iShadoW
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Posts posted by iShadoW
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found it, in chat_manage
const DWORD* CHARACTER_MANAGER::GetUsableSkillList(BYTE bJob, BYTE bSkillGroup) const
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up, the same problem, maybe someone know, tysm
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fix for foxfs?
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9 hours ago, valizrt said:
try calling this function:
self.AlignHorizonalCenter()
in the body of the if statement.
It should look like this:
if self.toolTipWidth < textWidth: self.toolTipWidth = textWidth self.AlignHorizonalCenter()
Let me know if it works
works so god damn good, ty so much for your time
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7 hours ago, Finnael said:
Try replacing your AppendTextLine function with this:
def AppendTextLine(self, text, color = FONT_COLOR, centerAlign = TRUE): textLine = ui.TextLine() textLine.SetParent(self) textLine.SetFontName(self.defFontName) textLine.SetPackedFontColor(color) textLine.SetText(text) textLine.SetOutline() textLine.SetFeather(FALSE) textLine.Show() if centerAlign: textLine.SetPosition(self.toolTipWidth/2, self.toolTipHeight) textLine.SetHorizontalAlignCenter() else: textLine.SetPosition(10, self.toolTipHeight) self.childrenList.append(textLine) self.toolTipHeight += self.TEXT_LINE_HEIGHT self.ResizeToolTip() return textLine
got it , but this is the classic function, and the guy above is right, the longer bonuses will exit tooltip, i tried something with reversed(xrange) but nothing works, anyway is a good fix for anyway if we can get it , it is all about small things
49 minutes ago, valizrt said:This function is ok for alignment, but the width of the tooltip will be generated according to the 'Title' text length and if the title text is too short, some longer bonus texts will get out of the tooltip. I tried to set the tooltip width using the longest text but no result so far. Any ideas?
i'm still trying to resolve
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Version of Files : XXX
Hi i have a problem with the short textes, the appendtextline align long textes and all below them, but if the first bonus or the title is shorter it doesnt align
here is the part of code
def AppendTextLine(self, text, color = FONT_COLOR, centerAlign = True): textLine = ui.TextLine() textLine.SetParent(self) textLine.SetFontName(self.defFontName) textLine.SetPackedFontColor(color) textLine.SetText(text) textLine.SetOutline() textLine.SetFeather(False) textLine.Show() (textWidth, textHeight)=textLine.GetTextSize() textWidth += 55 textHeight += 5 if self.toolTipWidth < textWidth: self.toolTipWidth = textWidth self.childrenList.append(textLine) if centerAlign: textLine.SetPosition(self.toolTipWidth/2, self.toolTipHeight) textLine.SetHorizontalAlignCenter() else: textLine.SetPosition(10, self.toolTipHeight) self.toolTipHeight += textHeight self.ResizeToolTip() return textLine
def __AppendAttributeInformation(self, attrSlot, itemAbsChance = 0): 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 app.ENABLE_SASH_SYSTEM: if item.GetItemType() == item.ITEM_TYPE_COSTUME and item.GetItemSubType() == item.COSTUME_TYPE_SASH and itemAbsChance: value = self.CalcSashValue(value, itemAbsChance) affectString = self.__GetAffectString(type, value) if affectString: affectColor = self.__GetAttributeColor(i, value) self.AppendTextLine(affectString, affectColor)
Thanks, Sincerly,
iShadoW -
does anyone know?
11 hours ago, iShadoW said:hi, when i make alpha channel like rgb and then delete the parts i dont want , in game the texture is tranparency
any fix?
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hi, when i make alpha channel like rgb and then delete the parts i dont want , in game the texture is tranparency
any fix?
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up, the same problem
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tysm ^^ works perfectly
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On 9/24/2018 at 4:37 PM, [email protected] said:
Hi Guys!
I know this post is very old but I usually see this system in some server and I always find a mistake about it.
Let me explain.
If you implement this system with the fix that tierrilopes show to us, still you won't be able to buff someone if you are in a party and he is not. So you should exit your current party, and give buff to him.
