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barao45

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Everything posted by barao45

  1. Im using Sunrise Pack. Thanks!
  2. Hello, how are you?. I'm trying to implement a button with autoloot and CCP autoskills as I show in these classes, the problem I have is that when the user logs in again he doesn't remove the changes that were there and he can't activate or deactivate the functionality. Can anyone help me see what I'm doing wrong?. in Class L2PCInstance i added a variables boolean isAutoLoot and isAutoSkills without asign. setter and getter. setIsAutoLoot(boolean x){ this.isAutoLoot(x) } Class CCPD added /* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see <http://www.gnu.org/licenses/>. */ package handlers.voicedcommandhandlers; import l2r.gameserver.handler.IVoicedCommandHandler; import l2r.gameserver.model.actor.instance.L2PcInstance; import l2r.gameserver.network.serverpackets.NpcHtmlMessage; import gr.sr.configsEngine.configs.impl.CustomServerConfigs; public class CcpVCmd implements IVoicedCommandHandler { private static final String[] VOICED_COMMANDS = { "ccp", "nobuff", "changeexp", "enchantanime", "hidestores", "blockshotsanime", "shotsonenter", "tradeprot", "autoloot" }; @Override public boolean useVoicedCommand(String command, L2PcInstance activeChar, String target) { switch (command) { case "ccp": break; case "tradeprot": if (activeChar.getVarB("noTrade")) { activeChar.setVar("noTrade", "false"); activeChar.sendMessage("Trade refusal mode disabled."); } else { activeChar.setVar("noTrade", "true"); activeChar.sendMessage("Trade refusal mode enabled."); } break; case "changeexp": if (CustomServerConfigs.ALLOW_EXP_GAIN_COMMAND) { if (!activeChar.getVarB("noExp")) { activeChar.setVar("noExp", "true"); activeChar.sendMessage("Experience gain enabled."); } else { activeChar.setVar("noExp", "false"); activeChar.sendMessage("Experience gain disabled."); } } else { activeChar.sendMessage("Experience command disabled by a gm."); } break; case "nobuff": if (activeChar.getVarB("noBuff")) { activeChar.setVar("noBuff", "false"); activeChar.sendMessage("Bad-buff protection disabled."); } else { activeChar.setVar("noBuff", "true"); activeChar.sendMessage("Bad-buff protection enabled."); } break; case "enchantanime": if (activeChar.getVarB("showEnchantAnime")) { activeChar.setVar("showEnchantAnime", "false"); activeChar.sendMessage("Enchant animation disabled."); } else { activeChar.setVar("showEnchantAnime", "true"); activeChar.sendMessage("Enchant animation enabled."); } break; case "hidestores": if (activeChar.getVarB("hideStores")) { activeChar.setVar("hideStores", "false"); activeChar.sendMessage("All stores are visible, please restart."); } else { activeChar.setVar("hideStores", "true"); activeChar.sendMessage("All stores are invisible, please restart."); } break; case "shotsonenter": if (activeChar.getVarB("onEnterLoadSS")) { activeChar.setVar("onEnterLoadSS", "false"); activeChar.sendMessage("On enter auto load shots disabled."); } else { activeChar.setVar("onEnterLoadSS", "true"); activeChar.sendMessage("On enter auto load shots enabled."); } break; case "blockshotsanime": if (!activeChar.getVarB("hideSSAnime")) { activeChar.setVar("hideSSAnime", "true"); activeChar.sendMessage("Broadcast shots animation enabled."); } else { activeChar.setVar("hideSSAnime", "false"); activeChar.sendMessage("Broadcast shots animation disabled."); } break; case "autoloot": if (!activeChar.getVarB("activateAutoLoot")) { activeChar.setIsAutoLoot(true); activeChar.setVar("activateAutoLoot", "true"); activeChar.sendMessage("AutoLoot is enabled."); } else { activeChar.setIsAutoLoot(false); activeChar.setVar("activateAutoLoot", "false"); activeChar.sendMessage("activateAutoLoot is disabled."); } break; } sendHtml(activeChar); return true; } public static void sendHtml(L2PcInstance player) { StringBuilder builder = new StringBuilder(); NpcHtmlMessage html = new NpcHtmlMessage(); builder.append("<html noscrollbar><title>Character Control Panel</title><body>"); builder.append("<table width=285 height=358 background=\"L2UI_CH3.refinewnd_back_Pattern\">"); builder.append("<tr><td valign=\"top\" align=\"center\">"); builder.append("<table>"); builder.append("<tr>"); builder.append("<td><center>"); builder.append("<table width=280><tr><td></td><td></td><td><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32></td></tr><tr><td height=10></td></tr></table>"); builder.append("<table width=275>"); builder.append("<tr><td align=center>Use this panel to set <font color=\"D2B48C\">various settings</font>.