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PostPosted: Mon Apr 20, 2009 3:57 pm 
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the paperdoll is in lua/gui/gui.paperdoll.lua


the mainmenu uses the old guisystems from
lib.mainmenu.lua:240:function MainMenu_MakeTableDlg
which uses lua/lib.guimaker.lua : guimaker.MakeTableDlg
the size is automatically calculated, so changing it will be tricky


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PostPosted: Mon Apr 20, 2009 4:48 pm 
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i looked paperdoll.lua but there's no definition for text color :S


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PostPosted: Tue Apr 21, 2009 2:16 am 
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i think it's this part here :
dialog.controls["paperdollname"]:SetText(name)
maybe try

:SetUOHtml("<BASEFONT COLOR=#00ff00>"..name.."</BASEFONT>")

instead of

:SetText(name)

not sure if it'll work, but it might be worth a try =)


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PostPosted: Tue Apr 21, 2009 3:02 am 
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Tried:
Code:
dialog.controls["paperdollname"]:SetColour(unpack(col_hull))
dialog.controls["paperdollname"]:SetUOHtml("<BASEFONT COLOR=#00ff00>"..name.."</BASEFONT>")
dialog.controls["paperdollname"].gfx:SetColour(unpack(col_hull))
dialog.controls["paperdollname"].gfx:SetColour( {0,255,0,0} )


Can't :(


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PostPosted: Tue Apr 21, 2009 3:12 am 
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This ones Works Better :)

Code:
dialog.controls["paperdollname"]:SetUOHtml("<BASEFONT COLOR=#FFFFFF>"..name.."</BASEFONT>", true)


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PostPosted: Tue Apr 21, 2009 3:28 am 
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At Least, Here Is The Quick Fix For Paperdoll Name BUG:

at gui.paperdoll.lua around( :P ) line 377

Code:
local name = paperdoll.name
local sname = string.gsub(name, ",", ",<BR>")
dialog.controls["paperdollname"]:SetUOHtml("<BASEFONT COLOR=#FFFFFF>"..sname.."</BASEFONT>", true)


Result:
Image

In The Screen Shot Particle Belongs To Wither. I'm Packing Some Particles i'll post them when i'm done.


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PostPosted: Tue Apr 21, 2009 10:47 am 
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Ah the particle looks nice.

Thanks for every bugfixes :-) !


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PostPosted: Tue Apr 21, 2009 12:30 pm 
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SiENcE wrote:
Ah the particle looks nice.

Thanks for every bugfixes :-) !


Thanks :) Working, Fixing... :)


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PostPosted: Tue Apr 21, 2009 2:59 pm 
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Another Bug(I Think)

When You Double Click Self HealthBar if Mounted you'll be Dismounted And Small HealthBar & Status Bar Can Appear Both.

I Fixed It:
gui.helthbar.lua line (around :P) 163
Code:
   dialog.on_mouse_left_click_double = function (self)
       local myMobile = GetPlayerMobile()
       local bSelf = myMobile.serial == self.mobile.serial
      if (IsWarModeActive()) then
          if(not bSelf) then
              Send_AttackReq(self.mobile.serial)
          end
      else
          if (bSelf) then
               CloseHealthbar(myMobile)
               ToggleStatusAos()
          else
              Send_DoubleClick(self.mobile.serial)
         end
         --AddFadeLines(myMobile.serial .. ":" .. self.mobile.serial)
      end
   end


Send_AttackReq() Method Can't Be Called On Self, It'll Recover a Packet :) And Make Server Not Busy :P ( 1 Packet is 1 Packet :) )


gui.paperdoll.lua line (around :P ) 80:
Code:
[8]   = function (widget,mousebutton)
         if (mousebutton == 1) then
            --ToggleStatusAos()
            local myMobile = GetPlayerMobile()
            local healthBar = gHealthbarDialogs[myMobile.serial]
            if(healthBar) then
               CloseHealthbar(myMobile)
               ToggleStatusAos()
            else
               if(gStatusAosDialog) then
                   ToggleStatusAos()
                end
               OpenHealthbar(myMobile)
            end
         end
        end,


