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Author Topic: General Question Thread  (Read 91929 times)

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Offline Plonecakes

Re: General Question Thread
« Reply #1200 on: August 31, 2012, 08:57:57 pm »


Anyone happen to know the governing xml for the xp bar?  Not the one in the character sheet, but on the bottom of the screen.

Have an easy to read font that i like, but it's a bit broad.  My xp bar will often display the level of my character, but cuts out the % xp i've gained on my level.
Pretty sure that's in data/gfx/style/taskbar.*
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Offline Fl0rn

Re: General Question Thread
« Reply #1201 on: August 31, 2012, 09:49:10 pm »
Pretty sure that's in data/gfx/style/taskbar.*

So it is, thank you very much.  Hopefully i'll fix my text/numbers cutting off now.

EDIT:
Code: [Select]
<style name="leveltext" width="80" height="16" margin="0 20 0 0"/>
Looked at the file and saw the margin, was like ok no clue how that works.  Researched and experimented on a site, after roughly 20 mins i got a fundamental understanding of it.  I'm considering if this is worth sharing as a mod when i'm satisfied with my results on shrinking the xp bar appropriately.  Google is a wonderful thing.

Offline Xcelled194

Re: General Question Thread
« Reply #1202 on: August 31, 2012, 10:53:15 pm »
So it is, thank you very much.  Hopefully i'll fix my text/numbers cutting off now.

EDIT:
Code: [Select]
<style name="leveltext" width="80" height="16" margin="0 20 0 0"/>
Looked at the file and saw the margin, was like ok no clue how that works.  Researched and experimented on a site, after roughly 20 mins i got a fundamental understanding of it.  I'm considering if this is worth sharing as a mod when i'm satisfied with my results on shrinking the xp bar appropriately.  Google is a wonderful thing.

I'd guess Margin follows HTML/CSS style? That is, "top right bottom left"? And it sets the space between one element and the next. So increasing the margin may cut other things off x: But you should also look at increasing the width.


Offline Fl0rn

Re: General Question Thread
« Reply #1203 on: August 31, 2012, 11:12:26 pm »
I'd guess Margin follows HTML/CSS style? That is, "top right bottom left"? And it sets the space between one element and the next. So increasing the margin may cut other things off x: But you should also look at increasing the width.

Mhm.  There are a few things i need too look at.  There's more than one taskbar style, so i have to make sure i edit the right one, the right properties, and that i don't manage to do something stupid such as screw up the entire layout placement causing stuff to overlap or position wrongly.  I hate trying to express all of this stuff in words.  I know what i want to do, and what visible results assigning/changing values and such would do, but i'm not familiar with all the technical jargon so hard to detail everything to properly convey everything that goes through my head on the matter.

Offline Xcelled194

Re: General Question Thread
« Reply #1204 on: August 31, 2012, 11:22:45 pm »
I'm not sure if this is feasible, but you could "translate" it into an xhtml page, and use chrome to edit the different properties interactively.


Offline Fl0rn

Re: General Question Thread
« Reply #1205 on: September 01, 2012, 12:21:48 am »
Sum up: Epic fail.

data/gfx/style
Went in messed with taskbarcontents.xml, i increased changed the color values on life, mana, and stamina all 3.  Originally just life, but it produced no visible change, so i then i changed the rest just to see if it would do anything.  Changed the hp+wound color on life, the mana+empty mana bar on mana, and the stamina+used stamina on stamina.  I didn't change the hunger.  I saw no results in game.

taskbar.style.default.xml:
Code: [Select]
<style name="leveltext" position="absolute" top="16" left="2" width="85" height="12" />
taskbar.style.default.short.xml
Code: [Select]
<style name="leveltext" position="absolute" top="16" left="2" width="85" height="12" />
I changed width on both to 110, no visible effect.


