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Hello. I'd like to implement a list of icons distributed by line under the Target section with Mob name, Level and HP Bar.
For the icons I can use CUIIcons already implemented class, and I would work on TargetInfoNewUI in case of MOB for rendering this new feature.
The part that I dont know to organize is how to retrieve mob possible drop from its index.
Anyone has already solved this?
Any hints will be nice.
Thanks in Advanc
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9 hours ago, Andrein95 said:
Hello. I'd like to implement a list of icons distributed by line under the Target section with Mob name, Level and HP Bar.
For the icons I can use CUIIcons already implemented class, and I would work on TargetInfoNewUI in case of MOB for rendering this new feature.
The part that I dont know to organize is how to retrieve mob possible drop from its index.
Anyone has already solved this?
Any hints will be nice.
Thanks in Advanc
In my case I create a UIArrayItem with UIIcon inside in the xml to be able to represent the icons when selecting a target, to get the list of drops, I don't know if it's possible from it in client side, in my case I get the possible drops on the server and then I send them to the client. Investigate the CNPC class, there is an example throughout the source code on the subject.
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AppendAssistToNetStructMsg for serverside client Uibuff.cpp
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On 5/2/2023 at 12:16 AM, dethunter12 said:
AppendAssistToNetStructMsg for serverside client Uibuff.cpp
Do you mean to work adding List of possible items inside 'tag_assistinfo' Struct?
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Can you give me an hint? Can't find anything related inside Character.h
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I personally do it via target info, i send an array of the item drops of the selected npc alongside the hp info etc if i am not wrong. I don’t have access to my source right now and I made this long ago so I am not 100% sure. You can find where the drop info is stored in the server if u take a look at where the info from the a_item fields from t_npc are stored.
I personally think it’s better to use the target info ui instead of the buff ui, that way it aligns correctly with all buffs and debuffs and does not overlap them like in many servers that use the same system