NewWars 33 Posted June 6, 2016 Share Posted June 6, 2016 Hey dev. I was wondering why people never added more than 1 bonus in a metin stone, so i tried and apparently it only appears one. I didnt search in the source yet, but is visual bug, bonus limit or my mistake? Thanks in advance. Link to comment Share on other sites More sharing options...
Former Staff Shisui 491 Posted June 6, 2016 Former Staff Share Posted June 6, 2016 (edited) I did dig that and I end up with this but on a weapon only shows one. Guess you have to mess with uitooltip. Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
NewWars 33 Posted June 6, 2016 Author Share Posted June 6, 2016 Can you provide the proto line of that item? Maybe i forgot a simple thing, im not much of a proto handler, since i dont really like it... Thanks in advance. Link to comment Share on other sites More sharing options...
Former Staff Shisui 491 Posted June 6, 2016 Former Staff Share Posted June 6, 2016 You have to edit uitooltip so the stone shows 2 affects, because the code is setup for one. http://pastebin.com/Ri1MBDvH Link to comment Share on other sites More sharing options...
AndrewSkc 3 Posted June 6, 2016 Share Posted June 6, 2016 def AppendMetinInformation(self): affectType, affectValue = item.GetAffect(0) Link to comment Share on other sites More sharing options...
Former Staff Shisui 491 Posted June 6, 2016 Former Staff Share Posted June 6, 2016 9 minutes ago, AndrewSkc said: def AppendMetinInformation(self): affectType, affectValue = item.GetAffect(0) That's only for showing the affects on the stone like the image above. Link to comment Share on other sites More sharing options...
AndrewSkc 3 Posted June 6, 2016 Share Posted June 6, 2016 2 minutes ago, Shisui said: That's only for showing the affects on the stone like the image above. so this function: def __AppendMetinSlotInfo_AppendMetinSocketData(self, index, metinSlotData, custumAffectString="", custumAffectString2="", leftTime=0): Link to comment Share on other sites More sharing options...
Former Staff Shisui 491 Posted June 6, 2016 Former Staff Share Posted June 6, 2016 I figured, but I don't know where to start. Link to comment Share on other sites More sharing options...
NewWars 33 Posted June 6, 2016 Author Share Posted June 6, 2016 (edited) Make a for loop from 0 to 3, create ALL the textlines in it, give the properties to the textlines, give the proper spacings, check if the bonus type and value arent null and assign them to the control list. Spoiler ... metinImage.SetPosition(10, self.toolTipHeight) ## Affect baseHeightInterval = 16 for i in xrange(0, 3): baseHeight = self.toolTipHeight + (baseHeightInterval * (i + 1)) + 2 affectTextLine = ui.TextLine() affectTextLine.SetParent(self) affectTextLine.SetFontName(self.defFontName) affectTextLine.SetPackedFontColor(self.POSITIVE_COLOR) affectTextLine.SetPosition(50, baseHeight) affectTextLine.SetOutline() affectTextLine.SetFeather() affectTextLine.Show() if itemIndex!=constInfo.ERROR_METIN_STONE: affectType, affectValue = item.GetAffect(i) affectTextLine.SetText(self.__GetAffectString(affectType, affectValue)) else: affectTextLine.SetText(localeInfo.TOOLTIP_APPLY_NOAFFECT) if custumAffectString: affectTextLine.SetText(custumAffectString) self.childrenList.append(affectTextLine) break else: self.toolTipHeight += 12 self.childrenList.append(affectTextLine) ... It could be better, but i think its fine, although i dont know if i need to create a different signed component tho I didnt test, but i dont see why it shouldnt work. Regards. Edited June 6, 2016 by NewWars Code of explanation added Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now