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  #161  
Old 08-15-2006, 11:47 AM
Admins Admins is offline
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Quote:
Originally Posted by jake13jake
Another thing I wanted to do was put up a map image. However, this has been disabled in version 4, and there are features with the default map that you can't put to use with a custom map. This mainly involves player locations and PM/GM/MM/toall bubbles.
What is the problem with player locations and pm bubbles? You can get the position, you can access everything needed for a custom playerlist, and you can even open PM/history windows now (see the Kingdoms kingdom-GUI).
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  #162  
Old 08-15-2006, 12:44 PM
D4rKv310c1ty D4rKv310c1ty is offline
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Quote:
Originally Posted by jake13jake
But you would also want the client to have access to certain data from the server (ex. the map image, the playerlist thing, the server info, etc).
Of course! Why else would you use the client?
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  #163  
Old 08-16-2006, 03:47 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
What is the problem with player locations and pm bubbles? You can get the position, you can access everything needed for a custom playerlist, and you can even open PM/history windows now (see the Kingdoms kingdom-GUI).
I didn't know about the ability to show PM bubbles. Where's the documentation? How about the ability to temporarily override the chat text of certain players? Not losing memory, but to show spar ratings when they change. I told you this before. It would also be good to be able to draw nicks at the default nick layer, and to incorporate the new text shadow feature into the object created by a showtext (as to currently get a text shadow right, it's way too messy... playing with z values in a showtext2). It's the small things that count.

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Of course! Why else would you use the client?
I meant variables for use in player-scripted skins.
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  #164  
Old 08-18-2006, 05:44 PM
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Originally Posted by jake13jake
Okay, now i'm disappointed.
isapplicationactive()?? What in the world does this do? It doesn't do what I thought it would. In fact, it's returning false for me.
Corrected that, it's "isapplicationactive", a variable, not a function
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  #165  
Old 08-18-2006, 05:48 PM
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Quote:
Originally Posted by jake13jake
I didn't know about the ability to show PM bubbles. Where's the documentation? How about the ability to temporarily override the chat text of certain players? Not losing memory, but to show spar ratings when they change. I told you this before. It would also be good to be able to draw nicks at the default nick layer, and to incorporate the new text shadow feature into the object created by a showtext (as to currently get a text shadow right, it's way too messy... playing with z values in a showtext2). It's the small things that count.
There is e.g. (Graal4.exe -listscriptfunctions):
player.pmswaiting()
player.isguildpm()
player.ismasspm()
player.isadmin

You can overwrite the chat text of all players.

Shadow for showtext could be added yes, although it is more or less the same like adding two showimgs
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  #166  
Old 08-19-2006, 01:34 AM
Skrobo2 Skrobo2 is offline
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Quote:
Originally Posted by Stefan
Shadow for showtext could be added yes, although it is more or less the same like adding two showimgs
It's be nice to not have to do two showimg's. Would keep the code shorter and be a little quicker than lining up another showimg to look good as a shadow.
I sent you a forum PM about png's, if you didn't see it.
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  #167  
Old 08-19-2006, 02:10 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
There is e.g. (Graal4.exe -listscriptfunctions):
player.pmswaiting()
player.isguildpm()
player.ismasspm()
player.isadmin
okay, so this would be like players[i].pmswaiting()? (I'm guessing)
Quote:
You can overwrite the chat text of all players.
You make a point. I didn't really want to overwrite the chat text of all players, but override the chat text of particular players. I see how I can do that now I'm just being stupid, sorry.

Quote:
Shadow for showtext could be added yes, although it is more or less the same like adding two showimgs
Not in essence.
PHP Code:
function drawNick(obj) {
  
temp.objwidth  = (obj in players)?2+0.5:obj.width+0.5;
  
temp.objheight = (obj in players)?2+1:obj.height+1;
  
temp.screentestx screenx(obj.x,obj.yin |0-16*temp.objwidth,screenwidth|;
  
temp.screentesty screeny(obj.x,obj.yin |0-16*temp.objheight,screenheight|;
  
temp.screentest temp.screentestx && temp.screentesty;
  if ((
obj.nick || obj in players) && temp.screentest && obj.attr[10]&!= 0) {
    
temp.c1 getAlignmentColor(obj.ap);
    
temp.c2 getAlignmentShadow(obj.ap);
    
//foreground
    
if ($pref::graal::limitnicknames)
      
temp.nick obj.nick.substring(0,$pref::graal::nicknamelimit);
    else
      
temp.nick obj.nick;
    if (
obj.attr[10]&&& obj in players)
      
temp.nick @= " (paused)";
    
temp.text showtext2(this.showIndex this.showSize,int(obj.x*16)/16+1.625,int(obj.y*16)/16+2.5,-0.5,NULL,"bc",temp.nick);
    
changeimgcolors(this.showIndex this.showSize,temp.c1[0]/255,temp.c1[1]/255,temp.c1[2]/255,1);
    
changeimgzoom(this.showIndex this.showSize++,$pref::graal::defaultfontsize/24);
    
temp.text.layer 1;
    
//shadow
    
temp.text showtext2(this.showIndex this.showSize,int(obj.x*16)/16+1.6875,int(obj.y*16)/16+2.5,-0.5625,NULL,"bc",temp.nick);
    
changeimgcolors(this.showIndex this.showSize,temp.c2[0]/255,temp.c2[1]/255,temp.c2[2]/255,1);
    
changeimgzoom(this.showIndex this.showSize++,$pref::graal::defaultfontsize/24);
    
temp.text.layer 1;
  }

Now, this uses two showimgs. The problem with it is that the two showimgs don't always share the same layer when interacting with other showimgs or NPCs (you could have one part showing and one part hiding). Another thing is that the default nick system draws over it's own player and under every other player and NPC.
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