SebyWalker
-
Posts
9 -
Joined
-
Last visited
-
Feedback
0%
Content Type
Forums
Store
Third Party - Providers Directory
Feature Plan
Release Notes
Docs
Events
Posts posted by SebyWalker
-
-
On 11/1/2023 at 6:36 PM, Mali said:
ui.Board class example:
Hidden Contentdef SetAlpha(self, alpha): self.Base.SetAlpha(alpha) for corner in self.Corners: corner.SetAlpha(alpha) for line in self.Lines: line.SetAlpha(alpha)
CWindow object example:
Hidden Contentvoid CWindow::SetWindowAlpha(float alpha) { if (IsType(CExpandedImageBox::Type())) { dynamic_cast<CExpandedImageBox*>(this)->SetDiffuseColor(1.0f, 1.0f, 1.0f, alpha); } for (CWindow* pWindow : m_pChildList) if (pWindow) pWindow->SetWindowAlpha(alpha); }
You can extend these logics
Thank you so much
- 1
-
Hello. Is there any way of managing the window object transparency? To be more specific, is there a way to change the transparency of a whole window with its children? I see there are methods of doing that for other objects like images but can't find a way for the whole CWindow object.
Thank you in advance -
-
-
Hello! I want to change how the secondary skill levels are displayed on client. For example, on the skills window (V), i want to change for combo from level 1,2 to G,P. How could i change the level that is displayed on those secondary skills?
-
-
Hey.
If you are reffering to this:
Spoilerfunction check_event_flags()
local event_table = {
{"gold_drop_limit_time", 1},
{"item_drop_limit_time", 1},
{"box_use_limit_time", 1},
{"buysell_limit_time", 1},
{"no_drop_metin_stone", 0},
{"no_mount_at_guild_war", 1},
{"no_potions_on_pvp", 1},
}It is set to 0 but nothing happens.
- 1
-
Hello! I have an issue with stones dropping from metinstones. As far as i know, stones should drop by default with these functions from char.cpp
Spoilervoid CHARACTER::DetermineDropMetinStone()
{
#ifdef ENABLE_NEWSTUFF
if (g_NoDropMetinStone)
{
m_dwDropMetinStone = 0;
return;
}
#endifstatic const DWORD c_adwMetin[] =
{
#if defined(ENABLE_WOLFMAN_CHARACTER) && defined(USE_WOLFMAN_STONES)
28012,
#endif
28030,
28031,
28032,
28033,
28034,
28035,
28036,
28037,
28038,
28039,
28040,
28041,
28042,
28043,
#if defined(ENABLE_MAGIC_REDUCTION_SYSTEM) && defined(USE_MAGIC_REDUCTION_STONES)
28044,
28045,
#endif
};
DWORD stone_num = GetRaceNum();
int idx = std::lower_bound(aStoneDrop, aStoneDrop+STONE_INFO_MAX_NUM, stone_num) - aStoneDrop;
if (idx >= STONE_INFO_MAX_NUM || aStoneDrop[idx].dwMobVnum != stone_num)
{
m_dwDropMetinStone = 0;
}
else
{
const SStoneDropInfo & info = aStoneDrop[idx];
m_bDropMetinStonePct = info.iDropPct;
{
m_dwDropMetinStone = c_adwMetin[number(0, sizeof(c_adwMetin)/sizeof(DWORD) - 1)];
int iGradePct = number(1, 100);
for (int iStoneLevel = 0; iStoneLevel < STONE_LEVEL_MAX_NUM; iStoneLevel ++)
{
int iLevelGradePortion = info.iLevelPct[iStoneLevel];
if (iGradePct <= iLevelGradePortion)
{
break;
}
else
{
iGradePct -= iLevelGradePortion;
m_dwDropMetinStone += 100; // 돌 +a -> +(a+1)이 될때마다 100씩 증가
}
}
}
}
}This is also set in void CHARACTER::SetProto(const CMob * pkMob):
Spoilerif (IsStone())
{
DetermineDropMetinStone();
}And also, this is the constants.cpp:
Spoilerconst SStoneDropInfo aStoneDrop[STONE_INFO_MAX_NUM] =
{
// mob pct {+0 +1 +2 +3 +4}
{8005, 60, {30, 30, 30, 9, 1} },
{8006, 60, {28, 29, 31, 11, 1} },
{8007, 60, {24, 29, 32, 13, 2} },
{8008, 60, {22, 28, 33, 15, 2} },
{8009, 60, {21, 27, 33, 17, 2} },
{8010, 60, {18, 26, 34, 20, 2} },
{8011, 60, {14, 26, 35, 22, 3} },
{8012, 60, {10, 26, 37, 24, 3} },
{8013, 60, {2, 26, 40, 29, 3} },
{8014, 60, {0, 26, 41, 30, 3} },
};I tried to hardcode every stone vnum in 1 metinstone but it actually can drop multiple stones, like sometimes i would get 0 but sometimes even 5 at once. I don't like that, i want to drop only 1 stone per metinstone kill. Does anybody know the solution or what should i look for? Also, i compared these files with ones from another svfile and they actually look the same. On that server file there was never this problem.
- 1
Wedding without wedding map
in Community Support - Questions & Answers
Posted
Hello. I want to fast-forward the process of "marriage" to "a single button click". I want to start and finish the whole wedding process by just talking to the old lady without the second part of going to the wedding map and talking with the second npc. Basically, I want to somehow merge the engage_to and set_to_marriage functions so it will correctly insert into db the marriage and then it will update it and also deliver the update to the client so a teleport won't be needed to receive the wedding affect. Any idea?
Thank you in advance!