</td></tr>"); builder.append("<tr><td align=center>Selections are stored in our database.<br></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareBlank\" width=274 height=3></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareGray\" width=274 height=2></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareBlank\" width=274 height=3></td></tr>"); builder.append("<tr><td><table width=274><tr>"); builder.append("<td width=110><font color=9f9f9f>Configuration Option:</font></td>"); builder.append("<td width=60 align=\"center\"><font color=9f9f9f>Action:</font></td>"); builder.append("<td width=60 align=\"center\"><font color=9f9f9f>Status:</font></td></tr>"); builder.append("</table></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareBlank\" width=274 height=3></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareGray\" width=274 height=2></td></tr>"); builder.append("<tr><td align=center><img src=\"L2UI.SquareBlank\" width=274 height=3></td></tr>"); builder.append("<tr><td>"); builder.append("<table width=274>"); builder.append("<tr>"); builder.append("<td width=110><font color=898989>Trade Refusal:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .tradeprot\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("noTrade")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Block Experience:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .changeexp\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("noExp")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Badbuff Protection:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .nobuff\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("noBuff")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Enchant Animation:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .enchantanime\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("showEnchantAnime")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Hide Stores:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .hidestores\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("hideStores")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>On Enter Load Shots:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .shotsonenter\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("onEnterLoadSS")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Block Shots Animation:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .blockshotsanime\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("hideSSAnime")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("<tr>"); builder.append("<td width=110><font color=898989>Block Shots Animation:</font></td>"); builder.append("<td width=60><button value=\"Change\" action=\"bypass -h voice .autoloot\" width=60 height=21 back=\"L2UI_CT1.Button_DF_Down\" fore=\"L2UI_ct1.button_df\"></td>"); if (player.getVarB("activateAutoLoot")) { builder.append("<td width=60 align=\"center\"><font color=849D68>Enabled</font></td></tr>"); } else { builder.append("<td width=60 align=\"center\"><font color=A26D64>Disabled</font></td></tr>"); } builder.append("</table>"); builder.append("</td></tr>"); builder.append("</table>"); builder.append("<table width=280><tr><td height=5></td></tr><tr><td></td><td></td><td><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32></td></tr><tr><td height=5></td></tr></table>"); builder.append("</center></td> "); builder.append("</tr>"); builder.append("</table>"); builder.append("</td></tr><tr><td height=10></td></tr></table>"); builder.append("</body></html>"); html.setHtml(builder.toString()); player.sendPacket(html); } @Override public String[] getVoicedCommandList() { return VOICED_COMMANDS; } }
  3. Thanks bro! great idea.
  4. Hello how are you?. Has anyone seen or knows where I can get some sample code to take as a basis for some task that, at a certain time that the user is connected within the game, gives you items from a list of objects?
