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Весь контент Setras
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1) В теории возможно. 2) Невозможно охватывать большую площадь чем зона видимости персонажа.
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Well IMO message recognition mechanisms could be runned always, i don't think that it's a problem to add info to an array if target switches it's target, remove 1-st (0-th?) entry if there is more than 8 and chech if the pattern equals to "start transmit". And about player-actions - player should just select the lootmaster. Everyone knows who lotmaster is, and once you target him you automatically receive all his messages. This mechanism is less player-action-requiring than turning emote-mechanisms on and off each time.
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well i was wrong, /хвастаться is for everyone, just some players have a lil dragon with some sound when theu use that emotion.
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True, this requires users not to switch targets by an error or misclick. BTW i lol'ed here: EVENT_AVATAR_TARGET_TARGET_CHANGED Событие посылается при изменении основной цели основной цели (это не опечатка) аватара. Whis looks like "This event is sent when main target of main target of (this is not a type-o) avatar is changed". Users could have this turned on always, they don't require to turn it on and off each time. This could just filter all the target of target changes and turn on and send ID's only after a certain sequence. Like ADBDABAD or something like that (depends on system we use) and end on ending sequence (should not be same as starting), also sender could send info all the time looped untill roll is made, and he can send item ID's or roll ID's or anything else that could differ one roll from other, so if there are 3 items he can send theiir sequences all the time looped untill one is rolled and he stops putting it in the loop. Imagine 1 as a starting word, 2 as a finishing word, and 3 4 5 as three different item sequencdes containing all the needed data. So once a masterlooter picks up an item he starts to send 1 - 3 - 2 - 1 - 3 - 2 (start transfer - transfer item 2 data - stop transfer), and once he picks up another two items he starts to send 1 3 2 1 4 2 1 5 2 1 3 2 1 4 2 1 5 2. And each player who targets the master looter will see the item's ID eventually. Maaaan, if the data transfer method will be fast enough we will be able to insert something like integrity check - if a player selects some wrong target he won't corrupt the data...
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Watch my topic nearby. I have an idea that RAPIDLY increases data transfer speed.
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Hi guys, and there i am again. Sorry for such topic name, but the idea was mindblowing onve i've thought about it. What i suggest is a "morse method" modification. By using emote morse you can transmit one of 76 emotes each 1/3 second. But we can't do it faster. We need either more emotes or less delay between them. What i suggest is using target selection method instead. Imagine if there are 2 people. Let's say that 0 is man A and 1 is man B. You can transmit lots of data per second in binary by selecting either A (0) B(1) or Deselecting (let's say D, means same symbol as previous). So for coding 10101011 you need to send BABABABD and ingame it looks like rapid selection of both people and then deselecting them. Or 11100111 could be encoded as BDBADBDB, that means select B, deselect, select again (so we send 1 1 1 ) then select a (0) and deselect it (again 0). then same 111 sequence. But then... Imagine a whole raid of 24 people. Now you can use 24-al system. And data transfer speed increases in progression. Furthermore, you are not only limited by people in your raid, but you can use everyone around, the problem is that if they move out you can't select them, so it's a problem. So we can use and encode any amount of any transferable data, and send it at very large speeds. This is just an idea and it has no realization yet, but this system can transfer data faster than emote icons one. Also, once we have such fast data transfer system we can add our own rules like "each word(byte) is made of 8 bits" or "if i send 11111111 this means end of line" or by simply transferring any ancoding system to AO... Also we can add rules like system is binary (a player that uses it, any other target, deselect) and by sending special data like a player's objectId following an "add person" command will add a person to encoding system (like adding a var to an array) or something like that so we could increase from binary to trinary and further on-the-fly.
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/хвастаться %USERNAME% хвастается. /плясать %USERNAME% пляшет.
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LOL, that's what i wanted to suggest once i saw this topic. That's true.
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Да, можно, и т.к. я хотел сделать подобный еще столетия назад, я вероятно восстановлю работу над ним и все таки сделаю нечто подобное.
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Well, man, i don't understand you. If you're an english player you should just make your database of items by inspecting everybody around via API and collecting data, and then just do something like http://allodsdatabase.com does - make your own graphics by means of web design or something. You don't need to do a screenshot ingame - all you need is collect some data. Furthermore, EVENT_SHOW_ITEMS_INFO is an event for showing items INSIDE A SHIP'S CHEST ONBOARD. It was made for piracy, but after 1.5 years piracy is still absent ingame. It happens in case of: ENUM_ShowItemsInfoReason_Unknown - some unknown reason (maybe for debugging purposes?) ENUM_ShowItemsInfoReason_XRayLootChest - a player in avatar's group has used an x-ray item while watching a ship via pvp-scanner on his ship. So, there's a lil offtopic: THere should(could?) be an item which could scan a ship when used by a player on ship's pvp scanner while zooming to a ship to reveal all items (list of objects) onboard, so the pirate could decide if it's worth to rob it or not.
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Через setformat. /Allods Online/data/Mods/Docs/Modding Docs 101222/LuaApi/FunctionTextViewSetFormat.html /Allods Online/data/Mods/Docs/Modding Docs 101222/LuaApi/FunctionValuedTextSetFormat.html Или такой вариант не приемлем? Тогда попробовать через setclass.
