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Amsterdam

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Posts posted by Amsterdam

  1. To solve the bug with overlapping buttons when creating a new window
    spacer.png
     add this
     

    		if app.ENABLE_ADD_BLOCK_WHISPER_BUTTON:
    			self.addFriendButton.Hide()
    			self.blockFriendButton.Hide()

    under here this def 

    	def OpenWithoutTarget(self, event):
    		self.eventAcceptTarget = event
    		self.titleName.SetText("")
    		self.titleNameEdit.SetText("")
    		self.titleNameEdit.SetFocus()
    		self.targetName = 0
    		self.titleNameEdit.Show()
    		self.ignoreButton.Hide()
    		self.reportViolentWhisperButton.Hide()
    		self.acceptButton.Show()
    		self.minimizeButton.Hide()
    		self.gamemasterMark.Hide()

    it should look like this:
    spacer.png

    • Metin2 Dev 1
  2. 12 hours ago, Intel said:

    I cannot replicate it (I should have to either add the new ikarus offline shop to my files since it already has a similar system, I would need to just change the preview with a render target window, or I should add the rendering target to marty sama files ETA: at least two weeks because cba gotta do other stuff)

    I've tried to mimic it opening my search npc interface (with a render target) when I use an item:

    		else:
    			####
          			####
    			###
    			self.interface.ToggleSearchNpc() ##open search npc
    			self.__SendUseItemPacket(slotIndex)	

    .gif

     

    Either your render target window or the system that open that interface has some mistakes.

    I use sonitex offline shop but he don't offer support anymore, it's possible to discuss on Marty server ?

  3. On 3/3/2024 at 9:59 PM, Intel said:

    At this point it's probably just another

     

    if (isrendering()){

     if(GetPickedSlotPointer()) { }

    }

    just somewhere else;

    I am not sure what's happening on your screen though. It looks like there's another tooltip with just the name of the item. I don't think it's a launcher problem but the system itself in the python code. Something doesn't look quite right.

    it's only on Kashmir Bundle (spacer.png ) this problem, on Bundle ( spacer.png ) everything is ok
    .gif

  4. 1 minute ago, salih said:
    import ui
    import wndMgr
    import renderTarget
    import app
    import chr
    import player
    import item
    import constInfo
    
    class RenderTarget(ui.ScriptWindow):
    	RENDER_TARGET_INDEX = 1
    	Window = None
    
    	def __init__(self):
    		ui.ScriptWindow.__init__(self)
    
    		self.max_pos_x = wndMgr.GetScreenWidth()
    		self.max_pos_y = wndMgr.GetScreenHeight()
    		self.Initialize()
    		self.Init()
    
    	def Initialize(self):
    		self.interface = None
    
    
    
    	@staticmethod
    	def Get():
    		if RenderTarget.Window == None:
    			RenderTarget.Window = RenderTarget()
    
    		return RenderTarget.Window
    
    	def __del__(self):
    		ui.ScriptWindow.__del__(self)
    		self.Initialize()
    
    	def DisplayUser(self, vRace=0, vItemWeapon=0, vItemArmor=0, vItemHair=0, vItemSash=0, slotIndex = -1):
    		renderTarget.SetBackground(self.RENDER_TARGET_INDEX, "d:/ymir work/ui/render_target.png")
    		renderTarget.SetVisibility(self.RENDER_TARGET_INDEX, True)
    		renderTarget.SelectModel(self.RENDER_TARGET_INDEX, vRace)
    		renderTarget.ResetSettings(self.RENDER_TARGET_INDEX)
    		renderTarget.SetEffect(self.RENDER_TARGET_INDEX)
    
    		if vRace > 8:
    			return
    
    		playerRace = player.GetRace()
    
    		if vItemArmor != 0:
    			renderTarget.SetArmor(self.RENDER_TARGET_INDEX, vItemArmor)
    		else:
    			if playerRace == vRace:
    				if player.GetItemIndex(item.COSTUME_SLOT_START) == 0:
    					renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START))
    				else:
    					renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START))
    			else:
    				renderTarget.SetArmor(self.RENDER_TARGET_INDEX, 0)
    
    		if vItemWeapon != 0:
    			renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, vItemWeapon)
    		else:
    			if playerRace == vRace:
    				if  player.GetItemIndex(item.COSTUME_SLOT_WEAPON) == 0:
    					renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START+4))
    				else:
    					renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_WEAPON))
    			else:
    				renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, 0)
    
    		if vItemHair != 0:
    			renderTarget.SetHair(self.RENDER_TARGET_INDEX, vItemHair)
    		else:
    			if playerRace == vRace:
    				renderTarget.SetHair(self.RENDER_TARGET_INDEX, chr.GetHair())
    			else:
    				renderTarget.SetHair(self.RENDER_TARGET_INDEX, 0)
    
    		if vItemSash != 0:
    			renderTarget.SetSash(self.RENDER_TARGET_INDEX, vItemSash)
    		else:
    			if playerRace == vRace:
    				renderTarget.SetSash(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START+6))
    			else:
    				renderTarget.SetSash(self.RENDER_TARGET_INDEX, 0)
    
