Rolo Posted February 23, 2021 Posted February 23, 2021 (edited) 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 February 23, 2021 by Celestine 2 2
Vision Posted February 23, 2021 Posted February 23, 2021 You are helping a lot with such Guides! Good job.
Rolo Posted February 23, 2021 Author Posted February 23, 2021 41 minutes ago, Vision said: You are helping a lot with such Guides! Good job. Thanks for all your comments, I hope they will be useful to someone. )
CriticalError Posted February 26, 2021 Posted February 26, 2021 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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