Beiträge von zePhyr

    It's only Sonitex and dracaryS

    Bellow you'll see a small fix for tooltip from bonus board like official.

    Go in root, open uicharacterdetails.py and look for:



    Code
    1. for i in xrange(self.UI_MAX_COUNT):
    2. self.labelTextList[i].SetOverEvent( ui.__mem_func__(self.__ButtonOverIn), i )
    3. self.labelTextList[i].SetOverOutEvent( ui.__mem_func__(self.__ButtonOverOut), i )


    Replace that with:


    Code
    1. for i in xrange(self.UI_MAX_COUNT):
    2. self.labelTextList[i].ShowToolTip = lambda arg=i: self.__ButtonOverIn(arg)
    3. self.labelTextList[i].HideToolTip = lambda arg=i: self.__ButtonOverOut(arg)



    Now look for:


    Code
    1. if i+self.LabelLineCount < self.UI_MAX_COUNT:
    2. self.labelTextList[i+self.LabelLineCount].SetOverEvent( ui.__mem_func__(self.__ButtonOverIn), self.LabelLineCount + self.startline_endlinecount )
    3. self.labelTextList[i+self.LabelLineCount].SetOverOutEvent( ui.__mem_func__(self.__ButtonOverOut), self.LabelLineCount + self.startline_endlinecount )


    Replace that with:


    Code
    1. if i+self.LabelLineCount < self.UI_MAX_COUNT:
    2. self.labelTextList[i+self.LabelLineCount].ShowToolTip = lambda arg=self.LabelLineCount + self.startline_endlinecount: self.__ButtonOverIn(arg)
    3. self.labelTextList[i+self.LabelLineCount].HideToolTip = lambda arg=self.LabelLineCount + self.startline_endlinecount: self.__ButtonOverOut(arg)


    Now open uitooltip.py and look for def AutoAppendTextLine(self, text, color = FONT_COLOR, centerAlign = True):

    After the entire definition add this:


    Code
    1. def SetThinBoardSize(self, width, height = 12):
    2. self.toolTipWidth = width
    3. self.toolTipHeight = height


    Now go in ui.py and look for:


    Code
    1. elif Type == "thinboard":
    2. parent.Children[Index] = ThinBoard()
    3. parent.Children[Index].SetParent(parent)
    4. self.LoadElementThinBoard(parent.Children[Index], ElementValue, parent)


    Bellow add (or replace if you already have this):


    Code
    1. elif Type == "thinboard_gold":
    2. parent.Children[Index] = ThinBoardGold()
    3. parent.Children[Index].SetParent(parent)
    4. self.LoadElementThinBoard(parent.Children[Index], ElementValue, parent)
    5. elif Type == "thinboard_circle":
    6. parent.Children[Index] = ThinBoardCircle()
    7. parent.Children[Index].SetParent(parent)
    8. self.LoadElementThinBoard(parent.Children[Index], ElementValue, parent)


    Now look for class ThinBoard(Window): and after entire class add (or replace if you already have this):



    [!] Make sure you do the right TABS.


    Bitte melden Sie sich an, um diesen Link zu sehen.



    Instead of this:


    // 8.) Search:

    BYTE bType = m_pProto-> aApplies [i] .bType;


    // 9.) Add before:

    #ifdef __PET_SYSTEM__

    if (IsPetItem ())

    continue;

    #endif


    Do this:


    //8.) Search:

    if (m_pProto-> aApplies [i] == .bType APPLY_NONE)


    //9.) Add after:

    #ifdef __PET_SYSTEM__

    if (IsPetItem ())

    continue;

    #endif


    Instead of this:



    // 12.) Search:

    if (this! = m_pOwner-> GetWear (GetCell () - INVENTORY_MAX_NUM))


    // 13.) Add bellow:

    #ifdef __PET_SYSTEM__

    if (IsPetItem ())

    m_pOwner-> PetUnsummon (this);

    #endif



    Do this:


    //12.) Search:


    if (IsRideItem ())

    ClearMountAttributeAndAffect ();


    //13.) Add before:

    #ifdef __PET_SYSTEM__

    if (IsPetItem ())

    m_pOwner-> PetUnsummon (this);

    #endif



    #####


    Fix for PetSystem.cpp


    Replace:

    Code
    1. void CPetActor :: SetName ()


    With:



    Hy, below you will see that "amazing" system for Pet. Actually is not a system but, Merry Christmas.


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    1st fix:


    Open PetSystem.cpp and replace void CPetActor :: SetName () with:


    Dateien

    • Pet Slot.rar

      (13,72 kB, 35 Mal heruntergeladen, zuletzt: )

    Hello, I got a new bug for special storage, and I don't know how to fix it...Maybe some ideeas..?



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    Thank you, but I found 1 bug, after teleport, character it's invisible.


    EDIT fo fix:


    char_affect.cpp


    Search this :

    Code
    1. if (AFFECT_REVIVE_INVISIBLE != pkAff->dwType)
    2. {
    3. ComputePoints();
    4. }

    Replace via this :

    Code
    1. if (AFFECT_REVIVE_INVISIBLE != pkAff->dwType)
    2. ComputePoints();
    3. else
    4. UpdatePacket();