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Posts posted by HellBoy
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There's no point in adding texture on msm files ... just add the correct path to your granny2 model (armor) ... the model will load the texture automaticaly from his material path
P.S Only if you add the same model gr2 (armor) with diffrent texture you can use the skin target
i know all that but you dont get what im trying to doo my armor textures got multiple layers means with specular will make it shinnie like the original ymir ones [ and not white like when u add specular on 90% of the new armors u guys use ] what you're saying is basic but specular wont work without the msm lines for each texture path and the way i was adding them only worked for first 2 texture skins and i was trying too add all in 1 shape data forgot that i can add more shape data for same index
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i think i need a punch
cheers mate
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How about u goo check in texture set all texture files a/b/c if are the terrains paths u want there, check if your outdoorA1.B1.C1 got same as in texture set then also check the new terrain u said you changed if is still there and added no bin will ever chose any other texture that u put RIGHT way in pack files
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open the building object with granny will show u the texture path... something like this "d:/ymir work/zone/striptease bar/ striptease.dds
then add it like that into ''''ymir work/zone in the world editor
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i tryed this1 too and almost smashed my pc with a hammer soo do as me get normal world editor put it on partition d: and enjoy editing xD until he release a decent version of it TESTED BY HIMSELFFFFFFFFFF xD
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I quit .. you should ask sema" he build this sistem for me works like a charm and is same as you have
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if not try with this
PS: Mine dont work for costumes!
import ui import player import mouseModule import net import app import chat import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiCommon import locale import constInfo import ime import grpText import uiToolTip class Switcher(ui.ScriptWindow): POSITIVE_COLOR = grp.GenerateColor(0.5411, 0.7254, 0.5568, 1.0) NEGATIVE_COLOR = grp.GenerateColor(0.9, 0.4745, 0.4627, 1.0) def __init__(self): import exception ui.ScriptWindow.__init__(self) def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): #constInfo.SWITCH_BONUS = 1 self.__LoadWindow() ui.ScriptWindow.Show(self) def Close(self): #constInfo.SWITCH_BONUS = 0 self.Hide() def OnPressEscapeKey(self): self.Close() return TRUE def __LoadWindow(self): try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "Uiscript/switcher.