ameru Posted August 27, 2016 Posted August 27, 2016 Hi im looking for someone who can tell me how i can edit smth like this but with different skills which are going to display. Quote
vampir Posted August 28, 2016 Posted August 28, 2016 You need to create new window in interface.xdat, choose location on the screen and size 32x32 and script file same as file name. In the window you need to add the button with 32x32 size, as graphic set anything. Now you need to create new class that needs to be placed in interface.u later, it should have name same as window in interface.xdat. In script file you need to: - register event EV_ReceiveMagicSkillUse - override onevent function so you catch magic skill uses - get ButtonHandle of your interface.xdat button - set graphic of the button as icon of the skill(based on id from the event) - make wnd be visible You also should consider to make a timer which will hide wnd after skill was casted & register new event which notifies script if skill was cancelled Quote
L2Neophron Posted August 28, 2016 Posted August 28, 2016 Hi im looking for someone who can tell me how i can edit smth like this but with different skills which are going to display. It is this that is located in the screenshot, it is done through the replacement of icons in systextures > branchSys.utx You need to create new window in interface.xdat, choose location on the screen and size 32x32 and script file same as file name. In the window you need to add the button with 32x32 size, as graphic set anything. Now you need to create new class that needs to be placed in interface.u later, it should have name same as window in interface.xdat. In script file you need to: - register event EV_ReceiveMagicSkillUse - override onevent function so you catch magic skill uses - get ButtonHandle of your interface.xdat button - set graphic of the button as icon of the skill(based on id from the event) - make wnd be visible You also should consider to make a timer which will hide wnd after skill was casted & register new event which notifies script if skill was cancelled And how do you build on these windows to characters, and not to the position of the screen? Quote
vampir Posted August 28, 2016 Posted August 28, 2016 And how do you build on these windows to characters, and not to the position of the screen? I do not know, most likely cannot be done by interface.u Quote
L2Neophron Posted August 28, 2016 Posted August 28, 2016 I do not know, most likely cannot be done by interface.u By the way, In new l2 clients (~IO / Classic) interface has the support of Gfx scripts that cause flash graphics from .ugx package. For example: damage over the head. This is a very deep, imho. Nwindow.dll maybe. Quote
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