  5. hi bro. wich method do you use for payment. i'm interested in your launchers
  6. I have a problem when im creating a new L2font-e.utx, map is all black. does anybody knows why?. https://postimg.cc/XBcVKDfS
  7. Hello how are you?. I'm starting to see a bit about server protection. I saw that the RGuard is good but it must not be updated. Do you think I can use that or do you recommend any other? I have downloaded the Rguard to test it but I get an error in the GAMEGUARDREPLY class that does not recognize the L2GameClientPacket class. I couldn't compile it. I'm using L2JSunrise H5
  8. Hi!. Im trying to show if critical or overhit messages when code of SystemMessage is given but, if i add two of them it's work. Like This. switch (SystemMsgIndex) { case 2261: if(isCrit){ colorString[messagePosition] = 1; damageString[messagePosition] = "Critical!"; isCrit = false; Me.SetTimer(START_1_TEXT_TIMERID + messagePosition, 100); } if(isOver){ colorString[messagePosition] = 1; damageString[messagePosition] = "Over-Hit!"; isOver = false; Me.SetTimer(START_1_TEXT_TIMERID + messagePosition, 100); } else{ colorString[messagePosition] = 0; damageString[messagePosition] = string(playerDamage); Me.SetTimer(START_1_TEXT_TIMERID + messagePosition, 100); } break; Befor that switch i add this switch to get crit or overhit switch (SystemMsgIndex) { ///////////////////////// overhit message case 361: if (targetCount < 5) { isOver = true; } break; ///////////////////////// crit message case 1280: case 2266: if (targetCount < 5) { isCrit = true; } break; } What im doing wrong?. it is posible to use .
  9. Hi people. I am trying to do some damage on the screen with only a text in the xdat. But I have a problem that when displaying the message the text goes up until it is no longer visible on the screen, it is seen twice but then it disappears. This is the code I added. variables --------- const RECOVERY_MESSAGE_OFFSET = 100; const MAX_RECOVERY_MESSAGE = 2; var TextBoxHandle txtRecovery[MAX_RECOVERY_MESSAGE]; OnLoad ------ function OnLoad () { local int temp; Me = GetWindowHandle("OnScreenDmg"); for (temp = 0; temp < 2; temp++) { txtRecovery[temp] = GetTextBoxHandle("OnScreenDmg.txtRecovery" $ temp); } } Timer ------- function OnTimer(int TimerID){ switch (TimerID) { case 101: txtRecovery[0].SetText(""); Me.KillTimer(TimerID); sysDebug(string(TimerID)); break; } HandleSystemMessage ------------------- function HandleSystemMessage (string a_Param) { local int summonDamage; local int playerDamage; local int SystemMsgIndex; local int Restore; ParseInt(a_Param,"Index",SystemMsgIndex); sysDebug(string(SystemMsgIndex)); switch (SystemMsgIndex) { if (SystemMsgIndex == 2261 || SystemMsgIndex == 2281 || SystemMsgIndex == 1280 || SystemMsgIndex == 2266 || SystemMsgIndex == 1066) { ParseInt(a_Param,"Param3", playerDamage); ParseInt(a_Param,"Param1",Restore); } if (SystemMsgIndex == 1066) { targetCount++; if (targetCount < 5) { messagePosition++; if (messagePosition > 3) messagePosition = 0; switch (SystemMsgIndex) { case 1066: //+hp txtRecovery[0].GetText() == ""; txtRecovery[0].SetAlpha(255); txtRecovery[0].SetText(string(Restore)); txtRecovery[0].SetAnchor( "OnScreenMessageExWnd", "BottomCenter", "BottomCenter", -200 + Rand(150), Rand(60) ); txtRecovery[0].ClearAnchor(); txtRecovery[0].Move(0, -1500, 8f); txtRecovery[0].SetAlpha( 0, 2.8f ); Me.KillTimer(101); Me.SetTimer(101, 300); break; } } }
  10. Hi Bros, im starting to edit some maps but i didnt found any wiki that shows how to use g3deditor or any editor. What is te functionality of de buttons with triangles ? and the colors? .
  11. Hi people, how are you?. I'm looking for a code to implement in my server like a NPC ClanHall where the clans can make a donation ("Rent with donate coin") a place where this npc is located por example. If you pay the rent you will be trasported there. Do you know if this npc or something like this is shared?.