taskbar.style.maximize.short.xml
Code: [Select]
<style name="gaugeexpframe" height="8" margin="1 0 0 20" filldirection="horizontal" />
<style name="gaugeexpgray" position="absolute" width="100%" height="6" top="0" left="0" gaugetype="box"/>
<style name="gaugeexpsmall" width="10%" height="6" gaugetype="box"/>

<style name="leveltext" width="80" height="16" margin="0 20 0 0"/>

taskbar.style.minimize.xml
Code: [Select]
<style name="gaugeexpframe" height="8" margin="2 0 0 20" gaugetype="box" filldirection="horizontal"/>
<style name="gaugeexpgray" position="absolute" top="0" left="0" width="100%" height="6" gaugetype="box"/>
<style name="gaugeexpsmall" width="10%" height="6" gaugetype="box"/>

<style name="leveltext" width="80" height="16" margin="0 20 0 0"/>


The gaugeexpframe, i changed the last margin value to 80 originally.  Leveltext i changed the 2nd margin value to 80.  The leveltext i changed the width value to 160.  Applied this to both.  Went in game, no visible changes.  Growing annoyed, i cranked all the values for margin up to 110 and went in game, no change.  I changed width values on all files mentioned as well, but i forget what it was. (deleted the files already)







My end results.  I was using font+interface mod during the testing, to make sure that if i shrunk the exp bar, it was displaying properly for the font+interface i would use it with.  As can be seen though, outside of the font+interface mod, there really is no change.  The screenies were taken with the drastic changes to the margins, widths, and the color of the life, mana, and stamina bars all applied.

So, if anyone else wants to take a shot at this, go for it.  I'd appreciate if people would post whatever they learn/feedback on the results, cuz it's possible i'm just doing it wrong.  But short of new knowledge, i'm done tinkering with this for now, i lack the knowledge to do much else with it as is.  Thanks for all the assistance thus far.  Bed for the night, i'll check in tomorrow if anything's said.

Offline Plonecakes

Re: General Question Thread
« Reply #1206 on: September 01, 2012, 03:23:11 am »
Sorry. :< It's honestly not super surprising that it wasn't those files, that folder seems very old to me.
If you recall, that systemmenu one is where one used to be able to add the ping indicator, but it doesn't work anymore. The new system menu is actually at data/db/layout/systemmenu.xml
I don't see one for the taskbar there, though.
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Offline ShaggyZE

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Re: General Question Thread
« Reply #1207 on: September 01, 2012, 03:42:11 am »
did you try db/layout/characterinfo/generaltab.xml?
"People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it's true, or because they are afraid it might be true. People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. People are stupid; they can only rarely tell the difference between a lie and the truth" ― Wizard's First Rule

Offline Plonecakes

Re: General Question Thread
« Reply #1208 on: September 01, 2012, 04:00:55 am »
did you try db/layout/characterinfo/generaltab.xml?
That's the Basic Info tab in the Character pane.
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Offline Fl0rn

Re: General Question Thread
« Reply #1209 on: September 01, 2012, 09:43:07 am »
While i wouldn't think it's entirely practical, would nexon have put the necessary info for the xp bar size, into the client or server sided?

I've looked at a few of the files in the 101_full.pack, and didn't see any other files that i thought would relate to the xp bar.

Offline ShaggyZE

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Re: General Question Thread
« Reply #1210 on: September 01, 2012, 11:10:25 am »
I searched 118_full for about 30 minutes and didn't find any keywords that i thought should be their like "lv", "gauge" and "exp" hoping it might lead me to the correct file but all i got were the character, commerce, pet, maid and rp tabs so i would have to assume its built into the client.
"People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it's true, or because they are afraid it might be true. People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. People are stupid; they can only rarely tell the difference between a lie and the truth" ― Wizard's First Rule

Offline shinratensei

Re: General Question Thread
« Reply #1211 on: September 01, 2012, 05:18:10 pm »
everytime i run a script i made with mabi. Hacksheild detects it ALL THE TIME. and no matter what i do it keeps detecting it. anyone know anything about it. its to train dischord
Why does everyone copy Japan?
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Offline Lady Playtime

Re: General Question Thread
« Reply #1212 on: September 01, 2012, 05:25:08 pm »
everytime i run a script i made with mabi. Hacksheild detects it ALL THE TIME. and no matter what i do it keeps detecting it. anyone know anything about it. its to train dischord

Doesn't say what error it's given, doesn't say what the script was made with/in, and doesn't give information on OS being used.
What's wrong though? Please tell me!

