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UIToolTIP : Bonus slot available


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  • Administrator

Hi,

 

It shows in the description of your item that it's possible to add a bonus to it. It works up to 7 bonuses.

 

Révélation

132926t11.png132926t22.png

 

 

Tutorial

 

Révélation

 

1. uitooltip.py

Révélation

Find :


	CONDITION_COLOR = 0xffBEB47D

Add :


	BONUS_COLOR = 0xffE5E58A

In 


	def __AppendAttributeInformation

Find :


		if 0 != attrSlot:

Add :


			count = 0

Find :


				if affectString:
					affectColor = self.__GetAttributeColor(i, value)
					self.AppendTextLine(affectString, affectColor)

Add :


				if value > 0:
					count = count+1

			if (count == 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):
				self.AppendTextLine(localeInfo.TOOLTIP_ITEM_BONUS_FIRSTADD, self.BONUS_COLOR)

			if (count < 7 and count != 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):
				self.AppendTextLine(localeInfo.TOOLTIP_ITEM_BONUS_NEXTADD, self.BONUS_COLOR)

 

 

2. locale_game.txt

Révélation

TOOLTIP_ITEM_BONUS_FIRSTADD	Vous pouvez ajouter des bonus
TOOLTIP_ITEM_BONUS_NEXTADD	Vous pouvez ajouter un bonus supplémentaire

 

 

 

Sincerly,

ASIKOO

  • Love 12

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miaw-network.png

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Thanks for release, already i did something like this in a topic from 2019, so here's:

 

 5SKFcab.png qitNeab.png gq6ofab.png

 

  • locale/en/locale_game.txt
ATTR_6TH_7TH_POSSIBILITY	You can add an additional bonus.
  • root/uiToolTip.py

 

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Edited by VegaS™ (see edit history)
  • Love 6
  • Lmao 1
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36 minutes ago, VegaS™ said:

Thanks for release, already i did something like this in a topic from 2019, so here's:

 

 5SKFcab.png qitNeab.png gq6ofab.png

 

  • locale/en/locale_game.txt
ATTR_6TH_7TH_POSSIBILITY	You can add an additional bonus.
  • root/uiToolTip.py
# Search for:
	def __AppendAttributeInformation(self, attrSlot):
		if 0 != attrSlot:
			for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
				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)
# Replace with:
	def __AppendAttributeInformation(self, attrSlot, attrRareStart = player.ITEM_ATTRIBUTE_SLOT_MAX_NUM, attrRareCount = 2):
		if not self.__IsAttr(attrSlot):
			return

		attrCount = 0
		for attrIndex, (attrType, attrValue) in enumerate(attrSlot):
			if attrValue:
				affectString = self.__GetAffectString(attrType, attrValue)
				if affectString:
					self.AppendTextLine(affectString, self.__GetAttributeColor(attrIndex, attrValue))
					attrCount += 1

		if attrCount in range(attrRareStart, (attrRareStart + attrRareCount) + 1):
			self.AppendTextLine(localeInfo.ATTR_6TH_7TH_POSSIBILITY, self.CONDITION_COLOR)


 

 

Thanks for release

this is better
but your code still good VegaS

Edited by Khaled (see edit history)
Link to post

Anyone know how to block description for ARROW? Because in code is declared:

item.GetItemType() == item.ITEM_TYPE_WEAPON

Its a bug because arrow with bonuses is impossible..

  • Love 1
Link to post
41 minutes ago, Cunoo said:

Anyone know how to block description for ARROW? Because in code is declared:

item.GetItemType() == item.ITEM_TYPE_WEAPON

Its a bug because arrow with bonuses is impossible..

Spoiler

if (count == 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or item.GetItemType() == item.ITEM_TYPE_WEAPON):

if (count == 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):

Spoiler

if (count < 7 and count != 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or item.GetItemType() == item.ITEM_TYPE_WEAPON):

if (count < 7 and count != 0) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):

Spoiler
		enum EWeaponSubTypes
		{
			WEAPON_SWORD,
			WEAPON_DAGGER,
			WEAPON_BOW,
			WEAPON_TWO_HANDED,
			WEAPON_BELL,
			WEAPON_FAN,
			WEAPON_ARROW,
			WEAPON_NUM_TYPES,

			WEAPON_NONE = WEAPON_NUM_TYPES+1,
		};

 

 

  • Love 3

no paid service

use at least c++11 and VS19, otherwise I won't help.

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  • Administrator
2 hours ago, Mali61 said:
  Reveal hidden contents
  Reveal hidden contents
  Reveal hidden contents

 

 

Well seen for the arrows

thx :) 

logo.png

 

miaw-network.png

Link to post
if value > 0:
					count = count+1

nonsense, remove the if value, just add count = count + 1 bc otherwise, weapons or armors with - bonus like toxicsword or smth like this wont get the tooltip.

 

and for official like, use this:

 

			if (count > 4 and count < 7) and (item.GetItemType() == item.ITEM_TYPE_ARMOR or (item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() != item.WEAPON_ARROW)):
				self.AppendTextLine(localeInfo.TOOLTIP_ITEM_BONUS_NEXTADD, self.BONUS_COLOR)

it only shows when you have already 4 bonus in item, not for first bonus. (for me, i use it only to show for 6 and 7. bonus, not for 5th.) if you want for 5th bonus, edit the count > 4 to count > 3.)

Edited by Mafuyu (see edit history)
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