  12. Hello how are you?. I'm trying to make it show on the classic screen when you gain experience or when someone heals you HP, I don't know if I'm in the right part. Can someone help me by providing some information on how I should do it please? Thanks a lot I think that the method that i need to edit is AttaCkForDamage -> function OnEvent (int a_EventID, string a_Param) { switch (a_EventID) { case EV_UpdateUserInfo: if (my_ID <= 0) my_ID = class'UIDATA_PLAYER'.static.GetPlayerID(); reflectFilter = 5 + int(txt_Level.GetText()); break; case EV_SystemMessage: if (showOSD) HandleSystemMessage(a_Param); break; case EV_ReceiveAttack: if (showOSD) AttackForDmg(a_Param); break; case EV_ReceiveMagicSkillUse: if (showOSD) SkillCastForDmg(a_Param); break; } } It is correct? does anyon an idea?. This methos is configures like this _> function AttackForDmg(string a_Param) { local int AttackerID; ParseInt(a_Param,"AttackerID",AttackerID); if (my_ID != AttackerID) return; else isAttackingDmg = true; } I'm using HandleSystemMessageId when your player hits other, and shows Missed por Blocked.
  13. i couldn extrat the interface.u files to have a look of them. it's blocked?
  14. THanks! It Works
  15. It a old post but. i have a question. I 'm trying to configure rates, but if i change DropChance and SpoilChance for x2 for example, why i'ts changing the quantity of items droped?. # Multiplies the chance of items that can be dropped from monster on ground when it dies. DeathDropChanceMultiplier = 5 # Multiplies the chance of items that can be looted from monster when a skill like Sweeper(Spoil) is used. CorpseDropChanceMultiplier = 3 this is an example, if i edit like this, the quantity of items is increased.
  16. You export the interface.u with WOTexporter and then you could edit it with any text editor.
  17. Hi bro. Wat does it meens? I'm trying to Fer damage received, what param i whould use? Where can i find params data? ParseInt(a_Param,"Index", )
  18. Hi People. I tried to create a new Item like an armor but the console is getting this error java.lang.IllegalStateException: Item created but set node found! Do you know what is the problem?.
  19. Hi! im modifying this script to show damage on screen, when you use a normal hit or evade, blocked it works fine but i would like to show a Message "Magic Critical" or "Critical" when the player hits. Im confused and i dont understand where i need to edit the code. Does anybody hava a idea anda could give me a hand?. THanks! I share the code here. In advance i will add +exp gained too. class OnScreenDmg extends UICommonAPI; const REFRESH_TARGETS_NUMBER_TIMERID = 7777; const START_1_TEXT_TIMERID = 1001; const START_2_TEXT_TIMERID = 1002; const START_3_TEXT_TIMERID = 1003; const START_4_TEXT_TIMERID = 1004; const MIDDLE_TEXT_TIMERID = 2000; const MIDDLE_1_TEXT_TIMERID = 2001; const MIDDLE_2_TEXT_TIMERID = 2002; const MIDDLE_3_TEXT_TIMERID = 2003; const MIDDLE_4_TEXT_TIMERID = 2004; const MIDDLE_5_TEXT_TIMERID = 2005; const MIDDLE_6_TEXT_TIMERID = 2006; const MIDDLE_7_TEXT_TIMERID = 2007; const MIDDLE_8_TEXT_TIMERID = 2008; const MIDDLE_9_TEXT_TIMERID = 2009; const MIDDLE_10_TEXT_TIMERID = 2010; const MIDDLE_11_TEXT_TIMERID = 2011; const MIDDLE_12_TEXT_TIMERID = 2012; const FINISH_1_TEXT_TIMERID = 3001; const FINISH_2_TEXT_TIMERID = 3002; const