This is helpful.
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Offline ShaggyZE

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Re: General Question Thread
« Reply #1213 on: September 01, 2012, 05:26:00 pm »
what program did you use to make the script?, you could try running it as its source instead of compiled (that worked in the past with autohotkey) or you could try making it with autoit, and their are a few bard scripts in the client section of this site you could try including autobot.
"People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it's true, or because they are afraid it might be true. People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. People are stupid; they can only rarely tell the difference between a lie and the truth" ― Wizard's First Rule

Offline yokeimono

Re: General Question Thread
« Reply #1214 on: September 05, 2012, 08:17:44 am »
Is there away to let the 'hidden' weather effects appear in the homestead?

I know for some time now that the hidden weather does occur because I often gather my herbs and firewood. The rates do change during this invisible event, it is why I want to learn a way of revealing this phenomenon.

Edit: I want to see it rain, snow or whatever it is that happens just so to be certain it's happening.
People don't know how to help others, yet when someone else try to help them; they call that person an idiot. At least that idiot knows how to help...

Offline Plonecakes

Re: General Question Thread
« Reply #1215 on: September 05, 2012, 10:07:49 am »
Homestead rain is randomly decided when you join your homestead (purportedly, it stays for five minutes counting from first entry if you should leave and return). Therefore it's impossible to make a weather file to do this. If there is a packet sent informing the client of the weather (doubted) one could make something to watch for it and adjust the weather. Otherwise one would have to make something utilizing the way we currently have to check for it (ie. viewing production success rates). Either way, it's a code modification.
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Offline yokeimono

Re: General Question Thread
« Reply #1216 on: September 05, 2012, 10:11:14 pm »
Homestead rain is randomly decided when you join your homestead (purportedly, it stays for five minutes counting from first entry if you should leave and return). Therefore it's impossible to make a weather file to do this. If there is a packet sent informing the client of the weather (doubted) one could make something to watch for it and adjust the weather. Otherwise one would have to make something utilizing the way we currently have to check for it (ie. viewing production success rates). Either way, it's a code modification.

I see, so it's not really about weather but more of a time-frame that varies in rates of production of harvested items.

Now it got me thinking of something else, like the pet bonus that flashes during certain periods of time. Is this related or have the same function? I wonder if there is a way to have the player flash or have an effect signaling the 'ticking' process.
People don't know how to help others, yet when someone else try to help them; they call that person an idiot. At least that idiot knows how to help...

Offline Squirtle

Re: General Question Thread
« Reply #1217 on: September 05, 2012, 10:42:49 pm »
Rank 1, Fire Ball Range Showing Visually (Circle)
We used to have one for Dragoning in SMs. Could there be one made for Fire Ball so we know which mobs will be hit, and which won't? We have a general "instinct" or guess, but knowing exactly would help.

Multi-Clienting
Is this available yet?

Offline Plonecakes

Re: General Question Thread
« Reply #1218 on: September 05, 2012, 11:17:30 pm »
I see, so it's not really about weather but more of a time-frame that varies in rates of production of harvested items.
..what.
No, it's weather.. the weather is just literally random.
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Offline hzag123

Re: General Question Thread
« Reply #1219 on: September 11, 2012, 07:47:35 pm »
Is there a way to teleport within a map? Like from the Dunburtan General Store to the Bank? I heard methods using packets but I have no idea what it is or where to start =/