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") self.TitleBar = self.GetChild("TitleBar") self.switchslot = self.GetChild("switchslot") self.bonusslot = [self.GetChild2("bonus1"), self.GetChild2("bonus2"), self.GetChild2("bonus3"), self.GetChild2("bonus4"), self.GetChild2("bonus5"), ] self.buttongira = self.GetChild("gira_bonus") self.buttongira.SetEvent(ui.__mem_func__(self.__cambiar_bonus)) self.TitleBar.SetCloseEvent(ui.__mem_func__(self.Close)) self.switchslot.SetSelectEmptySlotEvent(ui.__mem_func__(self.__OnSelectEmptySlot)) self.switchslot.SetSelectItemSlotEvent(ui.__mem_func__(self.__OnSelectItemSlot)) self.toolTipCostume = uiToolTip.ToolTip(190) self.toolTipCostume.SetTitle(item.GetItemName()) self.slotitem = None self.slotgira = None def __OnSelectItemSlot(self, selectedSlotPos): isAttached = mouseModule.mouseController.isAttached() if isAttached: attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() mouseModule.mouseController.DeattachObject() itemIndex = player.GetItemIndex(attachedSlotPos) itemCount = player.GetItemCount(attachedSlotPos) item.SelectItem(itemIndex) itemType = item.GetItemType() if selectedSlotPos == 0: self.slotitem = attachedSlotPos if item.ITEM_TYPE_WEAPON == itemType or item.ITEM_TYPE_ARMOR == itemType: self.switchslot.SetItemSlot(selectedSlotPos, itemIndex, 0) attrSlot = [player.GetItemAttribute(attachedSlotPos, i) for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM)] for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM-2): type = attrSlot[i][0] value = attrSlot[i][1] affectString = self.__GetAffectString(type, value) self.bonusslot[i].SetText(affectString) else: if selectedSlotPos == 0: self.switchslot.SetItemSlot(0, 0, 0) self.slotitem = None def __OnSelectEmptySlot(self, selectedSlotPos): isAttached = mouseModule.mouseController.isAttached() if isAttached: attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() mouseModule.mouseController.DeattachObject() itemIndex = player.GetItemIndex(attachedSlotPos) itemCount = player.GetItemCount(attachedSlotPos) item.SelectItem(itemIndex) itemType = item.GetItemType() if selectedSlotPos == 0: self.slotitem = attachedSlotPos if item.ITEM_TYPE_WEAPON == itemType or item.ITEM_TYPE_ARMOR == itemType: self.switchslot.SetItemSlot(selectedSlotPos, itemIndex, 0) attrSlot = [player.GetItemAttribute(attachedSlotPos, i) for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM)] for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM-2): type = attrSlot[i][0] value = attrSlot[i][1] affectString = self.__GetAffectString(type, value) self.bonusslot[i].SetText(affectString) if selectedSlotPos == 1 and itemIndex== 71084: self.slotgira = attachedSlotPos self.switchslot.SetItemSlot(selectedSlotPos, itemIndex, itemCount) def __GetAffectString(self, affectType, affectValue): if 0 == affectType: return None if 0 == affectValue: return None try: return self.AFFECT_DICT[affectType](affectValue) except TypeError: return "UNKNOWN_VALUE[%s] %s" % (affectType, affectValue) except KeyError: return "UNKNOWN_TYPE[%s] %s" % (affectType, affectValue) def __cambiar_bonus(self): self.