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Дайджесты за январь-февраль

Обновления гайдов и аддонов

Январь Февраль

Мониторинг серверов и редактор аддонов

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Ciuine

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  1. It's all dynamic. My sample is direct copy of the real tooltip that you show pictures of. Edit: To better explain; everything you see in the in-game tooltip is slapped into a Container. Nothing is static but the items in the Container themselves. Maybe a picture will explain it better. This is using the exact same resources I just gave you except for the fact that I removed all the excess from ContInternal except for the one TextView and doubled the TextView to allow for multiple locations at the same line. What you see is done with six of the exact same widgets created then dynamically changed via simple "fontsize='#'" code. To create the objects that you consider "Static", they are simply stored versions of the same idea that are dynamically added when necessary via the same Container:PushBack(*clickIconWidget*)
  2. Pretty sure you're misunderstanding me. Example: File: TooltipHijack.zip
  3. No, the game doesn't calculate the size rather than relying on Children and Internal. I'm saying that the game has a Panel with sizingWidget set to the Container, then the game fills the Container with stuffs and the Panel resizes accordingly. Edit: It's actually a really simple resize. Since the Container has no defined size, and also resizes based on what is inside of it. It just stacks things like a text container.
  4. The standard tooltip you see in game is actually a Panel containing a resizing Container. You can directly collect the tooltip in-game, recreate it (GetWidgetDesc() and CreateWidgetByDesc()) and play with it that way. Bear in mind however that the game uses a script known as a WidgetFactory to quickly create all the widgets that are fed into the Tooltip. So most of the additives will be external to what is provided by recreating the Tooltip directly. I once toyed around with doing this as well; I'll try and see if I can find my code somewhere to give you, if you want it. The new PlayerHUD on Curse and DamageMeters/PLATES have some quick tooltips for using the features you're working with though. Edit: Code: Tooltip = mainForm:CreateWidgetByDesc(stateMainForm:GetChildChecked("ContextTooltip", true):GetChildChecked("Tooltip", false):GetWidgetDesc())Container = Tooltip:GetChildChecked("Container", false) Oh, and for your current code, try setting them all to be sizingWidgets, as just one is going to fit to the size of just one.
  5. The only thing that needs localization really is the ConfigWindow stuffs and maybe the print-outs, although it's the same localization material really. I can get to it when I have the time. I was kind of treating this add-on the same as FullMap, didn't want to release it here out of respect for other authors that have done better. Google Transle: Единственное, что необходимо локализации действительно ConfigWindow питания и, возможно, распечатки, хотя это тот же материал локализации на самом деле. Я могу добраться до него, когда у меня есть время. Я был отчасти лечения этого дополнения же, как и FullMap, не хотел, чтобы освободить его здесь из уважения к другим авторам, что бы сделать лучше.
  6. Use NCT instead for this (Google Translate: Используйте NCT вместо этого http://translate.google.com/translate?sl=en&tl=ru&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fallods-forum.gpotato.com%2Fviewtopic.php%3Ff%3D55%26t%3D41237%26sid%3D7a5bda458ab4c39aa05203d219126f6e
  7. I'm sorry, I don't understand the issue. Have you tried the versions that I mentioned, they were designed to work with 2.0.08+. VAHAB and alaster tested it all on the RU client. Google Translate: Мне очень жаль, я не понимаю вопроса. Пытались ли вы версии, которые я упомянул, они были предназначены для работы с 2.0.08+. VAHAB и alaster проверил это все на клиента RU.
  8. I've been working on an update for this add-on for a while; I'm sorry it is taking so long. However, bard was added into the last one posted in the UI9.ru forums and on Curse. PlayerHUD Teaser Google Translate: Я работаю на обновления этого дополнения на некоторое время, мне жаль, что это занимает так много времени. Тем не менее, бард был добавлен в последний отвечал в UI9.ru форумах и на Curse. PlayerHUD короткое рекламное объявление
  9. Indonesian Allods is not yet fully localized, but will use Indonesian eventually. Culasatu (an Indonesian player) says we can use Pulau Senja (Twilight Isle) as a map name though. I do not know why your version does not have Brazilian Portuguese or Turkish, icreator; they are posted on page 2. As mentioned Allods Japan via Gamechu is no longer operational and closed on Nov. 30. http://allods-forum.gpotato.com/viewtopic.php?f=6&t=49344&hilit=japanese+allods&sid=4500r410e1lcj11cgr0gbmvom3&start=20#p378368
  10. Ciuine