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В смысле widget.playresizeeffect или что?
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имхо проще скачать "лайт ДПС метр", уже в одной из первых версий там был дтальный анализ дамага бо каждому бою.
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А подробней? Свою функцию - какую? Может девушка ченить гениальное придумала в очередной раз
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Да, можно. А теперь представь какой это объем информации в секунду... А теперь - сколько длится бой. Для вовки такие аддоны есть - для анализирования боя, кто что сделал, кто "сугроб сбил", кто слабо хилит или еще что...
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Имхо LogInfo надо удалить т.к. использовались они скорее всего для отладки скрипта.
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Оууу... Это вроде давно известно. Жаль я не увидел вопрос выше раньше, мог бы ответить.
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Well i don't see your list atm, i've just uploaded mine. What i saw is "type /l PLAYERNAME" and that's not rly a nice thing, IMO. Otherwise we would still play MUDs and do a lot of console stuff.
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You can make an addon that unloads every developer's addon and every useraddon but himself and does some very nasty things which i would not say loud to prevent someone from doing it.
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They all will be runned on same server. Apropriate scripts will be bound to apropriate server/character. Even if i had to run them on different machines i could just share an exchange folder and use it... What i'm really afraid of - is the nival's opportunity-cutting style - if something could be using for something they don't like or understand - this will be cut. For example they have cut the "guild.BidAllod()" or smth like that. Why? WHY? What was WRONG with that function????
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Lol that's just a template to all my pvp stuff (in pvp you need HP of a player). You can just remove it (make a 100% width panel, smth like 176 px) What you need is player list CLICKABLE with players names and classes (in case... Just in case.) You can increase it to 24 players. (i think this would require increasing parent widget size by 20x17 px but it's a bit too long and not usefull in pvp so i don't use long ones). 20 px is a height of a panel.
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btw i really hate treelike thread view, so did you read my message with the following link inside? http://zalil.ru/30326657 It's lost somewhere in the middle of page 2.
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First part was adressed to Cuine's Quote: I'm confused by how this works, the emotes it called on for /morse were 8622, 8575, 8587, and 8564. Tongue, flirt, sit, dance. About different emotes: There is an alternative "dance" emotion which you could get by dancing with a go-go dancer during aniversary event. 90% of players have it, new player - don't and can't get it somehow. There is a patron-dragon emotion which was given to those who has preordered AO or who has bought a DVD. Also there will be collection pack soon which will have that emotion but it's not for sale yet. So there's only 2 emotions ATM which not all players have.
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I did not start to make it, so i don't think i'll ever do it. Nowdays thanks to icreator i'm making something more complex and great, but i don't think it'll be ready in next 2-3 months... My idea is about creating inter-everything infrastructure(inter-guild, inter-faction, inter-server), but i hope a lot that things discovered by her will be hidden from nival's sight and will not be fixed, because they reveal a really miraclous possibilities for me. As for now i'm going to try to create inter-everything chat (guild chat, inter-guild, inter-faction, inter-server) by using allod's API and my job's server(run allods under a terminal session with the only purpose - to run it's LUA script 24/7 and update site and database). But it's my first time to do such complex stuff, so i'll need to learn a lot of stuff. Btw Allods are my first LUA expirience - before i did not even know what "LUA" is, but now i'm used to it.
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Well, guys, i'll try to explain. If you have 0-9 you can code any number by using 1 digit for each "^" of 10 of number length. For example if number is 725 then you can encode it as "725" and need 3 digits because 1000 (a number of numbers from 000 to 999) is 10^3 So if you need to encode "25" you can encode it as "25", 2 digits because 100 (a number of numbers from 00 to 99) is 10^2. Now i'll switch to binary: If you have just 0-1 numbers you can encode any number by using as many as "^" of that number's numbers of 2 is.... Well, shit, my poor knowledge of english makes it even 10 billion times more complicated... Sry... If you want to encode 234 you can encode it by using 8 digits (because 2^7 is 128 and 2^8 is 256 - 256 is the number of numbers from 00000000 to 11111111) so you can encode it as 11101010. But if you have 70 emotes you can encode it as just 2 emotes - with 1 emote you can encode only 01-70, but with 2 you can encode 70^2 = 4900 different numbers (0001-4900 or 0000-4899 if you like). With 3 digits (emotes) you can encode even 70 timesmore info. So, for example, if you send 8622, 8575, 8587, and 8564 - these are just 4 different symbols in our encoding system (like B34R or TRIP or ABAF or anything imaginable if you have good imagination and know what i'm talking about ). And these symbols, by being sent in apropriate order tell you a number between 0 and 70^4 (70^4 is ~~24.000.000). So if you had only 10 emotions you should have sent like 8 different emotions to transmit a message containing something like "221852789", but you have 70+ emotions so you can encode much more info in 1 digit (emotion).... Well sry again for my strange drug-trip-like comment. Carni, BTW i think you need something like "Strat" and "EOF" encoded in emotions. Like "emotion 1 means start, and emotion 2 means end" so you'll have more flexible system. But there is a little probem with all that emotions: In RU servers we have DIFFERENT set of emotions. For example one has 2 types of dancing and other has patron-dragon emotion, third man has both and fourth has none of them...