__Switch(self.slotitem,self.slotgira) def __Switch(self,dstSlotPos,srcSlotPos): net.SendItemUseToItemPacket(srcSlotPos,dstSlotPos) #self.refresh(dstSlotPos,srcSlotPos) def refresh(self,dstSlotPos,srcSlotPos): attrSlot = [player.GetItemAttribute(dstSlotPos, i) for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM)] for i in xrange(5): self.bonusslot[i].SetText("") for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM-2): type = attrSlot[i][0] value = attrSlot[i][1] affectString = self.__GetAffectString(type, value) if int(value) < 0: self.bonusslot[i].SetPackedFontColor(self.NEGATIVE_COLOR) else: self.bonusslot[i].SetPackedFontColor(self.POSITIVE_COLOR) self.bonusslot[i].SetText(affectString) itemIndex = player.GetItemIndex(srcSlotPos) itemCount = player.GetItemCount(srcSlotPos) self.switchslot.ClearSlot(1) self.switchslot.SetItemSlot(1, itemIndex, itemCount) def OnUpdate(self): self.refresh(self.slotitem,self.slotgira) AFFECT_DICT = { item.APPLY_MAX_HP : locale.TOOLTIP_MAX_HP, item.APPLY_MAX_SP : locale.TOOLTIP_MAX_SP, item.APPLY_CON : locale.TOOLTIP_CON, item.APPLY_INT : locale.TOOLTIP_INT, item.APPLY_STR : locale.TOOLTIP_STR, item.APPLY_DEX : locale.TOOLTIP_DEX, item.APPLY_ATT_SPEED : locale.TOOLTIP_ATT_SPEED, item.APPLY_MOV_SPEED : locale.TOOLTIP_MOV_SPEED, item.APPLY_CAST_SPEED : locale.TOOLTIP_CAST_SPEED, item.APPLY_HP_REGEN : locale.TOOLTIP_HP_REGEN, item.APPLY_SP_REGEN : locale.TOOLTIP_SP_REGEN, item.APPLY_POISON_PCT : locale.TOOLTIP_APPLY_POISON_PCT, item.APPLY_STUN_PCT : locale.TOOLTIP_APPLY_STUN_PCT, item.APPLY_SLOW_PCT : locale.TOOLTIP_APPLY_SLOW_PCT, item.APPLY_CRITICAL_PCT : locale.TOOLTIP_APPLY_CRITICAL_PCT, item.APPLY_PENETRATE_PCT : locale.TOOLTIP_APPLY_PENETRATE_PCT, item.APPLY_ATTBONUS_WARRIOR : locale.TOOLTIP_APPLY_ATTBONUS_WARRIOR, item.APPLY_ATTBONUS_ASSASSIN : locale.TOOLTIP_APPLY_ATTBONUS_ASSASSIN, item.APPLY_ATTBONUS_SURA : locale.TOOLTIP_APPLY_ATTBONUS_SURA, item.APPLY_ATTBONUS_SHAMAN : locale.TOOLTIP_APPLY_ATTBONUS_SHAMAN, item.APPLY_ATTBONUS_MONSTER : locale.TOOLTIP_APPLY_ATTBONUS_MONSTER, item.APPLY_ATTBONUS_HUMAN : locale.TOOLTIP_APPLY_ATTBONUS_HUMAN, item.APPLY_ATTBONUS_ANIMAL : locale.TOOLTIP_APPLY_ATTBONUS_ANIMAL, item.APPLY_ATTBONUS_ORC : locale.TOOLTIP_APPLY_ATTBONUS_ORC, item.APPLY_ATTBONUS_MILGYO : locale.TOOLTIP_APPLY_ATTBONUS_MILGYO, item.APPLY_ATTBONUS_UNDEAD : locale.TOOLTIP_APPLY_ATTBONUS_UNDEAD, item.APPLY_ATTBONUS_DEVIL : locale.TOOLTIP_APPLY_ATTBONUS_DEVIL, item.APPLY_STEAL_HP : locale.TOOLTIP_APPLY_STEAL_HP, item.APPLY_STEAL_SP : locale.TOOLTIP_APPLY_STEAL_SP, item.APPLY_MANA_BURN_PCT : locale.TOOLTIP_APPLY_MANA_BURN_PCT, item.APPLY_DAMAGE_SP_RECOVER : locale.TOOLTIP_APPLY_DAMAGE_SP_RECOVER, item.APPLY_BLOCK : locale.TOOLTIP_APPLY_BLOCK, item.APPLY_DODGE : locale.TOOLTIP_APPLY_DODGE, item.APPLY_RESIST_SWORD : locale.TOOLTIP_APPLY_RESIST_SWORD, item.APPLY_RESIST_TWOHAND : locale.TOOLTIP_APPLY_RESIST_TWOHAND, item.APPLY_RESIST_DAGGER : locale.TOOLTIP_APPLY_RESIST_DAGGER, item.APPLY_RESIST_BELL : locale.TOOLTIP_APPLY_RESIST_BELL, item.APPLY_RESIST_FAN : locale.TOOLTIP_APPLY_RESIST_FAN, item.APPLY_RESIST_BOW : locale.TOOLTIP_RESIST_BOW, item.APPLY_RESIST_FIRE : locale.TOOLTIP_RESIST_FIRE, item.APPLY_RESIST_ELEC : locale.TOOLTIP_RESIST_ELEC, item.APPLY_RESIST_MAGIC : locale.TOOLTIP_RESIST_MAGIC, item.APPLY_RESIST_WIND : locale.TOOLTIP_APPLY_RESIST_WIND, item.APPLY_REFLECT_MELEE : locale.TOOLTIP_APPLY_REFLECT_MELEE, item.APPLY_REFLECT_CURSE : locale.TOOLTIP_APPLY_REFLECT_CURSE, item.APPLY_POISON_REDUCE : locale.TOOLTIP_APPLY_POISON_REDUCE, item.APPLY_KILL_SP_RECOVER : locale.TOOLTIP_APPLY_KILL_SP_RECOVER, item.APPLY_EXP_DOUBLE_BONUS : locale.TOOLTIP_APPLY_EXP_DOUBLE_BONUS, item.APPLY_GOLD_DOUBLE_BONUS : locale.TOOLTIP_APPLY_GOLD_DOUBLE_BONUS, item.APPLY_ITEM_DROP_BONUS : locale.TOOLTIP_APPLY_ITEM_DROP_BONUS, item.APPLY_POTION_BONUS : locale.TOOLTIP_APPLY_POTION_BONUS, item.APPLY_KILL_HP_RECOVER : locale.TOOLTIP_APPLY_KILL_HP_RECOVER, item.APPLY_IMMUNE_STUN : locale.TOOLTIP_APPLY_IMMUNE_STUN, item.APPLY_IMMUNE_SLOW : locale.TOOLTIP_APPLY_IMMUNE_SLOW, item.APPLY_IMMUNE_FALL : locale.TOOLTIP_APPLY_IMMUNE_FALL, item.APPLY_BOW_DISTANCE : locale.TOOLTIP_BOW_DISTANCE, item.APPLY_DEF_GRADE : locale.TOOLTIP_DEF_GRADE, item.APPLY_ATT_GRADE : locale.TOOLTIP_ATT_GRADE, item.APPLY_MAGIC_ATT_GRADE : locale.TOOLTIP_MAGIC_ATT_GRADE, item.APPLY_MAGIC_DEF_GRADE : locale.TOOLTIP_MAGIC_DEF_GRADE, item.APPLY_MAX_STAMINA : locale.TOOLTIP_MAX_STAMINA, item.APPLY_MALL_ATTBONUS : locale.TOOLTIP_MALL_ATTBONUS, item.APPLY_MALL_DEFBONUS : locale.TOOLTIP_MALL_DEFBONUS, item.APPLY_MALL_EXPBONUS : locale.TOOLTIP_MALL_EXPBONUS, item.APPLY_MALL_ITEMBONUS : locale.TOOLTIP_MALL_ITEMBONUS, item.APPLY_MALL_GOLDBONUS : locale.TOOLTIP_MALL_GOLDBONUS, item.APPLY_SKILL_DAMAGE_BONUS : locale.TOOLTIP_SKILL_DAMAGE_BONUS, item.APPLY_NORMAL_HIT_DAMAGE_BONUS : locale.TOOLTIP_NORMAL_HIT_DAMAGE_BONUS, item.APPLY_SKILL_DEFEND_BONUS : locale.TOOLTIP_SKILL_DEFEND_BONUS, item.APPLY_NORMAL_HIT_DEFEND_BONUS : locale.TOOLTIP_NORMAL_HIT_DEFEND_BONUS, item.APPLY_PC_BANG_EXP_BONUS : locale.TOOLTIP_MALL_EXPBONUS_P_STATIC, item.APPLY_PC_BANG_DROP_BONUS : locale.TOOLTIP_MALL_ITEMBONUS_P_STATIC, item.APPLY_RESIST_WARRIOR : locale.TOOLTIP_APPLY_RESIST_WARRIOR, item.APPLY_RESIST_ASSASSIN : locale.TOOLTIP_APPLY_RESIST_ASSASSIN, item.APPLY_RESIST_SURA : locale.TOOLTIP_APPLY_RESIST_SURA, item.APPLY_RESIST_SHAMAN : locale.TOOLTIP_APPLY_RESIST_SHAMAN, } x=Switcher()
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Edit#
replace ur line with this
onPressKeyDict[app.DIK_F8] = lambda : self.__Switcher()
try this ...
