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Post by rustymetal on Nov 6, 2005 13:32:30 GMT -5
What I want to do is draw text/images on top of the chatbox. A few different ways to do this come to mind. Such as getting the # of current lines displayed on the screen, then if that =8,7,6,ect use different x,y cords to draw stuff.
That would work, but I don't think it will have that 'flow' when the chat box is being rezied, and will jump around. So IMO if you could make something that would let you draw and it has a nice smoothness... Im sure you can do it via API better then anyone can do in a scripit.
Another thing I want is, # of how many people are in your party. Should take 5 seconds to add that >_>
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Post by TinyTerror on Nov 6, 2005 14:42:45 GMT -5
That would work, but I don't think it will have that 'flow' when the chat box is being rezied, and will jump around. So IMO if you could make something that would let you draw and it has a nice smoothness... Im sure you can do it via API better then anyone can do in a scripit. Heh, you would think that wouldn't you. The lunar graphics library actually has slightly more functionality than the windower api. I mirrored every function in the windower into lunar, and then added a few more. So there isn't really any advantage of doing it in C++ over Lunar. One thing you could do it turn off the size adjustment in the chat area so that it doesn't resize at all. I added some more configuration functions into Lunar this weekend that make it possible to get the game resolution and so on. you could use these to adjust the psoitions of your graphics. As for the party member count, I don't have access to that info. I would love to add some of this stuff, but I don't have the memlocs.
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Post by rustymetal on Nov 6, 2005 15:49:54 GMT -5
Cant get that from starhawk or anyone? >_< lol
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Post by rustymetal on Nov 6, 2005 15:54:24 GMT -5
On the topic of memlocs, Think you can add something that will tell you recast? you input the name and it will tell your recast on it? I do/know how to get the all the memlocs for all the recasts.
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Post by TinyTerror on Nov 6, 2005 16:07:28 GMT -5
Starhawk is down in floridia, and got hit pretty hard by hurricane wilma. I'll see if he is still up for helping with the in-proc memory code we were going to work on. If he is, I'll see that recast stuff gets put in.
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Post by rustymetal on Nov 6, 2005 17:02:49 GMT -5
k, if you look at the JP program recast, the ini has the base address of the recasts then it lists them like
<name>,<what to add to base recast>
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Post by TinyTerror on Nov 6, 2005 17:36:31 GMT -5
I know. Its a bit more complicated than just having the memory addresses. I'll look into it when I have time, but getting the bugs out of lunar takes priority.
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psyic
New Member
Posts: 20
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Post by psyic on Nov 9, 2005 8:07:12 GMT -5
Are these the same recast timers that are horrifically off after enough time? I remember when I was leveling thf, my SA macro had a "/recast "Sneak Attack"" in it, and the time would differ up to like 5-6 seconds from the JA list timer.
Tiny, is there any way to make a timer in Lua? Or just a while loop that decrements a var every second?
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Post by TinyTerror on Nov 9, 2005 8:11:01 GMT -5
The way I would do a timer is to get the current time from the os library, then check the current time against it in a loop or something.
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psyic
New Member
Posts: 20
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Post by psyic on Nov 9, 2005 11:26:20 GMT -5
That would work too. I guess what you gain in ability you lose in extra code and possbile error holes.
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