If you want to fix this bug too, you should go to char_skill.cpp and search for this line:GetParty()->ForEachOnMapMember(f, GetMapIndex());
After this line past this condition:
//Fix where you should exit your party to buff someone who is not in your party// if (!pkVictim->GetParty()) ComputeSkill(dwVnum, pkVictim);
Finally it should like this:
else if (IS_SET(pkSk->dwFlag, SKILL_FLAG_PARTY) && GetParty()) { FPartyPIDCollector f; GetParty()->ForEachOnMapMember(f, GetMapIndex()); //Fix where you should exit your party to buff someone who is not in your party// if (!pkVictim->GetParty()) ComputeSkill(dwVnum, pkVictim); for (std::vector <DWORD>::iterator it = f.vecPIDs.begin(); it != f.vecPIDs.end(); it++) { LPCHARACTER ch = CHARACTER_MANAGER::instance().FindByPID(*it); ComputeSkill(dwVnum, ch); } }
Compile, and you are done!
Result:
For now, you can buff any player and doesn't matter you are in a party or not, but if you are in a party you will buff your teammates with the guy who is not in your team.
It"s not a large modification, but I think it's useful.
Sorry for my bad english!
Best regards!it works perfectly, ty
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Hi , i want to know how could i implement this system
with buttons , i tried someting but doesnt work , cause i need to add some width , and use buttons , but there is an transparent board along inventory , and i dont know how could i put these buttons, and use the belt inventory too , but without transparent board wich can move the inventory
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search for GM_PLAYER
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But a fix for reset pergament , to give back the points that you put in skills 7/8
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36 minutes ago, RonnieBreathe said:
icons are fine, just rename "tga" to "jpg" and open them. after that just open it in paint and save as tga.
Nice system, i will try it and review after that.
yea mb , i see them in the folder but not in paint.net , but np ,
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what are those commas? i dont understand...
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i have a problem with db source, i add gaya , and cheque but when i create a character or i have one already , he;s part_main and part_base from db with no armor is 127
look
and my code from db is this:
queryLen = snprintf(queryStr, sizeof(queryStr), "INSERT INTO player%s " "(id, account_id, name, level, st, ht, dx, iq, " "job, voice, dir, x, y, z, " "hp, mp, random_hp, random_sp, stat_point, stamina, part_base, part_main, part_hair, part_sash, gold,gaya, cheque, playtime, " "skill_level, quickslot) " "VALUES(0, %u, '%s', %d, %d, %d, %d, %d, " "%d, %d, %d, %d, %d, %d, %d, " "%d, %d, %d, %d, %d, %d, %d, 0, %d, %d, %d, %d, 0 ", GetTablePostfix(), packet->account_id, packet->player_table.name, packet->player_table.level, packet->player_table.st, packet->player_table.ht, packet->player_table.dx, packet->player_table.iq, packet->player_table.job, packet->player_table.voice, packet->player_table.dir, packet->player_table.x, packet->player_table.y, packet->player_table.z, packet->player_table.hp, packet->player_table.sp, packet->player_table.sRandomHP, packet->player_table.sRandomSP, // packet->player_table.sHorse_appearance, packet->player_table.stat_point, packet->player_table.stamina, packet->player_table.part_base, packet->player_table.part_base, packet->player_table.gold , packet->player_table.gaya #ifdef ENABLE_CHEQUE_SYSTEM ,packet->player_table.cheque #endif );
and as well when i compile it tell me , there are too many arguments for format
thank you.
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2 hours ago, Infinit said:
it work at you,but it doesn't work at me
indeed is hard to make it right but , after you will entry on character and play and use skills and etc, you'll see after reboot your playtime loke 1978412 and align too , there is a bug too , this system have some bugs indeed
btw , what does the sysser client says?
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it works fine , idk why you have problems
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3 hours ago, .Elijah said:
Already is free on web.
where?
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wow dude this is awesome
EDIT, the icons are corupted
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is works fine , but for begginers be careful you need to put [TAB] instead SPACE in python because is delicated . ty for this system <3
i put it first time , and i dont have any bugs
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Small things are the best , ty