jma96 1 Posted February 9, 2015 Share Posted February 9, 2015 (edited) Hi, Where i can edit that? Thanks ^^ Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Syron 296 Posted February 9, 2015 Share Posted February 9, 2015 Go to char_battle.cpp and search if (GetRealAlignment() >= 120000) You must create a new index for your alignment. For client: - Unpack locale and go to locale_game.txt - Add the PVP_LEVEL(x) [ 9 in case you don't have other ) - Unpack root and go to locale.py - Search def GetAlignmentTitleName(alignment) , and add your new align index. - Search TITLE_NAME_LIST and add your new align ( PVP_LEVEL(x) ) - Edit colors in colorinfo.py Link to comment Share on other sites More sharing options...
jma96 1 Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) I already did that. But only chage this: I want change color here. My colorinfo Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Syron 296 Posted February 9, 2015 Share Posted February 9, 2015 If you have edited everything correctly , the colour should change. I don't have any ideea where 'TITLE_RGB_X' are defined :? 1 Link to comment Share on other sites More sharing options...
Former Staff flygun 304 Posted February 9, 2015 Former Staff Share Posted February 9, 2015 Search in binary for " TITLE_RGB" 1 Link to comment Share on other sites More sharing options...
jma96 1 Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) In binary 0 result of "TITLE_RGB" this part is of python client. The python part is good. You can see: Edited August 18, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Solution Syron 296 Posted February 9, 2015 Solution Share Posted February 9, 2015 This is what i found in InstanceBaseEffect void CInstanceBase::UpdateTextTailLevel(DWORD level) { //static D3DXCOLOR s_kLevelColor = D3DXCOLOR(119.0f/255.0f, 246.0f/255.0f, 168.0f/255.0f, 1.0f); static D3DXCOLOR s_kLevelColor = D3DXCOLOR(152.0f/255.0f, 255.0f/255.0f, 51.0f/255.0f, 1.0f); char szText[256]; sprintf(szText, "Lv %d", level); CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor); } void CInstanceBase::RefreshTextTail() { CPythonTextTail::Instance().SetCharacterTextTailColor(GetVirtualID(), GetNameColor()); int iAlignmentGrade = GetAlignmentGrade(); if (TITLE_NONE == iAlignmentGrade) { CPythonTextTail::Instance().DetachTitle(GetVirtualID()); } else { std::map<int, std::string>::iterator itor = g_TitleNameMap.find(iAlignmentGrade); if (g_TitleNameMap.end() != itor) { const std::string & c_rstrTitleName = itor->second; CPythonTextTail::Instance().AttachTitle(GetVirtualID(), c_rstrTitleName.c_str(), GetTitleColor()); } } } No reason to compile the binary again for this :? , however , it's something from root 100%. 1 Link to comment Share on other sites More sharing options...
jma96 1 Posted February 9, 2015 Author Share Posted February 9, 2015 Yes, you are right i forgot: introloading.py sorry. Thanks ^^ Link to comment Share on other sites More sharing options...
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