same problem here in line 2261 $c1 has given $c2 damage of $s3.\0 when i put $s3 after a it appears my name and not the dmg that i do any help?
Every server has it's own special way to read those values; try downloading the patch of the sv you play and search which values it uses, then when you modify your own .dat use those
If the system doesn´t have it's own systemmsg-e.dat you'll have to experiment yourself with diferent values until they work
i just wanted to explain how it works maybe its complicated for some1 to understand,but cant do more ... if u like u can always use lineageutils to make the on-screen messages with less effort
Just like on the scree above,u can see the decrypted SystemMsg-e.dat file.Well lets take an example :
35 1 a,You hit for $s1 damage.\0 3 80 FF 80 FF a, a, 0 0 0 0 0 a, a,damage\0
35 1 a,You hit for $s1 damage.\0 3 80 FF 80 FF a, a, 2 0 3 1 0 a,$s1\0 a,damage\0
Well I dont know what everything is for,but u need to know that : 35 is the ID of the message. "a, *message* .\0 - is the format how the messages that are shown in the message window l2 are shown. the $s1 is the dmg variable got from the client. The next number is 3 - group type,but i dont rly know what its for ... The next 3 numbers/letter is the message RGB color code.U can edit this by hand or just using the Heisers message editor above.U can use this to get the rgb color core . The next letter "a" is for the sound add to each messages. The next one,dont know what is for :P .Ok now we have arived to the numbers that can enable and choose the position of the on-screen message. If u have there a bunch of zeros : 0 0 0 0 0 no message will be shown. The first number defines the position on the screen. Avaible are from 1-8 : The third and forth number indicate how long will the on-screen message be show till its fades away.U can freely experiment with it,but i dont rly recommend to set it higher then it is.
Those values ur talking about ($s1 $s2 $s3) are the ones that tells u the amount of dmg, not the position. And as i said before, every server uses diferents values to show diferents things, so u will have to experiment with them until it works.
If not u can do what emiron said, use lineageutils since it's less complicated
Those values ur talking about ($s1 $s2 $s3) are the ones that tells u the amount of dmg, not the position. And as i said before, every server uses diferents values to show diferents things, so u will have to experiment with them until it works.
If not u can do what emiron said, use lineageutils since it's less complicated
greetings
i get that... i have the problem like I write "$s3 dmg." and only " dmg." apears on screen... tryed $s1 and 2 maybe it's becouse of gracia final dmg text... some ppl above had the same problem that i do :/
Just like on the scree above,u can see the decrypted SystemMsg-e.dat file.Well lets take an example :
35 1 a,You hit for $s1 damage.\0 3 80 FF 80 FF a, a, 0 0 0 0 0 a, a,damage\0
first for the whole RGBA thing (red font) it's red, green, blue, alpha - alpha is transparency, but i don't think it is supported, so no matter what would be the fouth value it will be ignored. It is widely used in 3d modeling :P
As for the on screen message, i found this link usefull:
So we can't have dmg on screen :P
I've already tested it and only variable implemented is name of attacker ($s2). Every other is ignored
Now i need some insight into those 5 values describing on screen message. First one is positon? but what is 5th and 2nd used for?
Hello, I'm new here and new at editing
I try to edit system messages with Heiser's utility and i get this error when i load the messages file
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.FileNotFoundException: Could not find file "C:\Users\user\Desktop\L2 mods\systemmsg_editor\systemmsg_editor\dis-dec-systemmsg-e.dat".
File name: "C:\Users\user\Desktop\L2 mods\systemmsg_editor\systemmsg_editor\dis-dec-systemmsg-e.dat"
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize)
at System.IO.StreamReader..ctor(String path)
at System.IO.File.OpenText(String path)
at L2_modder.Form1.mnuLoadMessages_Click_1(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.
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Ty!