Active Member Mind Rapist 188 Posted May 23, 2016 Active Member Share Posted May 23, 2016 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: 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 More sharing options...
ManiacRobert 429 Posted May 24, 2016 Share Posted May 24, 2016 Replace {"index":player.EQUIPMENT_SLOT_START+24, "x":61, "y":125, "width":32, "height":32}, With {"index":COSTUME_START_INDEX+2, "x":61, "y":125, "width":32, "height":32}, 1 Link to comment Share on other sites More sharing options...
Active Member Mind Rapist 188 Posted May 24, 2016 Author Active Member Share Posted May 24, 2016 Thanks it kinda worked but now I'm getting the sash at it's normal position and at the left ring slot Link to comment Share on other sites More sharing options...
Active Member Mind Rapist 188 Posted May 24, 2016 Author Active Member Share Posted May 24, 2016 [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 More sharing options...
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