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blaxis

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Posts posted by blaxis

  1. On 10/31/2021 at 7:09 PM, AltanOzkan said:

    image.png

    Chatting option bottom button not showing. How can i fix it. Thank you.

    uiscript/chatsettingwindow.py

    change for button .sub line with:

    "default_image" : ROOT_PATH + "middle_button_01.sub",
    "over_image" : ROOT_PATH + "middle_button_02.sub",
    "down_image" : ROOT_PATH + "middle_button_03.sub",

     

    • Love 1
  2. On 10/30/2021 at 12:45 AM, LoKnarash said:

    Hello,

    Basically the metin stones use the same animation of both "wait" and "damage" and for most animations.

    I bolded "wait" and "damage" the metinstone motlist that i found in my pack.

      Hide contents

    GENERAL SPAWN metinstone_drop.msa 100
    GENERAL WAIT metinstone_loop.msa 100
    GENERAL RUN metinstone_loop.msa 100
    GENERAL NORMAL_ATTACK metinstone_attack.msa 100
    GENERAL FRONT_DAMAGE metinstone_loop.msa 100
    GENERAL FRONT_DEAD metinstone_blow.msa 100
    GENERAL FRONT_KNOCKDOWN metinstone_loop.msa 100
    GENERAL FRONT_STANDUP metinstone_loop.msa 100
    GENERAL BACK_DAMAGE metinstone_loop.msa 100
    GENERAL BACK_KNOCKDOWN metinstone_loop.msa 100
    GENERAL BACK_STANDUP metinstone_loop.msa 100
    GENERAL BACK_DEAD metinstone_blow.msa 100 

    If you want "Shake" the effect or stone, you should animate and re-export a new animation (where metinstone shakes).

    In that case if connected to the right bone as well the effect shake.

     

    I hope I have answered your question.

    -LN-

    Firstly, thank you.
    But as you showed me the motlist.txt(client and server);

    GENERAL SPAWN metinstone_drop.msa 100
    GENERAL WAIT metinstone_loop.msa 100
    GENERAL RUN metinstone_loop.msa 100
    GENERAL NORMAL_ATTACK metinstone_attack.msa 100
    GENERAL FRONT_DAMAGE metinstone_loop.msa 100
    GENERAL FRONT_DEAD metinstone_blow.msa 100
    GENERAL FRONT_KNOCKDOWN metinstone_loop.msa 100
    GENERAL FRONT_STANDUP metinstone_loop.msa 100
    GENERAL BACK_DAMAGE metinstone_loop.msa 100
    GENERAL BACK_KNOCKDOWN metinstone_loop.msa 100
    GENERAL BACK_STANDUP metinstone_loop.msa 100
    GENERAL BACK_DEAD metinstone_blow.msa 100 

    .msa files are also available. But it still doesn't happen.
    I think there is a problem with the source files, but I still haven't been able to solve the problem.

  3. Hello, search results are listed in the search system, but when I click "Mark" or "Buy", "No ItemIndex!" I'm getting the warning.

    Does anyone have an idea?

     

    	def BuySelectedItem(self):
    		if self.selectedItemIndex == -1:
    			chat.AppendChat(chat.CHAT_TYPE_INFO, "No ItemIndex!")
    			return
    			
    		shopVid = self.searchResultItems[self.selectedItemIndex].GetShopVid()
    		shopItemPos = self.searchResultItems[self.selectedItemIndex].GetShopItemPos()
    		net.SendPrivateShopSerchBuyItem(shopVid, shopItemPos)

     

  4. On 10/11/2021 at 8:14 PM, blaxis said:

    @ V0lvox bro I discovered something.

     

    I change this

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

    with(I deleted one 0);

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)

    Problem solved. But I'm not sure I'm doing anything right.

     

    AddItemData func:

    def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

    The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?

    @ V0lvox

    I found what the problem is. But I couldn't solve it.
    The problem is caused by this code. How can I edit this? Please help.

    Removing this code fixes the problem, but the hair costume is not displayed with other items.

    That's how I described the weapon costume. It works flawlessly. However, when I make the hair costume this way and add hair to the costume, it says "Remaining Time: 0 Minutes" under all weapons. When I remove the costume hair, the text disappears.

