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Celestine

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Everything posted by Celestine

  1. you can replace the icon above the NPC Download Download IL Password: [Hidden Content] Password IL: [Hidden Content] Author: Virus
  2. Download Password: [Hidden Content] Author: Nova-Design
  3. Being able to remove UD, Snipe, Stealth or CoV is great, especially in Interlude where these skills don't have a penalty enchant. Many people are already used to canceling Chant of Revenge before pressing Mirage or healing by removing Celestial Shield. We will need server sources interface.u sources with compiler Everything you need is freely available. The server part The server in our case is ACIS 36x, but any one will do (perhaps PTS). All that is required is to add a command that will remove the specified buff. To keep the example simple, let's get by with a bypass To remove the buff, more modern clients send a RequestDispel packet , so we'll use the term dispel First, let's add a dispel method to L2Character. Similar to more recent versions of the game, it will not remove effects that should remain after death (for example, penalties), debuffs, dances and songs: // L2Character.java public final void dispelSkillEffect ( int skillId, int skillLevel ) { // Find skill with matching ID and level final L2Skill skill = SkillTable. getInstance ( ) . getInfo ( skillId, skillLevel ) ; // Skill wasn't found and can't be dispelled if ( skill == null ) { return ; } // Penalty-like or debuff skill effect can't be dispelled if ( skill.isStayAfterDeath ( ) || skill. isDebuff ( ) ) { return ; } // Dance-like skill effect can't be dispelled if ( skill. isDance ( ) ) { return ; } // Stop skill effect by ID _effects. stopSkillEffects ( skill. getId ( ) ) ; } Code: Java Now let's add the bypass handling to the runImpl of the RequestBypassToServer network packet that comes from the client. Since the dispelSkillEffect method requires a skill ID and skill level as arguments, the client must pass them as parameters to the dispel command : // RequestBypassToServer.java // Usage: _dispel:<int:skill_id>,<int:skill_level> // Example: _dispel:313,8 else if ( _command. startsWith ( "_dispel" ) ) { // Cut out command params String params = _command. substring ( _command. indexOf ( ":" ) + 1 ) ; // Split params into tokens StringTokenizer st = new StringTokenizer ( params, "," ) ; // Get skill ID from first token intid = Integer . parseInt ( st.nextToken ( ) ) ; _ // Get skill level from second token int level = Integer . parseInt ( st.nextToken ( ) ) ; _ // Dispel skill effect on current character activeChar. dispelSkillEffect ( id, level ) ; } Code: Java Call example: _dispel:313,8 I recommend making a command with similar parameters instead of bypass. In addition, then players will be able to write macros to remove the buff . Client-side Unfortunately, there is no easy way to track Alt + Click in the Interlude client, so we use the usual double-click of the left mouse button to remove the buff . The event will be handled by the AbnormalStatusWnd window , which displays the icons of buffs and debuffs Algorithm: We listen in the window AbnormalStatusWnd double click event (OnLButtonDblClick) Determine the buff that was clicked (via StatusIcon.GetItem) Determine the ID and skill level of this buff (via GetSkillInfo) We send a request to the server (via RequestBypassToServer or ExecuteCommand) We call dispelSkillEffect on the server with the received ID and skill level The double-click event of the left mouse button OnLButtonDblClick receives only the click coordinates as arguments. At the same time, StatusIcon.GetItem requires specifying the row and column of the cell. Accordingly, it is necessary to determine in which row and which column of our buffs the player clicked Since we know that the size of the buff cell is 24 pixels, and the size of the handle for which the window is dragged is 12 pixels, it is easy to calculate the row and cell: it is enough to determine the coordinates of the window with buffs, subtract all values and divide the remainder by the cell size. Values will be rounded correctly when cast to int First, let's add the NSTATUSICON_SIZE constant , which describes the size of the buff cell, to the top of the script. The rest of the developer's constants have already been described: // AbnormalStatusWnd.uc class AbnormalStatusWnd extends UIScript ; const NSTATUSICON_FRAMESIZE = 12 ; const NSTATUSICON_MAXCOL = 12 ; const NSTATUSICON_SIZE = 24 ; // ... Now, anywhere (for example, immediately after the OnEvent function), add the handling of the double click event: // AbnormalStatusWnd.uc function OnLButtonDblClick ( int X , int Y ) { local Rect windowBounds ; local int targetRow ; local int targetCol ; local StatusIconInfo info ; local SkillInfo skillInfo ; // Find window position windowBounds = Me. GetRect ( ) ; // Process clicks outside of window frame only if ( X > ( windowBounds. nX + NSTATUSICON_FRAMESIZE ) ) { // Calc row and col of targeted icon targetRow = ( Y - windowBounds. nY ) / NSTATUSICON_SIZE ; targetCol = ( X - windowBounds. nX - NSTATUSICON_FRAMESIZE ) / NSTATUSICON_SIZE ; // Store status info of targeted icon StatusIcon. GetItem ( targetRow , targetCol , info ) ; // Store actual skill info and make sure it is exists if ( GetSkillInfo ( info. ClassID , info. Level , skillInfo ) ) { // Request server to stop skill effect // Usage: _dispel:<int:skill_id>,<int :skill_level> // Example: _dispel:313,8 RequestBypassToServer ( "_dispel:" $ string ( skillInfo. SkillID ) $ "," $ string ( skillInfo. SkillLevel ) ) ) ; } } } Compile interface.u, copy it to the client, run the game Done! Thanks, to Freelu.
  4. cloak Wings cloak&wings full cloak Download Password: [Hidden Content] Author: Nova-Design
  5. Your file editor seems outdated download file editor By Miko v.2
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