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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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Сообщения, опубликованные Ciuine

  1. The normal damage visualizer is a LUA add-on as well. My add-on just tells the game to turn it off, so no errors should ever occur from turning off state managed add-ons.

    My translation might be off, so you could instead be asking why the normal damage visualizer does not turn back on when my add-on is turned off. The reasons for this is because I have no way to detect when it is disabled by AddonManager and the like, and functionally no code from my add-on would work if turned off in this manner anyways.

    Google Translate:

    Нормальный визуализатор ущерб LUA дополнения, а также. Мои дополнения просто говорит игре, чтобы отключить его, так что ошибок нет когда-нибудь произойти от отключения государству удалось дополнений.

    Мой перевод может быть выключен, так что вы можете вместо этого спрашивать, почему нормальные визуализатор повреждений не повернуть назад, когда мой дополнения выключен. Причины этого в том, что у меня нет способа определить, когда он отключен от AddonManager и как, и функционально не кода из моей дополнение будет работать, если телефон выключен таким образом, так или иначе.

  2. DND should be fixed in the current update, allowing you to move the icons again on the RU client. Awesome use of the word penultimate.

    Google Translated:

    DND должна быть решена в текущих обновлений, что позволяет перемещать иконки снова на клиента RU. Удивительный использование слова предпоследнего.

  3. Hmm, might occur if a target you're killing dies just as you target it, or a player leaves sight as you target them. (Basically, occurs when the target is passed through the function but then disappears just before the function is fully called.) I might have to put in a target is dead check. CT_Total has the same problem when the pet is killed or disappears in the midst of an action. I'm adding patron plating right now, need some translation verifications.

    Code:
    [English]      

    Rank          

    Level

    Exp

    Bonus

    Stat

    Time (h):

    Code:
    [French] 

    Rang

    Niveau

    Exp

    Bonus

    Stat

    Temps (h):

    Code:
    [German] 

    Rang

    Stufe

    auf Stufe

    Bonus

    Stat

    Zeit in Stunden:

    Code:
    [Russian] 

    Ступень

    Уровень

    до уровня

    Бонус

    характеристики

    время в часах:

  4. Thanks alot for taking the time to help.

    Glad to see you are in better health. Look forward to seeing the new version of the AoTextureViewer. I just recently discovered that fresh installs of the game have more .chn variants, and this confused me as they are not in game. Upon examining a series of these .chn variants I came to the conclusion that they are "China" variants, removal of blood/undead/etc..

    Since I now have translations for each language capable of supporting PlayerHUD, I will try and upload the next version of the add-on to UI9 when I complete it.

  5. Thanks a lot, Carnifex. For the DND aspect, I just assumed DND was DND in every language, kind of like PvP. But maybe it has a more common internet meaning, like "do not disturb" or something. If it's different I'll write the DND string into the localizer.

    Oh, also can I turned anzeigen into Anzeigen without any problems arising? :P

    Yeh, I like the time feature, simple, but helps me know when people are up and about during my time.

  6. I am almost prepared to put the finishing touches on my PlayerHUD add-on, but I need to globalize it. Since I fail at translating, I need to ask for verification and assistance to make sure my translations are non-offending and such. This is what Google Translate and LEO German-English/French/Russian gave me.

    If you do not know what add-on I am talking about; PlayerHUD v1.9/v1.9.1 described in English

    Google Translation: PlayerHUD v1.9/v1.9.1 described in Russian

    Code:
    [English] 

    Hide

    Enemy / Friend Bar

    Health Plates

    Target Health Plates

    Class Plates

    Name Plates

    Wounds

    PvP Plates

    Code:
    [German] 

    Verbergen

    Feind / Freund Bar

    Gesundheit Platten

    Zielen Gesundheit Platten

    Klasse Platten

    Namensschilder

    Wunden

    PvP-Platten

    Code:
    [French] 

    Masquer

    Ami / Ennemi Bar

    Santé Plaques

    Santé cible Plaques

    Classe Plaques

    Nom Plaques

    Plaies

    PvP Plaques

    Code:
    [Russian] 

    Скрыть

    Враг / Друг Бар

    Здоровье Плиты

    Целевая здравоохранения Плиты

    Класс Плиты

    Название плиты

    Раны

    PvP Плиты

    After I get these set-up properly, I am sure I will be satisfied enough with how the add-on has turned out to submit it to UI9.

  7. Sadly widgetsSystem seems to not respond like a widget, this is probably because it isn't a widget but rather the coded system in charge of the display of widgets. I've run a couple widgetsSystem:WidgetFunctions on it and the game passes interesting errors that I've never seen before. Other times it just passes nil functions.

    So in short, to control the blown up (inverse sizing), clipped (uses showClippedSymbol/ellipsis as true), or unchanged text (has no text sizing), we'd have to get control of those specific text widgets.

    As a side: It's interesting that the API documentation doesn't have UserMods, but it also doesn't have our obselete commands. (IE the ones that are supposed to do the functions that we need. :P Like finding out unknown text groups through common.GetStateRelatedTextGroup() that supposedly used to pass all the state related text groups' names..) Maybe when that version of Allods hits the API point where the commands are not obsolete someone can find out all the TextGroup() names?

  8. You lost me. Heh.

    You're saying that the text sizes within panels that have sizeable texts like UserMods shrinks too much to be illegible. Like my HUD's texts. For this I'd recommend setting the shrink ratio to compliment your maximum resolution. .8 is good for 1920x1080, but it may not be for lower resolutions. Might need something like .9 or somethin'.

    Then you're saying 1.7.1 of my HUD is overlapping your GUI? :P Or do you mean that resized AO 2.0 results in GUI elements overlapping? Confused.

  9. The command widgetsSystem:SetShrinkRatio( # ) does this function (kind of), names get real big though.

    Try this code.

    Code:
    function Shrink( params )

    widgetsSystem:SetShrinkRatio( .8 )

    end

    function Init()

    common.RegisterEventHandler( Shrink, "EVENT_UPDATE_SHRINK_RATIO" )

    end

    Init()

    And then resize your window and it'll activate, do it twice to ensure that all widgets have responded. (This will effect UserMods widgets as well.)

    Edit: If someone wants a functional version for just useage.

    http://www.kadoo.com/en/download/13270211-4fc

  10. Yeh, I've opened up the .PAK's before and scanned the gibberish that was the compiled lua. But pretty cool to see it uncompiled. The TextScaleEffect would work as well, but would need to be written like widget:PlayTextScaleEffect( sizefrom, sizeto, over time, state ); so widget:PlayTextScaleEffect( 1, 0.8, 0, EA_MONOTONOUS_INCREASE ) rather than just widget:SetTextScale( 0.8 ).

    Definitely really cool to see how similar and dissimilar the two add-ons are though.

    As a side note: It makes me want to test calling on or attaching the LayoutManager using;

    Code:
    -- register plugins

    RegisterLayoutManagedAddon( { type = ADDON_TYPE_SUPER_HUD, side = SCREEN_SIDE_GENERAL, toggled = false, hiding = true } )

    RegisterEscapeSequenceAttendee( { rank = ESCAPE_SEQUENCE_RANK_WINDOWS } )

    To reattach the add-on to the Alt-Z function.

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