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Giecu

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Posts posted by Giecu

  1. cmd.h


    enum SCMD_CMD
    {
        SCMD_LOGOUT,
        SCMD_QUIT,
        SCMD_PHASE_SELECT,
        SCMD_SHUTDOWN,

    // MOVE_CHANNEL

        SCMD_MOVE_CHANNEL,

    // END_OF_MOVE_CHANNEL
    };

     

     

    cmd.h

     

    delete

    // MOVE_CHANNEL

    extern int channel_index;

    // END_OF_MOVE_CHANNEL

     

     

    cmd_general.cpp

     

    add under includes

     

    // MOVE_CHANNEL

    int channel_index;

    // END_OF_MOVE_CHANNEL

  2. how to fix start position details?

    SS: 

     

    uicharacter.py

    Spoiler

    Find:

        def OnUpdate(self):
            self.__UpdateQuestClock()

    Add under:

            if app.ENABLE_DETAILS_UI:
                if self.chDetailsWnd:
                    self.UpdateDetailsPosition()

    Find:

            def OnMoveWindow(self, x, y):
                if self.chDetailsWnd:
                    self.chDetailsWnd.AdjustPosition(x, y)

     

    Add under:

     

            def UpdateDetailsPosition(self):
                x, y = self.GetGlobalPosition()
                self.chDetailsWnd.SetPosition(x + 250, y)

     

     

    Spoiler

    • Metin2 Dev 1
  3. #find

            if player.DRAGON_SOUL_INVENTORY == inven_type:
                if app.ENABLE_DRAGON_SOUL_SYSTEM:
                    self.wndDragonSoul.HighlightSlot(inven_pos)

    #change

            elif player.INVENTORY == inven_type:
                if app.ENABLE_HIGHLIGHT_SYSTEM:
                    self.wndInventory.HighlightSlot(inven_pos)

     

     

  4. EterPythonLib/PythonGridSlotWindow.cpp

    if you have dwAttachedIndex == 5 change 5 to 4

    Search x3

    dwAttachedType == 13 change 13 to 12  (3x!!!!!)

     

    UserInterface/GameType.h

     

    search enum ESlotType

    your position SLOT_TYPE_FISH_EVENT = number

    enum ESlotType
    {
        SLOT_TYPE_NONE,
        SLOT_TYPE_INVENTORY, #1 
        SLOT_TYPE_SKILL, #2
        SLOT_TYPE_EMOTION , #3
        SLOT_TYPE_SHOP, #4
        SLOT_TYPE_EXCHANGE_OWNER, #5
        SLOT_TYPE_EXCHANGE_TARGET, #6
        SLOT_TYPE_QUICK_SLOT, #7
        SLOT_TYPE_SAFEBOX, #8
        SLOT_TYPE_PRIVATE_SHOP, #9
        SLOT_TYPE_MALL, #10
        SLOT_TYPE_DRAGON_SOUL_INVENTORY, #11
    #ifdef ENABLE_FISH_EVENT 
        SLOT_TYPE_FISH_EVENT, #12
    #endif
        SLOT_TYPE_MAX,
    }; 

    • Love 1
  5. On 4/17/2021 at 10:47 PM, Owsap said:

    Thanks for sharing, as always!
    You could also check the position realtime while the player is in range so it updates faster.

    fd9f73513d76c3345150fd5e24b8ee9f.gif

    
    /// 1. @ UserInterface/PythonMiniMap.cpp
    // Search @ void CPythonMiniMap::RenderAtlas
    				const auto& PartyInfo = it->second;
    				__GlobalPositionToAtlasPosition(PartyInfo->lX - m_dwAtlasBaseX, PartyInfo->lY - m_dwAtlasBaseY, &PartyInfo->fScreenX, &PartyInfo->fScreenY);
    
    // Replace with
    				long xPos = PartyInfo->lX;
    				long yPos = PartyInfo->lY;
    
    				CInstanceBase* pkInst = CPythonCharacterManager::Instance().GetInstancePtrByName(pPartyMemberInfo->strName.c_str());
    				if (pkInst)
    				{
    					TPixelPosition kInstPos;
    					pkInst->NEW_GetPixelPosition(&kInstPos);
    					xPos = kInstPos.x + m_dwAtlasBaseX;
    					yPos = kInstPos.y + m_dwAtlasBaseY;
    
    				}
    
    				__GlobalPositionToAtlasPosition(xPos - m_dwAtlasBaseX, yPos - m_dwAtlasBaseY, &PartyInfo->fScreenX, &PartyInfo->fScreenY);

     

    don't work, can u please fix it?

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