Hello.
This code works well. It removes buff with double click, but If you preffer remove buff with ALT + mouse click, place this code in AbnormalStatusWnd.uc
function OnLButtonDown(WindowHandle a_WindowHandle, int X, int Y)
{
local Rect windowBounds;
local int targetRow;
local int targetCol;
local StatusIconInfo info;
local SkillInfo skillInfo;
if (IsKeyDown(IK_alt) == false)
return;
// Find window position
windowBounds = Me.GetRect();
// Process clicks outside of window frame only
if (X > (windowBounds.nX + NSTATUSICON_FRAMESIZE))
{
// Calc row and col of targeted icon
targetRow = (Y - windowBounds.nY) / NSTATUSICON_SIZE;
targetCol = (X - windowBounds.nX - NSTATUSICON_FRAMESIZE) / NSTATUSICON_SIZE;
// Store status info of targeted icon
StatusIcon.GetItem(targetRow, targetCol, info);
// Store actual skill info and make sure it is exists
if (GetSkillInfo(info.ClassID, info.Level, skillInfo))
{
// Request server to stop skill effect
// Usage: _dispel:<int:skill_id>,<int :skill_level>
// Example: _dispel:313,8
RequestBypassToServer ( "_dispel:" $ string ( skillInfo. SkillID ) $ "," $ string ( skillInfo. SkillLevel ) ) ) ;
}
}
}
We are excited to announce the open beta testing of the Fulgrim x4 server, starting November 29th, 2024, at 19:00 server time (19:00 по МСК).
There will be an NPC available on the test server from whom you can purchase items, gain levels, professions, and other services.
More information at our >Forum
Question
`Willowy^
Guys otan kanw telleport ennan char (san gm egw)i otan pao se mia perioxi apo gk troo CRIT gt?
2010.5.1 00:36:18
OS : Windows Vista 6.1 (Build: 7600)
CPU : GenuineIntel PentiumPro-class processor @ 1463 MHz with 1527MB RAM
Video : Mobile Intel® 965 Express Chipset Family (Microsoft Corporation - WDDM 1.1) (1749)
General protection fault!
History: UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial64) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial64) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 24_18.ShadowProjector91) <- AActor::Serialize <- TestReach <- (ShadowProjector 24_18.ShadowProjector91) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 24_18.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop
kai stin console leei duplicate char kati tetio
Oxi synexia alla tis perissoteres fores
Oxi
4 answers to this question
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