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Interface Essence - High Five


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  • 3 weeks later...
  • 3 weeks later...

Here is a systemmsg-e.dat that will work for ya, be adviced it has some things changed for my server.

 

https://www.mediafire.com/file/riz8sjtzth9d21l/systemmsg-e.dat/file

Edited by rafyvitto
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  • 2 weeks later...
  • 2 weeks later...

Hello. I have detected some problems in this interface.
1- right bracelet the texture looks black.
2-randomly when you drop something to the ground he can't get it back. neither oneself nor another person.
3-when you drop something the item is seen on the ground. You grab it but visually the item is still there.
Does anyone do development work to make some fixes?

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5 minutes ago, barao45 said:

1- right bracelet the texture looks black.
 

hi  look in the code , the path to the bracelet icons is disabled

spacer.png

the refore, the icons are black

ps interface\classes  invertory.wnd  ( search ) 

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AlisaCodeDragon the texture when you boot the game looks good. But when you equip or unequip any item the bracelet turns black and doesn't turn right again until you reset the character.

Thanks for your reply.

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13 hours ago, barao45 said:

Hello. I have detected some problems in this interface.
1- right bracelet the texture looks black.
2-randomly when you drop something to the ground he can't get it back. neither oneself nor another person.
3-when you drop something the item is seen on the ground. You grab it but visually the item is still there.
Does anyone do development work to make some fixes?

2-3, i don't  think it's interface problem

1 try change in  interface.xdat  InventoryWnd->texTalismanAllow texture path from MonicaEssence2.InventoryWnd.Talisman_Arrow to MonicaEssence.InventoryWnd.Talisman_Arrow

Edited by MonokiniSix
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1 hour ago, MonokiniSix said:

2-3, i don't  think it's interface problem

1 try change in  interface.xdat  InventoryWnd->texTalismanAllow texture path from MonicaEssence2.InventoryWnd.Talisman_Arrow to MonicaEssence.InventoryWnd.Talisman_Arrow

 

THanks! MonoKiniSix. Problem 1 resolved. xD

I think I'll read the source a bit to see if the other problems are from java.
A query. I also have a problem with the life bar of the doors that do not update when you hit them. Do you know where I should look?

Edited by barao45
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function HandleTargetUpdate(optional bool spawnTarget)
{
	local Rect rectWnd;
	local string strTmp;
	
	local int		TargetID;
	local int		playerID;
	local int		PetID;
	local int		ClanType;
	local int		ClanNameValue;
	
	//타겟 속성 정보
	local bool		bIsServerObject;
	local bool		bIsHPShowableNPC;	//공성진지
	local bool		bIsVehicle;
	
	local string	Name;
	local string	NameRank;
	local color	TargetNameColor;
	
	//ServerObject
	local int ServerObjectNameID;
	local Actor.EL2ObjectType ServerObjectType;
	
	//Vehicle
	local Vehicle	VehicleActor;
	local string	DriverName;
	
	//HP,MP
	local bool		bShowHPBar;
	local bool		bShowMPBar;
	
	//혈맹 정보
	local bool		bShowPledgeInfo;
	local bool		bShowPledgeTex;
	local bool		bShowPledgeAllianceTex;
	local string	PledgeName;
	local string	PledgeAllianceName;
	local texture	PledgeCrestTexture;
	local texture	PledgeAllianceCrestTexture;
	local color	PledgeNameColor;
	local color	PledgeAllianceNameColor;
	
	//NPC특성
	local bool		 bShowNpcInfo;
	local Array<int>	 arrNpcInfo;
	
	//새로운Target인가?
//	local bool		IsTargetChanged;
	
	local bool  WantHideName;
	local int 	nMasterID;
	
	local UserInfo	info;
//	local UserInfo PlayerInfo;
	local int ClassID;
	
	local Color WhiteColor;	//  하얀색을 설정.
	
	WhiteColor.R = 0;
	WhiteColor.G = 0;
	WhiteColor.B = 0;
	
	myPet = false;		// added to more effective display HP pet/sum status

//	GetPlayerInfo(PlayerInfo);
	
//	ClassID = Info.nSubClass; 
	//타겟ID 얻어오기
	TargetID = class'UIDATA_TARGET'.static.GetTargetID();
	if (TargetID < 1)
	{
		if (contextOwner && wnd_contextMenu.isShowWindow())
		{
			wnd_contextMenu.HideWindow();
		}
		
		if (m_TargetID != targetID)
		{
			m_TargetID = targetID;
		}
		Me.HideWindow();
		return;
	}

	if (m_TargetID != TargetID)
	{
		if (contextOwner && wnd_contextMenu.isShowWindow())
		{
			wnd_contextMenu.HideWindow();
		}	
	}
	else
	{
		bIsServerObject = class'UIDATA_TARGET'.static.IsServerObject();	 //  to update door hp
		if (bIsServerObject)
		{	
			ServerObjectType = class'UIDATA_STATICOBJECT'.static.GetServerObjectType(m_TargetID);
			if (ServerObjectType == EL2_DOOR)
			{
				if( class'UIDATA_STATICOBJECT'.static.GetStaticObjectShowHP( m_TargetID ) )
				{
					UpdateHPBar(class'UIDATA_STATICOBJECT'.static.GetServerObjectHP(m_TargetID), class'UIDATA_STATICOBJECT'.static.GetServerObjectMaxHP(m_TargetID));
				}
			}
		}
		return;
	}

try to replace this block in  TargetStatusWnd, temp fix

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17 hours ago, barao45 said:

Thanks! It worked but as you said is a temp fix. How can i show messages debugging. i'dont wanna make mistakes and broken the code.

??

in interface u can show messages in chatwnd (custom AddSystemMessageString() function in this interface) or use ShowOnScreenMessage() function or use default Log() function (need enable IsL2MemLog in l2.ini) if u work with pawns u can set a pawn ChatMsg string value (looks like chat baloon ingame)

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