FINISH_3_TEXT_TIMERID = 3003; const FINISH_4_TEXT_TIMERID = 3004; const FINISH_5_TEXT_TIMERID = 3005; const FINISH_6_TEXT_TIMERID = 3006; const FINISH_7_TEXT_TIMERID = 3007; const FINISH_8_TEXT_TIMERID = 3008; var WindowHandle Me; //var TextBoxHandle MainDmg; //var TextBoxHandle pText; var TextBoxHandle txt_Damage[12]; //var TextBoxHandle txt_ClassicDamage1; //var TextBoxHandle txt_ClassicDamage2; //var TextBoxHandle txt_ClassicDamage3; //var TextBoxHandle txt_ClassicDamage4; //var TextBoxHandle txt_ClassicDamage5; //var TextBoxHandle txt_ClassicDamage6; //var TextBoxHandle txt_ClassicDamage7; //var TextBoxHandle txt_ClassicDamage8; var TextBoxHandle txt_Critical; var TextBoxHandle txt_Multiplier; var TextBoxHandle txt_Level; var int WeapType; var int reflectFilter; // value to filter reflect damage var int my_ID; var int mypet_ID; var int targetCount; var int otherCount; var int messagePosition; var string damageString[4]; var int colorString[4]; var bool isAttackingDmg; var int freeTextPosition[8]; // freeTextPosition2, // freeTextPosition3, // freeTextPosition4; var bool isCrit; var bool showOSD; var bool showMult; var Color DefaultColor; var Color Yellow; var Color Red; function OnLoad () { local int temp; Me = GetWindowHandle("OnScreenDmg"); for (temp = 0; temp < 12; temp++) { txt_Damage[temp] = GetTextBoxHandle("OnScreenDmg.txtDamage" $ temp); } txt_Critical = GetTextBoxHandle("OnScreenDmg.txtCritical"); txt_Multiplier = GetTextBoxHandle("OnScreenDmg.txtMultiplier"); txt_Level = GetTextBoxHandle("StatusWnd.txtLevel"); DefaultColor.R = 216; DefaultColor.G = 216; DefaultColor.B = 216; Yellow.R = 255; Yellow.G = 225; Yellow.B = 73; Red.R = 255; Red.G = 153; Red.B = 153; showOSD = false; showMult = false; GetINIBool("WindowsCheks", "OnScreenDmg", temp, "PatchSettings"); if (temp == 1) { showOSD = true; } GetINIBool("WindowsCheks", "Multiplier", temp, "PatchSettings"); if (temp == 1) { showMult = true; } targetCount = 0; otherCount = 0; mypet_ID = -1; my_ID = -1; // txt_ClassicDamage1.SetAlpha(0); //txt_ClassicDamage2.SetAlpha(0); txt_Multiplier.SetAlpha(0); txt_Critical.SetAlpha(0); txt_Critical.HideWindow(); } function OnRegisterEvent () { RegisterEvent(EV_UpdateUserInfo); RegisterEvent(EV_SystemMessage); RegisterEvent(EV_ReceiveMagicSkillUse); RegisterEvent(EV_ReceiveAttack); RegisterEvent(EV_SummonedStatusShow); RegisterEvent(EV_PetStatusShow); RegisterEvent(EV_PetSummonedStatusClose); } function OnEvent (int a_EventID, string a_Param) { switch (a_EventID) { case EV_PetSummonedStatusClose: mypet_ID =-1; break; case EV_UpdateUserInfo: if (my_ID <= 0) my_ID = class'UIDATA_PLAYER'.static.GetPlayerID(); reflectFilter = 5 + int(txt_Level.GetText()); break; case EV_SummonedStatusShow: if (mypet_ID <= 0) mypet_ID = class'UIDATA_PET'.static.GetPetID(); break; case EV_PetStatusShow: if (mypet_ID <= 0) mypet_ID = class'UIDATA_PET'.static.GetPetID(); break; case EV_SystemMessage: if (showOSD) HandleSystemMessage(a_Param); break; case EV_ReceiveAttack: if (showOSD) AttackForDmg(a_Param); break; case EV_ReceiveMagicSkillUse: if (showOSD) SkillCastForDmg(a_Param); break; } } function OnEnterState( name a_PreStateName ) { local int i; if (a_PreStateName == 'LoadingState') { targetCount = 0; otherCount = 0; mypet_ID = -1; my_ID = -1; messagePosition = 0; for (i = 0; i < 