maniek19
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Posts posted by maniek19
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How can I make sure that there is an inscription on the item, and after giving it bonuses, the inscriptions disappear?
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Something happened to the "/ b" command and when I want to write a message, it still crashes. Anyone know what to do?
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Hello, can someone tell me how to make bonuses values eg in the form of "14.25%" instead of only "14%"? I have this character bonus window:
in the uicharacter.py file it looks like this:self.GetChild("strzal_value").SetText(str(player.GetStatus(74))+"%")
And in the characterwindow.py file like this:
{ "name" : "strzaly", "type" : "text", "x" : 20, "y" : 30+125, "text" : "Odporność na Strzały:", "children" : ( { "name" : "slot", "type" : "slotbar", "x" : 200, "y" : 0, "width" : 28, "height" : 18, "children": ( { "name" : "strzal_value", "type" : "text", "x" : 0, "y" : 0, "text" : "0%", "all_align" : "center", }, ), }, ), },
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Okay, works very well. However, I have one more question about this. Anyone know how to separate thousands in yang that we get from caskets, whose drop set in special_item_group.txt? I managed to separate thousands in yangs gained during quests etc.
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So e.g. instead of this:
TOOLTIP_APPLY_ATTBONUS_ANIMAL Silny przeciwko Zwierzętom: +%d%% SA
To do so:
TOOLTIP_APPLY_ATTBONUS_ANIMAL Silny przeciwko Zwierzętom: +%s% SA
And so each one individually?
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1 godzinę temu, Mali61 napisał:
Find in uitooltip.py:
return self.AFFECT_DICT[affectType](affectValue)
Change:
return self.AFFECT_DICT[affectType]("{:0,.0f}".format(affectValue).replace(',', '.'))
Code generated from this post
Also you need to change bonus names from locale_game.txt. Because value has been converted to string...
example:
TOOLTIP_MAX_HP Max. HP +%d SA
to:
TOOLTIP_MAX_HP Max. HP +%s SA
Ok, but....
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Hello, does anyone know how to do it so that there are dots separating thousands in bonuses? That, for example, instead of the 30k HP bonus there was not "+30000" but only "+30.000"?
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Hello, I do not have any problems with dropping bars from monsters. Is there any way to do it in the source code taking into account the difference in levels?
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Please help here on the forum :)
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Dnia 31.03.2019 o 15:01, sakincali58k9 napisał:
"SELECT id, cost, prob, vnum0, count0, vnum1, count1, vnum2, count2, vnum3, count3, vnum4, count4, vnum5, count5 FROM refine_proto%s",
Then theoretically, you could give 6 enhancers, but unfortunately ... The problem arises when determining, for example, 4.
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Hello I have a question. How can I add new bonuses to the server, such as Monster Resistance and Resistance to People?
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Hello!
I have a problem, I can not set 4 or 5 items needed for improvement in the refine_proto table. You can set a maximum of 3. What can I do to change it? In the source code in the item_length.h file, everything would match:
REFINE_MATERIAL_MAX_NUM = 5,
Also in the ClientManagerBoot.cpp file everything seems to be:
bool CClientManager::InitializeRefineTable() { char query[2048]; snprintf(query, sizeof(query), "SELECT id, cost, prob, vnum0, count0, vnum1, count1, vnum2, count2, vnum3, count3, vnum4, count4 FROM refine_proto%s", GetTablePostfix());
What could be wrong?
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Okay, I've already done it. The solution is simpler than it may seem and without a hundred hours of code editing: D
Increased drop when wearing an item
in Community Support - Questions & Answers
Posted
Can I do a quest or source so that, for example, a 5% higher chance of dropping a bar if we have an item ID 21000 worn?