     

    			if test != 1: #costume hair
    				 sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1)
    				 if sac != 0:
    					 item.SelectItem(sac)
    					 renderTarget.SetHair(RENDER_TARGET_INDEX, item.GetValue(3))

     

    I also tried like this but it doesn't work.

    			if test != 1: # hair
    				sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1)
    				if sac != 0:
    					renderTarget.SetHair(RENDER_TARGET_INDEX, sac)

     

    • Confused 1
  5. Hello, I have a problem with the ui tooltip file.

    def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

    and in def SetInventoryItem func:

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

    its normal. but It says "Remaining Time: 0 Minutes" under all weapons belonging to the warrior character.

     

    Here:

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

    It fixes itself when I delete one argument. But why should I delete it? What do you think could be the problem?

  6. Hello there. How do we use the def AddItemData function in Python?

    When calling this function elsewhere, do we have to call all the arguments in it?

     

    examp func:

    def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

     

    and in the def SetInventoryItem:

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), window_type, slotIndex, 1)

    Can we call it?

  7. @ V0lvox bro I discovered something.

     

    I change this

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

    with(I deleted one 0);

    self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)

    Problem solved. But I'm not sure I'm doing anything right.

     

    AddItemData func:

    def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

    The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?

  8. 3 hours ago, V0lvox said:

    You have defined AddItemData like this:
     

    AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0)

    When you call:
     

    self.AddItemData(itemVnum, metinSlot, attrSlot, 1)

    Then you don't set preview = 1, you set evolution=1.
    So you have to edit this like that:

    self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)

    To enable only RenderTarget.

    I change this:

    self.AddItemData(itemVnum, metinSlot, attrSlot, 1)

    with:

    self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)

    But not solved 😞 It still says "Time Remaining : 0 Minutes".
    spacer.png

    • Sad 1
  9. 2 hours ago, TMP4 said:

    Ymir did not program it because they did not needed it, however it's not that hard:

    	def AppendTimerBasedOnWearLastTime(self, metinSlot):
    		if 0 == metinSlot[0]:
    			if item.COSTUME_TYPE_BODY == item.GetItemSubType() or item.COSTUME_TYPE_HAIR == item.GetItemSubType():
    				defaultValue = 0
    				for i in xrange(item.LIMIT_MAX_NUM):
    					(limitType, defaultValue) = item.GetLimit(i)
    					defaultValue += app.GetGlobalTimeStamp()
    					if item.LIMIT_TIMER_BASED_ON_WEAR == limitType:
    						break
    
    				self.AppendMallItemLastTime(defaultValue)
    				
    			else:
    				self.AppendSpace(5)
    				self.AppendTextLine(localeInfo.CANNOT_USE, self.DISABLE_COLOR)
    		else:
    			endTime = app.GetGlobalTimeStamp() + metinSlot[0]
    			self.AppendMallItemLastTime(endTime)	

     

    Thanks. I try this but didn't work.. 
    It was solid before. But I don't remember what I did afterwards. I guess it's because of the source code 😞

     

    "And for those sold in NPC; "You Can't Use It." It has a reminder." this solved but
    "Time left" issue persists. Hair problem solved, costume body and weapon is not solved. 

     

    I added or item.COSTUME_TYPE_WEAPON == item.GetItemSubType() but didn't work.

     

    Edit2: Hair's rigth click after same problem 😕

  10. Hello. I'm having a time issue with all elements of the costume type.

    Hair, mount, costume weapon, etc. For all time:
    It shows "Time left: 18910 days 14 hours 7 minutes".

    How can I fix this? I set the hours correctly in the item_proto file, but the problem persists.
     

    And for those sold in NPC; "You Can't Use It." It has a reminder.

    This warning comes:

    def AppendTimerBasedOnWearLastTime(self, metinSlot):
    		if 0 == metinSlot[0]:
    			self.AppendSpace(5)
    			self.AppendTextLine(localeInfo.CANNOT_USE, self.DISABLE_COLOR)
    		else:
    			endTime = app.GetGlobalTimeStamp() + metinSlot[0]
    			self.AppendMallItemLastTime(endTime)		

    No syserr.

  11. 49 minutes ago, VegaS™ said:

    Yapıyı yapıcıdan gelen varsayılan değerlerle başlattığınız için çalışmaz , bu da window_type her zaman ENVANTER olacağı anlamına gelir

    CItem sınıfının içinde GetWindow işlevine  zaten sahipsiniz  , bunu şu şekilde kullanabilirsiniz:

     
    
    	
    

    Ya da TItemPos'u ve onun fonksiyonlarını gerçekten kullanmak istiyorsanız, onu düzgün bir şekilde başlatmanız gerekir:

      

    Thank you very much!

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