8; i++) freeTextPosition[i] = 1; } } function SkillCastForDmg (string a_Param) { local int AttackerID; local int SkillID; local int SkillLevel; local SkillInfo UsedSkill; ParseInt(a_Param,"AttackerID",AttackerID); if ((AttackerID != my_ID) && (AttackerID != mypet_ID)) return; ParseInt(a_Param,"SkillID",SkillID); if (IsNotDisplaySkill(SkillID)) return; ParseInt(a_Param,"SkillLevel",SkillLevel); GetSkillInfo(SkillID, SkillLevel, UsedSkill); if ((my_ID == AttackerID && UsedSkill.IsMagic < 2 && (UsedSkill.OperateType == 0 || UsedSkill.OperateType == 1 || UsedSkill.OperateType == 3)) || (mypet_ID == AttackerID && UsedSkill.IsMagic == 1)) { // targetCount = 0; isAttackingDmg = false; } } function AttackForDmg(string a_Param) { local int AttackerID; ParseInt(a_Param,"AttackerID",AttackerID); if (my_ID != AttackerID) return; else isAttackingDmg = true; } function ShowOnScreenDamage (string textDamage, int textOrder, int textColor) { local int userX; local int userY; local color Color; textDamage = textDamage $ " "; // obrezaetsya inogda GetCurrentResolution(userX, userY); switch (textColor) { case 0: Color = DefaultColor; break; case 1: // txt_Critical.MoveTo(userX/2 + 65 , userY/2 - 50); // txt_Critical.SetAlpha(255); // txt_Critical.SetAlpha(0, 0.6f); Color = Yellow; break; case 2: Color = Red; break; } txt_Damage[textOrder - 1].SetAlpha(0); txt_Damage[textOrder - 1].SetTextColor(Color); switch (textOrder) { case 1: case 5: case 9: txt_Damage[textOrder - 1].MoveTo(userX/2 - 110, userY/2 - 100); break; case 2: case 6: case 10: txt_Damage[textOrder - 1].MoveTo(userX/2 + 10, userY/2 - 100); break; case 3: case 7: case 11: txt_Damage[textOrder - 1].MoveTo(userX/2 - 50, userY/2 - 125); break; case 4: case 8: case 12: txt_Damage[textOrder - 1].MoveTo(userX/2 + 70, userY/2 - 125); break; } txt_Damage[textOrder - 1].SetText(textDamage); txt_Damage[textOrder - 1].Move(0, -100, 1.0f); txt_Damage[textOrder - 1].SetAlpha(255); txt_Damage[textOrder - 1].SetAlpha(0, 1.0f); Me.SetTimer(MIDDLE_TEXT_TIMERID + textOrder, 400); } function ShowMultiplier() { local string DmgNum; local int resultCount; resultCount = targetCount - otherCount; if (resultCount > 1 && showMult) { if (isAttackingDmg) { if (WeapType != 4) DmgNum = ""; else DmgNum="x" $ resultCount $ " "; } else DmgNum="x" $ resultCount $ " "; if (Len(DmgNum) > 0) { txt_Multiplier.SetText(DmgNum); txt_Multiplier.SetAlpha(255); txt_Multiplier.SetAlpha(0, 1.3f); } } } function OnTimer(int TimerID) { local int currentTextBlock; // 1-4 or 4-8 textbox switch (TimerID) { case REFRESH_TARGETS_NUMBER_TIMERID: ShowMultiplier(); targetCount = 0; otherCount = 0; isCrit = false; Me.KillTimer(REFRESH_TARGETS_NUMBER_TIMERID); break; case START_1_TEXT_TIMERID: case START_2_TEXT_TIMERID: case START_3_TEXT_TIMERID: case START_4_TEXT_TIMERID: Me.KillTimer(TimerID); if (freeTextPosition[TimerID - 1001] == 1) { currentTextBlock = 0; freeTextPosition[TimerID - 1001] = 0; } else { if (freeTextPosition[TimerID - 1001 + 4] == 1) { currentTextBlock = 4; freeTextPosition[TimerID - 1001 + 4] = 0; } else { currentTextBlock = 8; } } ShowOnScreenDamage(damageString[TimerID - 1001], TimerID - 1000 + currentTextBlock, colorString[TimerID - 1001]); break; case MIDDLE_1_TEXT_TIMERID: case MIDDLE_2_TEXT_TIMERID: case MIDDLE_3_TEXT_TIMERID: case MIDDLE_4_TEXT_TIMERID: case