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Mali

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Posts posted by Mali

  1. 2 minutes ago, Amun said:

    ResetFrame:
    This is used in the 2018 root to reset animations. It's already implemented in the source, but wasn't included in the module.

     

    If anyone needs it:

    PythonWindowManagerModule.cpp

    PyObject* wndMgrAniResetFrame(PyObject* poSelf, PyObject* poArgs)
    {
        UI::CWindow* pWindow;
        if (!PyTuple_GetWindow(poArgs, 0, &pWindow))
            return Py_BuildException();
    
        if (!pWindow)
            return Py_BuildException();
    
        ((UI::CAniImageBox*)pWindow)->ResetFrame();
    
        return Py_BuildNone();
    }
    
    { "ResetFrame",                    wndMgrAniResetFrame,                        METH_VARARGS },

    root, ui.py:

    # find
    class AniImageBox(Window):
    
    # find 
    	def SetEndFrameEvent
    
    # add
    	def ResetFrame(self):
    		wndMgr.ResetFrame(self.hWnd)

     

    https://metin2.dev/topic/30179-collection-reversed-uiwndmgr-functions/?do=findComment&comment=154337&_rid=14335

  2. 9 hours ago, JeeX said:

    Cool ! - Btw a question.

    Yesterday i changed the old struct With the New one (1 instead of 1 << 0 and so on) on Server and dumper ... 

    On serverside there are alot of IS_BIT Codes With aiflags. 

    Need to Change also 1 << (flagtype & 0x1F) ? (Sorry im on phone its a Bit hard to explain Here

    Later i can edit With an example or Like on IsAggressive Codes With the Return of such Bits, need to Change Them too?

    just make same bit operations and change EAIFlags for indexes 0,1,23,4(like this topic), it will be fine

  3. 1 hour ago, Deso said:

    They're using "ELEMENT_BUFF_DARK" inside of the new AIFlag, because the dumper stores just until "ELEMENT_BUFF_EARTH"
    spacer.png

    Yes because ELEMENT_BUFF_DARK's index is big equal than 32. Those greater than or equal to 32 are will be stored in dwAIFlag[1].

    Example:

    .png

    • Metin2 Dev 1
  4. On 3/4/2018 at 10:09 PM, Tasho said:

    Already YMIR did that just for codePage (locale.cfg) as 949 < locale/ymir.

    • ../root/uiMiniMap.py
    # Search for:
    	def SetMapName(self, mapName):
    		if 949==app.GetDefaultCodePage():
    			try:
    				self.board.SetTitleName(localeInfo.MINIMAP_ZONE_NAME_DICT[mapName])
    			except:
    				pass
    # Replace with:
    	def SetMapName(self, mapName):
    		self.board.SetTitleName(localeInfo.MINIMAP_ZONE_NAME_DICT.get(mapName, uiScriptLocale.ZONE_MAP))

    If you want to add more maps there exist a dictionary MINIMAP_ZONE_NAME_DICT on localeInfo,the key should be name of map (atlasInfo.txt) and value is your map name.

    MINIMAP_ZONE_NAME_DICT = \
    {
    	"metin2_map_n_flame_dragon"  : MAP_FLAME_DUNGEON, # ..locale/en/locale_game.txt
    }

     

    After 2020, official game uses it.

    .png

    @ ASIKOOthis topic can be moved to releases

    • Good 1
  5. 10 hours ago, m2mandi said:

    Thanks for release, as always a wonderful work ❤️  

    I have this problem, i don t know how to explain it, but here is a gif https://metin2.download/picture/iXaXaBjXVcEa69kbPqlmOnGA3d1KV8ZP/.gif

    Is there any way to make the small window inside the main window work with clipping mask? If a cancel the clipping mask for the main window, the small window work with no problem, here is a another gif https://metin2.download/picture/Lha1RPc5nAbgGnl6wU9GYJ26uE09HP73/.gif

    So.. this is how it should work? Or am I using it wrong? 

    This system do not support what you are trying to do. You need to make some changes

    • Good 1
  6. #Update:

    I've combined sanii187's SubSlicer tool with my tool

    • SubSlicer normally can't load dds files, uses png. Now If the dds file is wanted to be loaded with SubSlicer, it is firstly converted to png via my tool then loaded.
    • Now SubSlicer can export sub files via my tool.(Files and tools must be in same dir)

     

    Preview

     

    • Metin2 Dev 8
    • Love 4
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