nvh Posted September 13, 2021 Share Posted September 13, 2021 My idea: Spoiler if (Equipment[Skin] > 0) // > 0 is slot skin has equipped { Â Â Â Â Â Hide_sprite(); } else { Â Â Â Â Â Enable_sprite(); } Â My question: 1. How to hide papperdoll, sprite when equiupped skin slot?? thanks! Link to comment Share on other sites More sharing options...
0 Cheshire Posted September 13, 2021 Share Posted September 13, 2021 The paperdoll implementation is different pretty much everywhere and depending on your own logic the checks would be different. But I'd be checking what slot it's trying to render and then hide it depending on whatever parameters you've set.  There's no easy answer here as there's a lot of different ways to handle both situations. Link to comment Share on other sites More sharing options...
0 nvh Posted September 13, 2021 Author Share Posted September 13, 2021 2 hours ago, Xiphoid said:  Note : sequence is important! Thank u! It's not what I need Link to comment Share on other sites More sharing options...
0 nvh Posted September 14, 2021 Author Share Posted September 14, 2021 3 hours ago, Xiphoid said: You can add after "Weapon Skin" and after "Skin" PaperdollOptions and EquipmentOptions. When you Equipped "Weapon Skin" you can change with "Weapon Skin" your "Weapon" paperdolls or"Skin" and you can add event when you Unequip your Weapon, Unequip your Weapon Skin maybe should be a way without source edit. I'm added "Premium Item I" and "Premium Item II" for that. Directly hide paperdoll is impossible i guess there is no option (You should write your Custom Code). I guess you should add your custom code to there: Â What file is that code in? Link to comment Share on other sites More sharing options...
0 Xiphoid Posted September 15, 2021 Share Posted September 15, 2021 On 9/14/2021 at 9:57 AM, nvh said: What file is that code in? Intersect.Client/Entities/Entities.cs Draw() function  You should write your custom code... Link to comment Share on other sites More sharing options...
0 nvh Posted September 15, 2021 Author Share Posted September 15, 2021 1 hour ago, Xiphoid said: Intersect.Client/Entities/Entities.cs Draw() function  You should write your custom code... Thank u so much, I’ll try Link to comment Share on other sites More sharing options...
0 nvh Posted September 16, 2021 Author Share Posted September 16, 2021 8 hours ago, Xiphoid said: Intersect.Client/Entities/Entities.cs Draw() function  You should write your custom code... it's work, how to hide sprite Spoiler if (MyEquipment[12] > -1) // check slot of skin {      }      else      {      if (equipSlot != 4 || equipSlot != 5 || equipSlot != 6) //it's not work       {             if (Gender == 0)             {             DrawEquipment(item.MalePaperdoll, renderColor.A);             }             else             {                DrawEquipment(item.FemalePaperdoll, renderColor.A);             }        }                        }  Vaiku 1 Link to comment Share on other sites More sharing options...
-1 nvh Posted September 13, 2021 Author Share Posted September 13, 2021 3 hours ago, Cheshire said: The paperdoll implementation is different pretty much everywhere and depending on your own logic the checks would be different. But I'd be checking what slot it's trying to render and then hide it depending on whatever parameters you've set.  There's no easy answer here as there's a lot of different ways to handle both situations. Can you tell me specifically?  Link to comment Share on other sites More sharing options...
-1 AisenArvalis Posted September 13, 2021 Share Posted September 13, 2021 1 hour ago, Xiphoid said: Â Note :Â sequence is important! Â Read the question again and stop posting USEL:ESS answers. Link to comment Share on other sites More sharing options...
-1 nvh Posted September 15, 2021 Author Share Posted September 15, 2021 20 hours ago, Xiphoid said: You can add after "Weapon Skin" and after "Skin" PaperdollOptions and EquipmentOptions. When you Equipped "Weapon Skin" you can change with "Weapon Skin" your "Weapon" paperdolls or"Skin" and you can add event when you Unequip your Weapon, Unequip your Weapon Skin maybe should be a way without source edit. I'm added "Premium Item I" and "Premium Item II" for that. Directly hide paperdoll is impossible i guess there is no option (You should write your Custom Code). I guess you should add your custom code to there: Â pls help me, I want hide papperdoll hat, amor when equipped a slot (skin) Link to comment Share on other sites More sharing options...
-1 Xiphoid Posted September 15, 2021 Share Posted September 15, 2021 On 9/14/2021 at 1:41 AM, AisenArvalis said:  Read the question again and stop posting USEL:ESS answers. where is useless answer @AisenArvalis ? If you made another paperdolls, its do hide originals. Stop your fucking stupid answers to my posts. Link to comment Share on other sites More sharing options...
-2 Xiphoid Posted September 13, 2021 Share Posted September 13, 2021 Â Note :Â sequence is important! Link to comment Share on other sites More sharing options...
-2 Xiphoid Posted September 14, 2021 Share Posted September 14, 2021 3 hours ago, nvh said: Thank u! It's not what I need You can add after "Weapon Skin" and after "Skin" PaperdollOptions and EquipmentOptions. When you Equipped "Weapon Skin" you can change with "Weapon Skin" your "Weapon" paperdolls or"Skin" and you can add event when you Unequip your Weapon, Unequip your Weapon Skin maybe should be a way without source edit. I'm added "Premium Item I" and "Premium Item II" for that. Directly hide paperdoll is impossible i guess there is no option (You should write your Custom Code). I guess you should add your custom code to there:  Link to comment Share on other sites More sharing options...
Question
nvh
My idea:
if (Equipment[Skin] > 0) // > 0 is slot skin has equipped
{
     Hide_sprite();
}
else
{
     Enable_sprite();
}
Â
My question:
1. How to hide papperdoll, sprite when equiupped skin slot??
thanks!
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