Regards


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 Post subject:
PostPosted: Tue Apr 21, 2009 7:49 pm 
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Another Fix ( A Correction )
Changing to War Mode Only Appears A Text That Says:
"You Got In The War Mode" or something else I Don't Remember :P

Made UO Classic War Mode Arrows(Red Color)

lib.cursor.lua line (around :P) 6:
Code:
gUOCursorIDs    = {
                [0]=hex2num("0x4000")+8305, [1]=hex2num("0x4000")+8298, [2]=hex2num("0x4000")+8299, [3]=hex2num("0x4000")+8300,
                [4]=hex2num("0x4000")+8301, [5]=hex2num("0x4000")+8302, [6]=hex2num("0x4000")+8303, [7]=hex2num("0x4000")+8304,
                [8]=hex2num("0x4000")+8306, [9]=hex2num("0x4000")+8307,[10]=hex2num("0x4000")+8308,[11]=hex2num("0x4000")+8309,
                [12]=hex2num("0x4000")+8310,[13]=hex2num("0x4000")+8311,[14]=hex2num("0x4000")+8312,[15]=hex2num("0x4000")+8313,}
gUOWarCursorIDs = {
                [0]=hex2num("0x4000")+8282,[1]=hex2num("0x4000")+8275,[2]=hex2num("0x4000")+8276,[3]=hex2num("0x4000")+8277,
                [4]=hex2num("0x4000")+8278,[5]=hex2num("0x4000")+8279,[6]=hex2num("0x4000")+8280,[7]=hex2num("0x4000")+8281,
                [8]=hex2num("0x4000")+8283,[9]=hex2num("0x4000")+8284,[10]=hex2num("0x4000")+8285,[11]=hex2num("0x4000")+8286,
                [12]=hex2num("0x4000")+8287,[13]=hex2num("0x4000")+8288,[14]=hex2num("0x4000")+8289,[15]=hex2num("0x4000")+8290,}


lib.cursor.lua line (around :P) 34:
Code:
kCursorIndex_Mark       = 15 -- mark (needle/pin, probably for boat-course-plotting)
-- Add This Function To Retrive Current Cursor Index For Handle War Mode Change Hook.
-- NGU Online: Sehlor.
kCursorCurrentIndex     = 0

function GetUOCursorIndex ()
    if (gNoRender) then return end
    if (gHideUOCursor) then return end
    return kCursorCurrentIndex
end
--~NGU Online: Sehlor.



lib.cursor.lua line (around :P) 61:
Code:
    gui.cursorGfx2D:SetPos(20,20)
    end
    local iTileTypeID = 0
   
    if( IsWarModeActive() ) then
        iTileTypeID = gUOWarCursorIDs[iIndex or 0]
    else
        iTileTypeID = gUOCursorIDs[iIndex or 0]
    end
    kCursorCurrentIndex = iIndex


And obj.player.lua line (around :P) 116 :
Code:
HealthBarSetWarMode()
if (gui.cursorGfx2D) then
    local a = GetUOCursorIndex()
    SetUOCursor(a)
end


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 Post subject:
PostPosted: Tue Apr 21, 2009 8:57 pm 
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Joined: Mon Aug 09, 2004 12:20 pm
Posts: 1431
hi thanks thanks.

i already committed the paperdoll bugfix. But i think you should send us svn patch file if you can? Is not that much work.

But if not forum is also ok for me. :-)


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PostPosted: Wed Apr 22, 2009 2:09 pm 
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You're welcome

i have a list of bugs. there was 3 more bugs, i'll fix it and share my fixed files.


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 Post subject:
PostPosted: Thu Apr 23, 2009 12:09 am 
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I Need a Plugin I Think :P

Called Iris2 Gump Exporter.

Where Can I Download It ?


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 Post subject:
PostPosted: Thu Apr 23, 2009 6:53 am 
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Posts: 1431
here : http://sience.schattenkind.net/gumpstudio.zip :wink:


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 Post subject:
PostPosted: Thu Apr 23, 2009 10:08 am 
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Posts: 122
Thanks :) Working On Hotbar, Chat Screen and some Ability screens :)


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