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Edit#
replace ur line with this
onPressKeyDict[app.DIK_F8] = lambda : self.__Switcher()
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replace
def Switcher(self): import uiswitch self.switch = uiswitch.Switcher() if self.switch.IsShow(): self.switch.Hide() else: self.switch.Show()
with
def __Switcher(self): import uiswitch self.wndSwitch = uiswitch.Switcher() self.wndSwitch.Show()
1 more thing cuz i have it unclear ur switcher py file in root is uiswitch.py or uiswitcher.py ????
what i've told u is for uiswitch.py
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and in the DIKT i put what? lambda : self.__switcher or it stays self.Switcher?
Actually, after these lines you said i have this function:
def Switcher(self): import uiswitch self.switch = uiswitch.Switcher() if self.switch.IsShow(): self.switch.Hide() else: self.switch.Show()
idk if you saw the game.py that i posted here too...
I just simply need to add the
def __switcher(self): switcher.StartDialog.Show()
and run the client? do i need to change this:
onPressKeyDict[app.DIK_F8] = lambda : self.Switcher()
to this?
onPressKeyDict[app.DIK_F8] = lambda : self.__switcher()
add that line instaid of urs and try dont modify anything at onpresKeyDict
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seek for this line in game.py
def __PlayMusic(self, flag, filename):flag = int(flag)if flag:snd.FadeOutAllMusic()musicInfo.SaveLastPlayFieldMusic()snd.FadeInMusic("BGM/" + filename)else:snd.FadeOutAllMusic()musicInfo.LoadLastPlayFieldMusic()snd.FadeInMusic("BGM/" + musicInfo.fieldMusic)and at end add this
def __switcher(self): switcher.StartDialog.Show()
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UP! Ideeas are welcome to
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If i will open a server with wolfman ymir will close it or?
open it and tell us
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Group ShapeData89{ShapeIndex 156Model "m2mdT/assassin_titanM.GR2"SourceSkin "m2mdT/boots_1.dds"TargetSkin "m2mdT/boots_1.dds"SourceSkin1 "m2mdT/hand_1.dds"TargetSkin1 "m2mdT/hand_1.dds"SourceSkin2 "m2mdT/body_1.dds"TargetSkin2 "m2mdT/body_4.dds"}Now the problem is when i use specular [ make armor shinnie ] only the first 2 texture skins get the specular and the other doesnt ... i changed the order to see if is something wrong with texture and is same the first 2 target skins " in this case arms and legs are shinnie and body not " ....So how can i increase the use of texture and source skins up to 3 or more ???? i have models that use up to 8x texture ....
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you get an error from map1 blues...
what about coordonates are same or close to the ones from map1 blues ?? u modifyed them sv side??? and client side in both atlasinfo??? u renamed the map folder in client side in the case u did a copy paste of map_c1???
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what happen with client when u warp that map???, the map ur try to add is c1 or other????, check not to have duplicate files of same map in the client . maybe u have 2x atlasinfo in client locale and root
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hello,I have a concern, I would like to install a map but the worry is that when I want to join in the games I have this error that appears there, I try everything here is the screen of syserr.
MapProperty.txt is wrong or bad placed in client
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when u add new objects into world editor a property file is build too make sure you pass that to your client property too
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try seek for for i in xrange(90,-1,-1) and modify with
for i in xrange(180,-1,-1) for 4 inventory and
for i in xrange(225,-1,-1) for 5 xD
Tell me if works
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Then you implemented the map files wrong in the client :
- add pack name into "index" if u didnt add it
- check the xml to see if the files are there when u add it in a pack that is already in the client
it is already in index...
what you mean with the 2nd line i can't figure out...
PM me
i'll post feedback with solution after
EDIT:
-duplicate map files
-missing data in locale/atlastinfo.txt
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Then you implemented the map files wrong in the client :
- add pack name into "index" if u didnt add it
- check the xml to see if the files are there when u add it in a pack that is already in the client
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Problem with costumes
in Community Support - Questions & Answers
Posted
When you post a question and you find the right answ even if is by yourself you should post it arround this way others that willl ever have that error would find the solve here, this board is not always taking .. giving things sometimes is nice too as others will do same for you!