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Guide LS display in armor and accessories in Interface, Interlude


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To teach the Interlude client to see LANs where they shouldn't be, you need to make a few changes in the Interface.U scripts.
Using the example of Jewelry and Hats: first, look in Interface \ Classes \ ToolTip:


 

 // 3. ACCESSARY
        case ITEM_ACCESSARY:
            bLargeWidth = true;
           
            //Slot Type
            if (Len(SlotString)>0)
                AddTooltipItemOption(0, SlotString, false, true, false);
           
            //Masical Defense
            AddTooltipItemOption(99, String(GetMagicalDefense(Item.CrystalType, Item.Enchanted, Item.MagicalDefense)), true, true, false);
           
            //Weight
            AddTooltipItemOption(52, String(Item.Weight), true, true, false);
        break;

 

Here we need to draw a LAN output, similar to ITEM_WEAPON, we get something like this:
 

 // 3. ACCESSARY
        case ITEM_ACCESSARY:
            bLargeWidth = true;
           
            if (Item.RefineryOp1 != 0 || Item.RefineryOp2 != 0)
            {
                AddTooltipItemBlank(12);
               
                AddTooltipItemOption(1490, "", true, false, false);
                SetTooltipItemColor(255, 255, 255, 0);
               
                if (Item.RefineryOp2 != 0)
                {
                    Quality = class'UIDATA_REFINERYOPTION'.static.GetQuality( Item.RefineryOp2 );
                    GetRefineryColor(Quality, ColorR, ColorG, ColorB);
                }
               
                if (Item.RefineryOp1 != 0)
                {
                    strDesc1 = "";
                    strDesc2 = "";
                    strDesc3 = "";
                    if (class'UIDATA_REFINERYOPTION'.static.GetOptionDescription( Item.RefineryOp1, strDesc1, strDesc2, strDesc3 ))
                    {  
                        if (Len(strDesc1)>0)
                        {
                            AddTooltipItemOption(0, strDesc1, false, true, false);
                            SetTooltipItemColor(ColorR, ColorG, ColorB, 0);
                        }
                        if (Len(strDesc2)>0)
                            AddTooltipItemOption(0, strDesc2, false, true, false);
                        if (Len(strDesc3)>0)
                        {
                            AddTooltipItemOption(0, strDesc3, false, true, false);
                            SetTooltipItemColor(ColorR, ColorG, ColorB, 0);
                        }
                    }
                }  
               
                if (Item.RefineryOp2 != 0)
                {
                    strDesc1 = "";
                    strDesc2 = "";
                    strDesc3 = "";
                    if (class'UIDATA_REFINERYOPTION'.static.GetOptionDescription( Item.RefineryOp2, strDesc1, strDesc2, strDesc3 ))
                    {
                        if (Len(strDesc1)>0)
                            AddTooltipItemOption(0, strDesc1, false, true, false);
                           
                        if (Len(strDesc2)>0)
                            AddTooltipItemOption(0, strDesc2, false, true, false);
                            SetTooltipItemColor(ColorR, ColorG, ColorB, 0);
                        }
                        if (Len(strDesc3)>0)
                        {
                            AddTooltipItemOption(0, strDesc3, false, true, false);
                    }
                }
               
                AddTooltipItemOption(1491, "", true, false, false);
                SetTooltipItemColor(ColorR, ColorG, ColorB, 0);
               
                if (Len(Item.Description)>0)
                {
                    AddTooltipItemBlank(12);
            }
            if (Len(SlotString)>0)
                AddTooltipItemOption(0, SlotString, false, true, false);
           
            AddTooltipItemOption(99, String(GetMagicalDefense(Item.CrystalType, Item.Enchanted, Item.MagicalDefense)), true, true, false);
           
            AddTooltipItemOption(52, String(Item.Weight), true, true, false);
        break;


 

After these changes, the client will begin to see IDs in jewelry and accessories, the same can be done for ITEM_ARMOR, so that IDs are displayed in armor.

 

From the server side, first of all, you need to allow augmentation of not only weapons. Using the example of my assembly, this is done here:
src \ net \ sf \ l2j \ gameserver \ model \ L2ItemInstance
We are looking for public boolean canBeAugmented () and replace it with the condition we need, using the example of the possibility of inserting drugs into jewelry and accessories, for example, like this:
 

 if (getItem().getItemGrade() < L2Item.CRYSTAL_C || (getItem().getType2() != L2Item.TYPE2_WEAPON && getItem().getType2() != L2Item.TYPE2_ACCESSORY)) {
            return false;
      }


Likewise with armor, you can enable / disable insertion into certain parts of the armor, for example, only into the breastplate.
Of course, then you will need to configure which LANs and where they are inserted, under what conditions for inserting and removing LANs, etc., but this is a completely different story, the goal was to indicate where this is done in the client, because on the server side everything depends on the assembly.

Edited by Celestine
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  • Upvote 2

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  • Celestine changed the title to LS display in armor and accessories in Interface, Interlude

a very detailed guide about using Unreal Scripts, sound to nice understand how the client connect with couple lines and made your dreams come true, gratz mate.

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