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Posted (edited)

This is basically a system to complement my other system.

With this you one can have a custom tag name behind the name/karma of the character
As you can see on this picture
.png
Behind the character name and karma there's a red tag, this is achieved using this system. I didn't make it show the level by my personal choice but you can easily add it.

I remember seeing another post on this forum about this, but i cant find it anymore not sure why, so i'm posting my own version.

 

InstanceBaseEffect.cpp

Search for CInstanceBase::UpdateTextTailLevel
Below sprintf(szText, "Lv %d", level); 
And before CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor);
Add this
if (IsGameMaster())
  {
    const char* name = GetNameString();
    size_t len = strcspn(name, "]");
    char *result = (char *)malloc((len + 1) * sizeof(char)); // Not sure why on client side needs to be like this
    strncpy(result, name, len +1);
    result[len + 1] = '\0';

    const char *tagDictionary[] = { 
      "[GM]", 
      "[SA]", 
      "[GA]",
      "[DEV]"
      };

    //Here you can also change the color of the tag
    const char *nameDictionary[] = {
      "|cffff0000[STAFF]",
      "|cffff0000[EQUIPA]",
      "|cffff0000[STAFF2]",
      "|cffff0000[DEVELOPER]"
      };

    int tagIndex = -1;
    for (int i = 0; i < sizeof(tagDictionary) / sizeof(tagDictionary[0]); ++i) {
      if (strcmp(result, tagDictionary[i]) == 0) {
        tagIndex = i;
        break;
      }
    }

    if (tagIndex != -1){
      sprintf(szText, nameDictionary[tagIndex]);
    }
    else{
      // This is just for if the code cant find any tag, it will default to this one.
      // You can also just delete this whole else statement and it will default to the level text
      sprintf(szText, "|cffff0000[TEST]");
    }
    free(result);

    CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor);
}

 

And thats all xD

Edited by LethalArms
  • Metin2 Dev 3
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