Jump to content

Recommended Posts

Hello guys I managed to add Sash System for once again but this time only thing I get from this system is trouble... Now I'm stuck to the slot of the sash part, the sash is disappeared from the inventory due to wrong slot number which I don't know how to fix... There are no syserr client/serverside so the only thing I have to you guys is my problem in a picture:

0523_203152.jpg.4d35d278758dd13af9b6ad60

 

here is my costumeWindow.py from uiscript

Spoiler

{
                    "name" : "Costume_Base",
                    "type" : "image",
                    "x" : 13,
                    "y" : 38,
                    "image" : "d:/ymir work/ui/costume_bg.dds",
                    "children" :
                    (
                        {
                            "name" : "CostumeSlot",
                            "type" : "slot",
                            "x" : 3,
                            "y" : 3,
                            "width" : 127,
                            "height" : 145,
                            "slot" : (
                                        {"index":COSTUME_START_INDEX+0, "x":61, "y":45, "width":32, "height":64},
                                        {"index":COSTUME_START_INDEX+1, "x":61, "y": 8, "width":32, "height":32},
                                        {"index":player.EQUIPMENT_SLOT_START+24, "x":61, "y":125, "width":32, "height":32},
                                        {"index":COSTUME_START_INDEX+3, "x":10, "y":125, "width":32, "height":32},
                            ),
                        },
                    ),
                },

and here is my GameType.h from the binary

Spoiler

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;
#endif

enum EDragonSoulDeckType
{
    DS_DECK_1,
    DS_DECK_2,
    DS_DECK_MAX_NUM = 2,
};

enum EDragonSoulGradeTypes
{
    DRAGON_SOUL_GRADE_NORMAL,
    DRAGON_SOUL_GRADE_BRILLIANT,
    DRAGON_SOUL_GRADE_RARE,
    DRAGON_SOUL_GRADE_ANCIENT,
    DRAGON_SOUL_GRADE_LEGENDARY,
    DRAGON_SOUL_GRADE_MAX,

};

enum EDragonSoulStepTypes
{
    DRAGON_SOUL_STEP_LOWEST,
    DRAGON_SOUL_STEP_LOW,
    DRAGON_SOUL_STEP_MID,
    DRAGON_SOUL_STEP_HIGH,
    DRAGON_SOUL_STEP_HIGHEST,
    DRAGON_SOUL_STEP_MAX,
};

#ifdef ENABLE_COSTUME_SYSTEM
    const DWORD c_Costume_Slot_Start    = c_Equipment_Start + 19;    // [ΑΦΐΗ] ΌύΐΪ(19) ΗΟµεΔΪµω ΑΦΐΗ. Ηφΐη Ό­ΉφΏ΅Ό­ ΔΪ½ΊΓυ ½½·ΤΐΊ 19ΊΞΕΝΐΣ. Ό­Ήφ common/length.h ΖΔΐΟΐΗ EWearPositions Ώ­°ΕΗό Βό°ν.
    const DWORD    c_Costume_Slot_Body        = c_Costume_Slot_Start + 0;
    const DWORD    c_Costume_Slot_Hair        = c_Costume_Slot_Start + 1;
    const DWORD    c_Costume_Slot_Acce        = c_Costume_Slot_Start + 5;
    const DWORD    c_Costume_Slot_Mount    = c_Costume_Slot_Start + 3;
    const DWORD c_Costume_Slot_Count    = 4;
    const DWORD c_Costume_Slot_End        = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

I appreciate any help :)

Link to comment
Share on other sites

[FIXED!]

Who ever has the same problem here are my files:

GameType.h (UserInterface project)

Spoiler

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
const DWORD c_New_Equipment_Start = c_Equipment_Start + 22;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;
#endif

enum EDragonSoulDeckType
{
    DS_DECK_1,
    DS_DECK_2,
    DS_DECK_MAX_NUM = 2,
};

enum EDragonSoulGradeTypes
{
    DRAGON_SOUL_GRADE_NORMAL,
    DRAGON_SOUL_GRADE_BRILLIANT,
    DRAGON_SOUL_GRADE_RARE,
    DRAGON_SOUL_GRADE_ANCIENT,
    DRAGON_SOUL_GRADE_LEGENDARY,
    DRAGON_SOUL_GRADE_MAX,

};

enum EDragonSoulStepTypes
{
    DRAGON_SOUL_STEP_LOWEST,
    DRAGON_SOUL_STEP_LOW,
    DRAGON_SOUL_STEP_MID,
    DRAGON_SOUL_STEP_HIGH,
    DRAGON_SOUL_STEP_HIGHEST,
    DRAGON_SOUL_STEP_MAX,
};

#ifdef ENABLE_COSTUME_SYSTEM
    const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19;
    const DWORD    c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
    const DWORD    c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
    const DWORD    c_Costume_Slot_Acce = c_Costume_Slot_Start + 5;
    const DWORD    c_Costume_Slot_Mount = c_Costume_Slot_Start + 3;
    const DWORD c_Costume_Slot_Count = 4;
    const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;

costumewindow.py (uiscript pack)

Spoiler

                                        {"index":COSTUME_START_INDEX+0, "x":61, "y":45, "width":32, "height":64},
                                        {"index":COSTUME_START_INDEX+1, "x":61, "y": 8, "width":32, "height":32},
                                        {"index":COSTUME_START_INDEX+2, "x":61, "y":125, "width":32, "height":32},
                                        {"index":COSTUME_START_INDEX+3, "x":10, "y":125, "width":32, "height":32},
                                        #{"index":COSTUME_START_INDEX+4, "x":13, "y":15, "width":32, "height":96},
                                        #{"index":COSTUME_START_INDEX+5, "x":13, "y":15, "width":32, "height":96},

length.h (common folder in serverside source)

Spoiler

enum EWearPositions
{
    WEAR_BODY,            // 0
    WEAR_HEAD,            // 1
    WEAR_FOOTS,            // 2
    WEAR_WRIST,            // 3
    WEAR_WEAPON,            // 4
    WEAR_NECK,            // 5
    WEAR_EAR,            // 6
    WEAR_UNIQUE1,            // 7
    WEAR_UNIQUE2,            // 8
    WEAR_ARROW,            // 9
    WEAR_SHIELD,            // 10
    WEAR_ABILITY1,              // 11
    WEAR_ABILITY2,              // 12
    WEAR_ABILITY3,              // 13
    WEAR_ABILITY4,              // 14
    WEAR_ABILITY5,              // 15
    WEAR_ABILITY6,              // 16
    WEAR_ABILITY7,              // 17
    WEAR_ABILITY8,              // 18
    WEAR_COSTUME_BODY,        // 19
    WEAR_COSTUME_HAIR,        // 20
    WEAR_COSTUME_ACCE,        // 21    : Sash slot
    
    WEAR_RING1,            // 22    : Ring slot (left)
    WEAR_RING2,            // 23    : Ring slot (right)

    WEAR_BELT,            // 24    : Belt slot

    WEAR_MAX = 32            // 
};

If you do this and restart your binary, you may have to UNEQUIP AND REEQUIP the items in order to go to the right slots. I hope I helped you guys that have the same problem with this topic and of course a great thanks to @ManiacRobert I couldn't have fixed this one without your comment buddy thank you so much :)

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.