Jump to content

Recommended Posts

Posted

[GR] Μπορεί να γίνει να δείχνει το id διπλά από το item? δηλαδή κάπως έτσι όπως στο minecraft.. :D

Screenshot_1.png

ofc it's easy

 

3b40c10bc40f43eba088b055572a7d1a.png f9bd07f503e5415b9f680edcbbe257c3.png

 

It's gonna be your HIGHLY MODIFIED AND TOP SECRET PATCH YOU WILL HAVE FOR YOUR PRO DEVELOPMENT REASONS.

  • 2 years later...
Posted
On 1/6/2017 at 11:03 PM, Reborn12 said:

Just a spam in your chat :D


could be like this to avoid spam chat :D
 

if (_ctrlPressed && activeChar.isGM()) activeChar.sendPacket(new CreatureSay(0, Say2.PARTY, "Name", ":" + item.getItemName() + " | Item ID:" +  
			item.getItemId()));

 

Posted (edited)
On 1/18/2017 at 3:47 AM, Hater’ said:

ofc it's easy


.........
 

It's gonna be your HIGHLY MODIFIED AND TOP SECRET PATCH YOU WILL HAVE FOR YOUR PRO DEVELOPMENT REASONS.



You can add on your interface ToolTip.uc just 1 line to do that -.- and keep it for your self...

//Additional Name
if (Len(Item.AdditionalName)>0)
{
        StartItem();
        m_Info.eType = DIT_TEXT;
        m_Info.t_bDrawOneLine = true;
        m_Info.t_color.R = 255;
        m_Info.t_color.G = 217;
        m_Info.t_color.B = 105;
        m_Info.t_color.A = 255;
-       m_Info.t_strText = " " $ Item.AdditionalName;
+      m_Info.t_strText = " (" $ Item.ID $ ") " $ Item.AdditionalName;
        EndItem();
}

Edited by StinkyMadness
Posted (edited)
On 1/28/2019 at 7:45 AM, StinkyMadness said:



You can add on your interface ToolTip.uc just 1 line to do that -.- and keep it for your self...

//Additional Name
if (Len(Item.AdditionalName)>0)
{
        StartItem();
        m_Info.eType = DIT_TEXT;
        m_Info.t_bDrawOneLine = true;
        m_Info.t_color.R = 255;
        m_Info.t_color.G = 217;
        m_Info.t_color.B = 105;
        m_Info.t_color.A = 255;
-       m_Info.t_strText = " " $ Item.AdditionalName;
+      m_Info.t_strText = " (" $ Item.ID $ ") " $ Item.AdditionalName;
        EndItem();
}

 

Sometimes, things are way easier... When i wanted something similar i ended up with the following code instead of the line you shared.

 

function OnClickItem( String strID, int index )
{
	Local ItemInfo info;
	Local ItemWindowHandle a_hItemWindow;
	a_hItemWindow = ItemWindowHandle(GetHandle("InventoryWnd" $ ".InventoryItem"));
	a_hItemWindow.GetItem(index, info);
	sendMessage("ItemID: " $ info.ClassID ,true);
	sendMessage("ObjectID: " $ info.ServerID ,false);
}

function sendMessage(String text,bool serverId)
{
	local Color	color;
	NormalChat = ChatWindowHandle( GetHandle("ChatWnd.NormalChat") );
	if (serverId)
	{
		Color.R = 153;
		Color.G = 102;
		Color.B = 0;
	}
	else
	{
		Color.R = 102;
		Color.G = 153;
		Color.B = 0;
	}
	color.A = 255;
	NormalChat.AddString(text, color );
}

in InventoryWnd

 

edit: the above code is sending itemid,objid when you click an item with left click :P

Edited by melron
Posted (edited)
5 hours ago, melron said:

 

Sometimes, things are way easier... When i wanted something similar i ended up with the following code instead of the line you shared.


...........
 

in InventoryWnd

 

edit: the above code is sending itemid,objid when you click an item with left click :P


i make it on tooltip so i can see the itemId everywhere, My Inventory, Player Inventory, Player Wharehouse and Multisell/Shops ^_^ (This change is only on my interface not same for players :P

Edited by StinkyMadness
  • 5 years later...
Posted
On 1/28/2019 at 7:45 AM, StinkyMadness said:



You can add on your interface ToolTip.uc just 1 line to do that -.- and keep it for your self...

//Additional Name
if (Len(Item.AdditionalName)>0)
{
        StartItem();
        m_Info.eType = DIT_TEXT;
        m_Info.t_bDrawOneLine = true;
        m_Info.t_color.R = 255;
        m_Info.t_color.G = 217;
        m_Info.t_color.B = 105;
        m_Info.t_color.A = 255;
-       m_Info.t_strText = " " $ Item.AdditionalName;
+      m_Info.t_strText = " (" $ Item.ID $ ") " $ Item.AdditionalName;
        EndItem();
}

image.thumb.png.15fcd3a3419dfa46f2689ac53bcf53ee.png

Error in compile!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
    • Let me give you something for inspiration and get you addicted to bot AI     And a siege 😛     What I have notice helps a lot the LLM to act real, is to give it a real-persons background. So for each LLM in the context beggining, besides the L2 facts, give it a real-life back story "You are a 67 years old retired nurse who plays Lineage 2 while her husband reads his newspaper, you are calm, collected but get mad if insulted". But that makes for a creative bot but its repetitive. So what you can also do, is pick random 20 news sites and for each bot every 2-3 days, initialize a context that is affected by the "news" the bot reads in the "real world".  So for example there's Iran - US war ok ? You take the news, put it in an LLM and ask it, extract the "abstract feelings" that this news piece invokes into you without mentioning anything related to the news. Then you take the result and inject it to the bots LLM prompt after its backstory.  This leads to some VERY human-like behavior from bots. 
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..