me why is showing like that and how to fix?
  3. """""" #1) Search: def __AppendAttributeInformation(self, attrSlot): #2) After their function make a new line and paste: def __AppendAcceAttributeInformation(self, attrSlot): if 0 != attrSlot: hasAttack = 0 hasMagicAttack = 0 minPower = 0 maxPower = 0 minMagicAttackPower = 0 maxMagicAttackPower = 0 for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): if i <= 6: continue else: type = attrSlot[i][0] value = attrSlot[i][1] if 0 == value: continue if type == 53 and i == 8: hasAttack = 1 minPower = value elif type == 53 and i == 9: hasAttack = 1 maxPower = value elif type == 55 and i == 10: hasMagicAttack = 1 minMagicAttackPower = value elif type == 55 and i == 11: hasMagicAttack = 1 maxMagicAttackPower = value if hasAttack == 1: self.__AppendAttackAccePowerInfo(minPower, maxPower) if hasMagicAttack == 1: self.__AppendMagicAttackAcceInfo(minMagicAttackPower, maxMagicAttackPower) for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): if i <= 6 or i >= 8 and i <= 11: continue else: type = attrSlot[i][0] value = attrSlot[i][1] if 0 == value: continue affectString = self.__GetAffectString(type, value) if affectString: affectColor = self.__GetAttributeColor(i, value) self.AppendTextLine(affectString, affectColor) for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): if i >= 7: continue else: type = attrSlot[i][0] value = attrSlot[i][1] if 0 == value: continue affectString = self.__GetAffectString(type, value) if affectString: affectColor = self.__GetAttributeColor(i, value) self.AppendTextLine(affectString, affectColor) def __AppendAttackAccePowerInfo(self, minPower, maxPower): minPower_final = minPower maxPower_final = maxPower if maxPower > minPower: self.AppendTextLine(localeInfo.TOOLTIP_ITEM_ATT_POWER % (minPower_final, maxPower_final), self.POSITIVE_COLOR) else: self.AppendTextLine(localeInfo.TOOLTIP_ITEM_ATT_POWER_ONE_ARG % (minPower_final), self.POSITIVE_COLOR) def __AppendMagicAttackAcceInfo(self, minMagicAttackPower, maxMagicAttackPower): minMagicAttackPower_final = minMagicAttackPower maxMagicAttackPower_final = maxMagicAttackPower if minMagicAttackPower_final > 0 or maxMagicAttackPower_final > 0: if maxMagicAttackPower_final > minMagicAttackPower_final: self.AppendTextLine(localeInfo.TOOLTIP_ITEM_MAGIC_ATT_POWER % (minMagicAttackPower_final, maxMagicAttackPower_final), self.POSITIVE_COLOR) else: self.AppendTextLine(localeInfo.TOOLTIP_ITEM_MAGIC_ATT_POWER_ONE_ARG % (minMagicAttackPower_final), self.POSITIVE_COLOR) """""" """""" #1) Search: def __GetAttributeColor(self, index, value): #2) Delete their function and paste: def __GetAttributeColor(self, index, value): if value > 0: if index >= 5 and index <= 6: return self.SPECIAL_POSITIVE_COLOR2 elif index >= 7: return self.POSITIVE_COLOR else: return self.SPECIAL_POSITIVE_COLOR elif value == 0: return self.NORMAL_COLOR else: return self.NEGATIVE_COLOR """""" """""" #1) Search: isCostumeBody = 0 #2) Make a new line and paste: isCostumeAcce = 0 """""" """""" #1) Search: isCostumeBody = item.COSTUME_TYPE_BODY == itemSubType #2) Make a new line and paste: isCostumeAcce = item.COSTUME_TYPE_ACCE == itemSubType """""" """""" #1) Search: elif 0 != isCostumeItem: #2) Delete their function and paste: elif 0 != isCostumeItem: self.__AppendLimitInformation() self.__AppendAffectInformation() if isCostumeAcce != 0: self.__AppendAcceAttributeInformation(attrSlot) else: self.__AppendAttributeInformation(attrSlot) self.AppendWearableInformation() bHasRealtimeFlag = 0 for i in xrange(item.LIMIT_MAX_NUM): (limitType, limitValue) = item.GetLimit(i) if item.LIMIT_REAL_TIME == limitType: bHasRealtimeFlag = 1 if 1 == bHasRealtimeFlag: self.AppendMallItemLastTime(metinSlot[0]) if isCostumeAcce != 0: if metinSlot != 0: absChance = int(metinSlot[1]) if absChance > 0: self.AppendSpace(5) self.AppendTextLine(localeInfo.ACCE_ABSORB_CHANCE % (absChance), self.CONDITION_COLOR) """""" edit for your files where you need
  4. if (pItem->GetSubType() == CItemData::COSTUME_BODY)
  5. Here: introSelect.py(line:9) ? At line 9 from introSelect.py you have localeInfo, replace with locale PS: Replace all localeInfo with locale
  6. Take a look here: HEADER_CG_DIRECT_ENTER = 9 it's in your binary. Search everything that have a connection with this header.
  7. You don't have libedit.so.7 in your libs files. Here you go: GOOGLE DRIVE Put this lib in /lib
  8. You have a problem here: CPythonShop::GetOfflineShopItemPriceCheque Search it and take a look at SItemPos and see if you have something like "won" there
  9. Restart your vdi and when this occurs: Enter full pathname of shell or RETURN for /bin/sh. 1) Press ENTER and after write on console: fsck -y 1.1) Press ENTER and after the system finished scanning your HDD, write: shutdown -r now for a restart. I think this will help you.
  10. Yes but if you have enough C++ resources in your brain you can adapt this system for sash system, right?
  11. If you're doing this, shoulders won't be found so perfectly, and then the bugs will appear, because an acce has 15 bonuses, but the system reads only 7, so the players won't see the full bonuses on it.
  12. Don't copy.. upload it somewhere or give me it full, .py file
  13. He's meaning he can't see sash on the character when he select it (root/introselect.py) 1) Search in introselect: 1.1) After: 1.2) Add: 2) Search: 2.1) Replace with: 3) Search: 3.1) Replace definition with this: 4) After this: *in def MakeCharacter definition* 4.1) Add: 5) In def SelectSlot definition, after: 5.1) add: 6) Also there, replace this: 6.1) with this: Enjoy.
  14. I really don't know how to explain that, but your crypter have different resources and different files in there. Original crypter from Ymir, it's from their own source, so I do not think that files are different, just the way is crypted.
  15. I guess you're using your own binary, right? If you're not, then, official launcher just read the original size of these files or CRC, or anything else to crypt that datas. So, it'll not be working.
  16. Type 33 doesn't read the bonuses like ITEM_UNIQUE does, from special_item_group.txt, you need to APPLY bonuses from item proto.
  17. I don't understand you. You want to say to add C++ part for items type 33 to read special_item_group.txt bonuses?
  18. Look at this problem: your python files reads module but this module DOES NOT exist in uiscript files, so you can't enter in those menus.
  19. Somehow, that mounts, Dragor, in your case, I think, in the past they had ITEM_QUEST type, and then, you don't have to equip them in inventory slots. Now, you have ITEM_COSTUME type, costumes needs to be in inventory. So, if you are on floor and you attack anything, you CAN NOT equip the mount untill you'll stop attacking.
  20. Example in item_proto, with bonuses:
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