MIDDLE_5_TEXT_TIMERID: case MIDDLE_6_TEXT_TIMERID: case MIDDLE_7_TEXT_TIMERID: case MIDDLE_8_TEXT_TIMERID: Me.KillTimer(TimerID); Me.SetTimer(TimerID + 1000, 400); txt_Damage[TimerID - MIDDLE_TEXT_TIMERID - 1].SetAlpha(0, 0.5f); txt_Damage[TimerID - MIDDLE_TEXT_TIMERID - 1].Move(0, -100, 0.4f); break; case MIDDLE_9_TEXT_TIMERID: case MIDDLE_10_TEXT_TIMERID: case MIDDLE_11_TEXT_TIMERID: case MIDDLE_12_TEXT_TIMERID: Me.KillTimer(TimerID); txt_Damage[TimerID - MIDDLE_TEXT_TIMERID - 1].SetAlpha(0, 0.5f); txt_Damage[TimerID - MIDDLE_TEXT_TIMERID - 1].Move(0, -100, 0.4f); break; case FINISH_1_TEXT_TIMERID: case FINISH_2_TEXT_TIMERID: case FINISH_3_TEXT_TIMERID: case FINISH_4_TEXT_TIMERID: case FINISH_5_TEXT_TIMERID: case FINISH_6_TEXT_TIMERID: case FINISH_7_TEXT_TIMERID: case FINISH_8_TEXT_TIMERID: Me.KillTimer(TimerID); freeTextPosition[TimerID - 3001] = 1; break; } } function HandleSystemMessage (string a_Param) { local int summonDamage; local int playerDamage; local int SystemMsgIndex; ParseInt(a_Param,"Index",SystemMsgIndex); switch (SystemMsgIndex) { ///////////////////////// crit message case 1280: case 2266: if (targetCount < 5) isCrit = true; break; case 2261: ///////////////////////// single hit case 2281: ///////////////////////// transfer paint hit case 2265: ///////////////////////// evaded hit message case 1996: ///////////////////////// blocked hit message case 139: ///////////////////////// resist message if (targetCount == 0) { Me.SetTimer(REFRESH_TARGETS_NUMBER_TIMERID, 300); } if (SystemMsgIndex == 2261 || SystemMsgIndex == 2281) ParseInt(a_Param,"Param3", playerDamage); if ((playerDamage > reflectFilter) || SystemMsgIndex == 1996 || SystemMsgIndex == 2265 || SystemMsgIndex == 139) { targetCount++; if (targetCount < 5) { messagePosition++; if (messagePosition > 3) messagePosition = 0; switch (SystemMsgIndex) { case 2261: damageString[messagePosition] = string(playerDamage); if (isCrit) { colorString[messagePosition] = 1; isCrit = false; } else { colorString[messagePosition] = 0; } break; case 2281: ParseInt(a_Param,"Param4", summonDamage); damageString[messagePosition] = string(playerDamage) $ " + " $ string(summonDamage); if (isCrit) { colorString[messagePosition] = 1; isCrit = false; } else { colorString[messagePosition] = 0; } break; case 1996: damageString[messagePosition] = "Blocked"; colorString[messagePosition] = 2; break; case 2265: damageString[messagePosition] = "Evaded"; colorString[messagePosition] = 2; break; case 139: damageString[messagePosition] = "Resisted"; colorString[messagePosition] = 2; break; } Me.SetTimer(START_1_TEXT_TIMERID + messagePosition, 100); } if (SystemMsgIndex == 1996 || SystemMsgIndex == 2265 || SystemMsgIndex == 139) otherCount++; } break; } } defaultproperties { }
  20. Hello friends. did anybody solve the problem with the auto augment?. when you use auto, somethimes it stops and you need to remove augment and start again.
  21. Zake. What dacecenter or hosting do you recomend?-
  22. because having everything together would consume a lot of pc resources?.
  23. Hello how are you?. I wanted to ask you what is your recommendation to place the servers online in a vps, should I use the databases locally on the server and then from another host use the web to connect to the databases?
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