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[Release] Resizeable Inventory

Discussion on [Release] Resizeable Inventory within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.

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Old   #1
 
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Lightbulb [Release] Resizeable Inventory

Hi folks,

today i'm releasing what i've worked on for the last few days -> an resizeable inventory for Flyff!



So far i've seen this system on only one server, which is also the reason why i've decided to recode this because it's such a huge improvement for Flyff's interface which actually every server should provide.

Although this requires a bunch of modifications through various files (including resources). Therefore you may be faster by diffing the files to your own source rather than inserting the snippets below manually.

If you prefer merging the snippets into your source / resource, and i really recommend you to do so, you can grab the snippets (including the base source for diff) from here (password = "mcoocr"):


Also note i've coded this on a clean V15 base, you may need to add your custom or additional inventory controls (like perin counter, etc.)... to make this more comprehensible i've added the checkbox controls from __SYS_280514 (hide / show CS items) as an example to show how this could be done.

In case you modified the original inventory size (for example if you use perin counters, etc.) make sure you adjust the size at AdjustMinRect() call to the new one.


Monstrous spoiler warning!




Done!

PS: i'm entirely sure there are better or smarter ways to handle the custom textures for the grid / weapon / armor background rendering rather than the way i actually implemented it (didn't wasted much time on this), feel free to leave comments or improve this on your own.


Greetings ~mcoocr
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File Type: zip theme.zip (26.1 KB, 517 views)
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Old 05/01/2018, 20:30   #2
 
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Can you help theme upload it to mega?
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Old 05/01/2018, 21:01   #3
 
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Quote:
Originally Posted by xuejizhixiaozhi View Post
Can you help theme upload it to mega?
The theme folder is also included in the source.zip from Mega.
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Old 05/01/2018, 21:24   #4
 
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An actual, good quality, useful release?

What year is it?

Good Job
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Old 05/02/2018, 01:28   #5
 
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wow... thanks for the release
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Old 05/03/2018, 04:05   #6
 
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Can you share your resources? The cherry trees in your game are very nice! Can I share it?
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Old 05/03/2018, 11:01   #7
 
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Quote:
Originally Posted by xuejizhixiaozhi View Post
Can you share your resources? The cherry trees in your game are very nice! Can I share it?
He's just missing the textures for the trees lol.



Good job looks really usable. :^)
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Old 05/03/2018, 18:49   #8
 
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Im getting compile error
Quote:
d:\Own V15\New\Resource\Source\Source\_Interface\WndField .h(220): error C2864: 'nGridTexSize' : only const static integral data members can be initialized inside a class or struct
Error on const int nGridTexSize = 32; // texturesize grid anyone can help me out? thx
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Old 05/04/2018, 02:47   #9
 
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Wow ! You really did a great release this Year ! This is very useful for every 168 Slot users. Thanks thanks.
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Old 05/04/2018, 03:05   #10

 
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more slots nice !
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Old 05/04/2018, 07:32   #11
 
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how about the extended slot if you want to expand the inventory?
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Old 05/04/2018, 11:49   #12
 
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Quote:
Originally Posted by KingKeesie View Post
Im getting compile error

Error on const int nGridTexSize = 32; // texturesize grid anyone can help me out? thx
static const int nGridTexSize = 32; // texturesize grid <-----try that one.
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Old 05/04/2018, 12:57   #13
 
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Quote:
Originally Posted by accelerated View Post
static const int nGridTexSize = 32; // texturesize grid <-----try that one.
after i tried this i get error
Code:
D:\Own V15\New\Resource\Source\Source\_Interface\WndField.cpp(873): error C3861: 'refreshItemRects': identifier not found, even with argument-dependent lookup
inside this void
Code:
void CWndQueryEquip::OnInitialUpdate()
{
	CWndNeuz::OnInitialUpdate();

	m_bLButtonDownRot = FALSE;
	m_fRot = 0.0f;
	
	refreshItemRects();
	
	MoveParentCenter();
}
It's working now but i get this error Theme\Default\InvGrid13.bmp not found the InvGrid13.bmp wasnt at theme.zip ?
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Old 05/04/2018, 14:40   #14
 
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Quote:
Originally Posted by KingKeesie View Post
after i tried this i get error
Code:
D:\Own V15\New\Resource\Source\Source\_Interface\WndField.cpp(873): error C3861: 'refreshItemRects': identifier not found, even with argument-dependent lookup
inside this void
Code:
void CWndQueryEquip::OnInitialUpdate()
{
	CWndNeuz::OnInitialUpdate();

	m_bLButtonDownRot = FALSE;
	m_fRot = 0.0f;
	
	refreshItemRects();
	
	MoveParentCenter();
}
It's working now but i get this error Theme\Default\InvGrid13.bmp not found the InvGrid13.bmp wasnt at theme.zip ?
Replace this:
Code:
#ifdef _INVENTORY_RESIZEABLE
    for(int i = 1; ; i++)
    {
        CTexture *ptex = NULL;
        char tmp[32] = { 0 };
with this:
Code:
#ifdef _INVENTORY_RESIZEABLE
    for(int i = 1; i <= 12; i++)
    {
        CTexture *ptex = NULL;
        char tmp[32] = { 0 };
Initially i've implemented a second way to render the grid (with 3 bitmaps), which is the reason why i didn't limited the loop right there.

Another option is to check if the file exists before calling AddTexture, but the way iv'e mentioned above is easier.
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Old 05/04/2018, 14:47   #15
 
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Quote:
Originally Posted by mcoocr View Post
Replace this:
Code:
#ifdef _INVENTORY_RESIZEABLE
    for(int i = 1; ; i++)
    {
        CTexture *ptex = NULL;
        char tmp[32] = { 0 };
with this:
Code:
#ifdef _INVENTORY_RESIZEABLE
    for(int i = 1; i <= 12; i++)
    {
        CTexture *ptex = NULL;
        char tmp[32] = { 0 };
Initially i've implemented a second way to render the grid (with 3 bitmaps), which is the reason why i didn't limited the loop right there.

Another option is to check if the file exists before calling AddTexture, but the way iv'e mentioned above is easier.
Thanks
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