    	def Init(self):
    		try:
    			pyScrLoader = ui.PythonScriptLoader()
    			pyScrLoader.LoadScriptFile(self, "uiscript/RenderTargetWindow.py")
    		except:
    			import exception
    			exception.Abort("RenderTargetWindow.LoadDialog.LoadScript")
    
    		try:
    			self.titleBar = self.GetChild("TitleBar")
    			self.titleBar.CloseButton("show")
    			self.titleBar.SetCloseEvent(self.Close)
    
    			self.board = self.GetChild("board")
    
    			self.RenderTarget = self.GetChild("RenderTarget")
    
    			self.buttons = {
    				"moveUp" : self.GetChild("mvUpCmrBtn"),
    				"moveDown" : self.GetChild("mvDownCmrBtn"),
    				"rotateLeft" : self.GetChild("rotLeftBtn"),
    				"rotateRight" : self.GetChild("rotRightBtn"),
    
    				"moveReset" : self.GetChild("mvResetBtn"),
    
    				"zoomIn" : self.GetChild("zumInBtn"),
    				"zoomOut" : self.GetChild("zumOutBtn"),
    			}
    
    			self.buttons["moveUp"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress))
    			self.buttons["moveDown"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress))
    			self.buttons["rotateLeft"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress))
    			self.buttons["rotateRight"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress))
    			self.buttons["moveReset"].SetEvent(ui.__mem_func__(self.__ResetSettings))
    			self.buttons["zoomIn"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress))
    			self.buttons["zoomOut"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress))
    
    			self.SetCenterPosition()
    
    		except:
    			import exception
    			exception.Abort("RenderTargetWindow.LoadDialog.BindObject")
    
    	def BindInterface(self, interface):
    		self.interface = interface
    
    	def Destroy(self):
    		self.Close()
    		self.Initialize()
    
    	def Close(self):
    		self.Hide()
    
    	def Open(self):
    		self.Show()
    		self.SetTop()
    
    	def OnPressEscapeKey(self):
    		self.Close()
    
    	def MINMAX(self, min, value, max):
    
    		if value < min:
    			return min
    		elif value > max:
    			return max
    		else:
    			return value
    
    	def OnUpdate(self):
    		self.__ModelUpDownCameraProgress()
    		self.__ModelRotationProgress()
    		self.__ModelZoomProgress()
    
    		x, y = self.GetGlobalPosition()
    
    		pos_x = self.MINMAX(0, x, self.max_pos_x)
    		pos_y = self.MINMAX(0, y, self.max_pos_y)
    
    		self.SetPosition(pos_x, pos_y)
    
    	def __ModelUpDownCameraProgress(self):
    		if self.buttons["moveUp"].IsDown():
    			renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, False)
    
    		if self.buttons["moveDown"].IsDown():
    			renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, True)
    
    	def __ModelRotationProgress(self):
    		if self.buttons["rotateLeft"].IsDown():
    			renderTarget.SetMove(self.RENDER_TARGET_INDEX, False)
    
    		if self.buttons["rotateRight"].IsDown():
    			renderTarget.SetMove(self.RENDER_TARGET_INDEX, True)
    
    	def __ModelZoomProgress(self):
    		if self.buttons["zoomIn"].IsDown():
    			renderTarget.SetZoom(self.RENDER_TARGET_INDEX, True)
    
    		if self.buttons["zoomOut"].IsDown():
    			renderTarget.SetZoom(self.RENDER_TARGET_INDEX, False)
    
    	def __ResetSettings(self):
    		renderTarget.ResetSettings(self.RENDER_TARGET_INDEX)

     

    i fix it, thanks anyway

  5. This is the hidden content, please

     

    Hi, I searched a lot for the pattern from the metin2 inventory and I didn't find anything, so I recreated it in FullHD 1920X1080 resolution. 

    The arhive have the pattern and the psd , maybe you want to edit .
    I talk about this pattern
    spacer.png

    Here is the pattern 1920X1080
    spacer.png

    • Metin2 Dev 33
    • Eyes 1
    • Good 4
    • Love 18
  6. 2 minutes ago, [TiTAN] said:

    Maybe you are right 🤣 i'm glad that you've fixed your issue, also sry for off-topic but i felt the need to apologieze

    don't stress, I'm not upset, thanks for everyone's help, everything works as it should, most of the problems were due to my changes before this system

    • Good 1
    • Love 1
  7. 1 hour ago, [TiTAN] said:

    Because you have another effect registered with the same number of damage... It is really so hard to work by your own and discover how things are working?

     

    Edit: to spare some minutes from your life, because this seems to be the only thing you want just comment these as you are not using them anyways

              {pkBase.EFFECT_REFINED + 21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1.mse"},
              {pkBase.EFFECT_REFINED + 22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor_7th_01.mse"},

     

    ahh, I love these ego-filled Romanian answers 

    44 minutes ago, Ulthar said:

    When u kill a mob, it will leave a small sparking something in the killed mob?

    i fix it, I forgot that I changed something in the damage design

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