    ShipHUD

    I wasn't deleting your post Snakeen; it was just part of the tree of the post that I deleted, so it went with it. I apologize if the translation was inaccurate. Google Translate: Я не был удалении сообщение Snakeen, он был всего лишь частью дерева пост, который я удалил, так было с ней. Прошу прощения, если перевод был неточным.
  11. Ciuine

    ShipHUD

    As Snakeen pointed out; you are wrong in your assumption and I have deleted your post.. I'd rather not bring this back up due to the semi-friendly relations established. Google Translate: Как Snakeen указал, вы не правы в своем предположении, и я удалил ваш пост .. Я бы не довести эту резервную копию в связи с полу-дружественные отношения, которые сложились.
  12. This is a very late reply but run AO Texture Viewer with Windows XP compatibility mode. Right click the .exe, Properties, Compatibility, Run this program in compatibility mode for Windows XP.
  13. Pick children only allows the transparent input to only be applied on the <Children> of the panel specified. <TransparentInput>false</TransparentInput><PickChildrenOnly>true</PickChildrenOnly> Makes the input for the panel click through-able but not its children. <pickObjectsOnly>true</pickObjectsOnly> is similar, and allows only for valued objects to be clicked. Edit: Here's an example of the idea I mentioned before, of swapping the children back and forth between clickable and non-clickable forms using PlayerHUD; it requires ConfigWindow to test (among various other features I've been working on, note the use of clipmasks and reduced number of actual defined panels): File: h280r4MeIeAaFNy.zip
  14. This is an issue with the TimeTracker table, I apologize for the issue. In your case, certain buffs are getting through without creating a TimeTracker field for the unit. Then it tries to reference a field within said table that was not created, causing an error. I am currently without a computer due to a virus that shredded my OS files as well as my computer power supply shortly after taking its final breaths after struggling for a year. I'll try and post up a fix when I get the chance on my friend's laptop (my laptop that I gave to my friend, sadly before my computer died, because her laptop died). This should fix the issue at line 274; Code: if TimeTracker [p.unitId] and TimeTracker [p.unitId] [j] then
  15. Not exactly Tetris, but MiniGame is something to fill the time with.
  16. Open your Allods Online launcher, then open the /bin/ folder of your Allods Online folder. You should see a new pak file called LauncherResources.pak, open this with WinRAR and you can see all the localization tags. (br/chn/eng/esp/fra/ger/id/jpn/kr/rus/tr/tw) CHN is China, ID is Indonesia (the "Philippines client"), ESP is Spain, KR is Korea, JPN is Japan (no longer operational last I checked), TR is Turkey, and TW is Taiwan. Just lowercase them and you have your localization globals.
  17. Ciuine

    ShipHUD

    Thanks for the heads-up, I'll try and get my hands on the 3.0.01 API and make the necessary changes.
  18. Ciuine

    ShipHUD

    Looks very nice, Asika1. Sorry for the late reply.
  19. local Rune = avatar.GetItemInfo(ItemId).runeInfo There's a whole lot in the ItemInfo category that is useless. Gotta wade through it. You could also restrict the search to the item slots involved to reduce the amount of times the function is used.
  20. Yeh, Condulus loves add-ons and is trying to put the NA functional add-ons on Curse. I've been getting similar messages through the NA forums. Curse is super-duper extremist on whether or not you are the owner of the add-ons being posted up and consentual permission is required, because of the additional requirement of publishing licenses is used.
  21. As far as I've seen, nope. The only function that comes close to this is :Enable(false) but it grays textures. An idea that I just had is; you could create two main forms with the same sizes, one with TransparentInput true, one false with PickChildrenOnly true and then :AddChild(widget) back and forth as DND is necessary.
  22. Ciuine

    ShipHUD

    Yeh, the boxes/trunks are costly though. Thanks for the info; looks stylish.
  23. I saw the common.ExtractWStringFromValuedText function, from the 3.0 test API that I was given, as well. I was very excited about this function, since it should allow us to fetch ValuedTexts that were "off-limits" before. Like description texts and the map texts (different means than my current FullMap methods). This'll allow us to rewrite the color/size/shadowing/outline and so on of (possibly even add to) pre-existing ValuedTexts without having to recreate them entirely or instinctively knowing the fields required.
  24. Ciuine

    ShipHUD

    Talkin' about the RU December update? Oh, by the way, turns out NA/EU are hitting 3.0 around the end/beginning of the year. So NA/EU might only be one patch behind come late December.
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