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Fix OverIn Tooltip with another slot behind


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This is the problem I am talking about:

.gif

 

Basically, when you get down from the mount (or the item slots are refreshed), the tooltip shown does not stay as the one from the item in the inventory's interface on top, but the item in the inventory behind.

To fix this behaviour, go on

void CSlotWindow::RefreshSlot()

and change

void CSlotWindow::RefreshSlot()
{
	OnRefreshSlot();

	// NOTE : Refresh µÉ¶§ ToolTip µµ °»½Å ÇÕ´Ï´Ù - [levites]
	if (IsRendering())
	{
		TSlot * pSlot;
		if (GetPickedSlotPointer(&pSlot))
		{
			OnOverOutItem();
			OnOverInItem(pSlot->dwSlotNumber);
		}
	}
}

to:

void CSlotWindow::RefreshSlot()
{
	OnRefreshSlot();

	if (IsRendering() && UI::CWindowManager::Instance().GetPointWindow() == this)
	{
		TSlot * pSlot;
		if (GetPickedSlotPointer(&pSlot))
		{
			OnOverOutItem();
			OnOverInItem(pSlot->dwSlotNumber);
		}
	}
}

 

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https://metin2.dev/topic/32247-fix-overin-tooltip-with-another-slot-behind/
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29 minutes ago, HFWhite said:

is this a fix also for when the tooltip gets stuck to the cursor?

I had seen this:

.gif

but I don't know how to replicate it on my client (even on latest martysama)

 

58 minutes ago, Intel said:

I had seen this:

.gif

but I don't know how to replicate it on my client (even on latest martysama)

I have this on loading ingame after tp, when I hover my cursor over taskbar (item/skill) and then move the mouse I usually have this annoying bug.

 

or do this to replicate:

 

https://metin2.download/picture/2UWntujr827gvqVERGcI9cE5ZiRc43kj/.gif

Edited by HFWhite
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1 hour ago, HFWhite said:

 

I have this on loading ingame after tp, when I hover my cursor over taskbar (item/skill) and then move the mouse I usually have this annoying bug.

 

or do this to replicate:

 

https://metin2.download/picture/2UWntujr827gvqVERGcI9cE5ZiRc43kj/.gif

I think it's fixed..

I can reproduce it with the dragon soul window:

.gif

 

After:

.gif

 

Also, at least on these files, dragon soul window is not as large as it supposed to be:

.png

520 in height should do the trick

On 2/29/2024 at 1:18 AM, Intel said:

I think it's fixed..

I can reproduce it with the dragon soul window:

.gif

 

After:

.gif

 

Also, at least on these files, dragon soul window is not as large as it supposed to be:

.png

520 in height should do the trick

if you dont mind share the fix for the buggy tooltip that moves through the screen

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17 hours ago, Amsterdam said:

will be nice if i will find a fix for this . 
spacer.png

At this point it's probably just another

 

if (isrendering()){

 if(GetPickedSlotPointer()) { }

}

just somewhere else;

I am not sure what's happening on your screen though. It looks like there's another tooltip with just the name of the item. I don't think it's a launcher problem but the system itself in the python code. Something doesn't look quite right.

On 3/3/2024 at 9:59 PM, Intel said:

At this point it's probably just another

 

if (isrendering()){

 if(GetPickedSlotPointer()) { }

}

just somewhere else;

I am not sure what's happening on your screen though. It looks like there's another tooltip with just the name of the item. I don't think it's a launcher problem but the system itself in the python code. Something doesn't look quite right.

it's only on Kashmir Bundle (spacer.png ) this problem, on Bundle ( spacer.png ) everything is ok
.gif

Edited by Amsterdam
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11 hours ago, Amsterdam said:

it's only on Kashmir Bundle (spacer.png ) this problem, on Bundle ( spacer.png ) everything is ok
.gif

I cannot replicate it (I should have to either add the new ikarus offline shop to my files since it already has a similar system, I would need to just change the preview with a render target window, or I should add the rendering target to marty sama files ETA: at least two weeks because cba gotta do other stuff)

I've tried to mimic it opening my search npc interface (with a render target) when I use an item:

		else:
			####
      			####
			###
			self.interface.ToggleSearchNpc() ##open search npc
			self.__SendUseItemPacket(slotIndex)	

.gif

 

Either your render target window or the system that open that interface has some mistakes.

Edited by Intel
12 hours ago, Intel said:

I cannot replicate it (I should have to either add the new ikarus offline shop to my files since it already has a similar system, I would need to just change the preview with a render target window, or I should add the rendering target to marty sama files ETA: at least two weeks because cba gotta do other stuff)

I've tried to mimic it opening my search npc interface (with a render target) when I use an item:

		else:
			####
      			####
			###
			self.interface.ToggleSearchNpc() ##open search npc
			self.__SendUseItemPacket(slotIndex)	

.gif

 

Either your render target window or the system that open that interface has some mistakes.

I use sonitex offline shop but he don't offer support anymore, it's possible to discuss on Marty server ?

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Just now, Amsterdam said:

I use sonitex offline shop but he don't offer support anymore, it's possible to discuss on Marty server ?

no one's got any problem unless you using leaked files (same rules as m2dev basically)

On 3/11/2024 at 2:15 PM, Intel said:

no one's got any problem unless you using leaked files (same rules as m2dev basically)

i don't have leaked files, the shop was bought , i fixed the problem 
spacer.png

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2 hours ago, Amsterdam said:

i don't have leaked files, the shop was bought , i fixed the problem 
spacer.png

what if inventory is in the same position as the offline shop preview?

  • 1 year later...
  • Active+ Member
On 2/28/2024 at 4:24 PM, Intel said:

This is the problem I am talking about:

.gif

 

Basically, when you get down from the mount (or the item slots are refreshed), the tooltip shown does not stay as the one from the item in the inventory's interface on top, but the item in the inventory behind.

To fix this behaviour, go on

void CSlotWindow::RefreshSlot()

and change

void CSlotWindow::RefreshSlot()
{
	OnRefreshSlot();

	// NOTE : Refresh µÉ¶§ ToolTip µµ °»½Å ÇÕ´Ï´Ù - [levites]
	if (IsRendering())
	{
		TSlot * pSlot;
		if (GetPickedSlotPointer(&pSlot))
		{
			OnOverOutItem();
			OnOverInItem(pSlot->dwSlotNumber);
		}
	}
}

to:

void CSlotWindow::RefreshSlot()
{
	OnRefreshSlot();

	if (IsRendering() && UI::CWindowManager::Instance().GetPointWindow() == this)
	{
		TSlot * pSlot;
		if (GetPickedSlotPointer(&pSlot))
		{
			OnOverOutItem();
			OnOverInItem(pSlot->dwSlotNumber);
		}
	}
}

 

Thank you for this! 🙏

Additional part so you keep quest letters blinking while hovering over them in full screen overlays such as the Help window:

PythonWindow.cpp

// Inside
void CButton::OnRender()
  
// Find:
	if (!IsIn())

// Change into:
  	if (!IsIn() || this != UI::CWindowManager::Instance().GetPointWindow())

 

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