Offline Plonecakes

Re: General Question Thread
« Reply #1220 on: September 11, 2012, 07:50:54 pm »
Is there a way to teleport within a map? Like from the Dunburtan General Store to the Bank? I heard methods using packets but I have no idea what it is or where to start =/
Not in this community.
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Offline yokeimono

Re: General Question Thread
« Reply #1221 on: September 20, 2012, 07:56:16 pm »
A)
  • Is there any other file aside from animationevent, motion.xml, race.xml or npclientappearance.xml to change the appearance of an NPC and the like?
    I am trying to figure out why some of the swapped anim I have done do not affect others. I notice some NPC's take on the anim of monsters who use the human/elf-framework (i.e.: Aodhan = darkknight/ghostarmor; Nele = housing_npc). I have given up hope of looking through which motion governs which NPC inside of the motion.xml.

B)
  • Another problem I am having is figuring out which framework is best to use with the PMGeditor to test out giant-race anim. Within the certain folders of the giant-male and giant-female contain their own specific framework relating to specific anim.
    It make sense why some anim will not work because of the make up of that framework and the correct anim that corresponds with it. However, the 'basic' anim of walking or natural attack still will not work on either the giant_male or the giant_male_old framework - this is the most confusing.
    There are so many to choose from; I will of course not test the framework associated anim (i.e.: Krug) - they will not work on any other frameworks obviously.


    Edit:

    I found the answer myself - thank you me.

    Giant animations are affected by both the old framework and the updated framework which fixed the dislocated pmg-look. However, it seems there are some animations that will still cause the dislocated pmg effect (i.e.: Wanst, Berserk/Transformation, etc.). The others animations that correspond to the old framework will work but causes some animations to have the dislocated look and the others appear correctly. Yet, it seems some animations are totally made obsolete, none of them work on the old framework nor any of the gender specific frameworks including the transformations.

C)
  • When the Animist feature comes out; all changes done onto the animations of monsters/NPC will affect how they appear if a player were to transform into that monster/NPC, correct?

    I hope we can still unpack the data up until then at least.
People don't know how to help others, yet when someone else try to help them; they call that person an idiot. At least that idiot knows how to help...

Offline Sailor Arcana

Re: General Question Thread
« Reply #1222 on: September 30, 2012, 11:24:15 am »
Question 1:
In data/gfx/char/(race)/(gender)/(gender)framework.xml, there's data describing, among other things, the location of where skill particle effects appear.  For example:
Code: [Select]
<Effect name="lightning_casting_renew" parent="HandtoolR" effect_name="Prepare_lighting_Casting" offset="0 0 0" rot_axis="0 1 0" rot_angle="0" align="parent"/>describes where the particle effects for (presumably) Thunder reside, spinning around a staff or lightning wand (which is held in the right hand).

I cannot, however, find any references to the original location data for using the healing or basic bolt spells (or locations for bolt particles without wands).  Presumably they're in another file, but where would I find them?  I'm attempting to do a "magic animations/effects for alchemy" mod, but I'm hitting a brick wall a lot earlier than I thought.

Question 2:
Is it possible to change a single-particle-spawning effect (Firebolt, alchemy skills) into a number-of-charges-spawning particle effect (Icebolt)?

Offline きょう

Re: General Question Thread
« Reply #1223 on: October 11, 2012, 04:10:34 pm »
Question regarding Mabi-Message:

After installing all the required files, I try to run mabimessage.exe but comes with an error: Please install Windows Seven p1.

What is Windows Seven? I use 64-bit Operating System with Windows 7 Home Premium.

Offline ShaggyZE

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Re: General Question Thread
« Reply #1224 on: October 11, 2012, 05:47:25 pm »
have you upgraded to windows 7 service pack 1 with windows update yet?
"People are stupid; given proper motivation, almost anyone will believe almost anything. Because people are stupid, they will believe a lie because they want to believe it's true, or because they are afraid it might be true. People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. People are stupid; they can only rarely tell the difference between a lie and the truth" ― Wizard's First Rule