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Author Message
Skul
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Posts: 413
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Likes Received: 19 in 15 posts
Joined: Jun 2012
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Post: #6
RE: floating text
That's not possible (unfortunately), the client does not allow manipulations of the packet. If the <UID> matches the recipient of the packet, the number will display yellow, if not it will display red. there is no way to add in a string or change the color, it's all built-in to the client. Just the way it is.
Message display is an option setting the client stores, it's all client-side. You can send a MESSAGE or SYSMESSAGE, other than that it won't make much sense... I can suggest a timer to store the experience you are gaining, maybe based on every 5 seconds to display the most recent experience gained? That'll help 'unjumble' your level system. An example:
Code:
[function exp] //used to give experience
if !(<tag0.exp_recent>)
timerf 5, f_display_exp
endif
tag0.exp_recent += <argn1> //considering <argn1> is the experience gained -- .exp <amount>
tag0.exp += <argn1> //add actual experience

[function f_display_exp]
sysmessage @99 You recently gained <dtag0.exp_recent> experience.
tag.exp_recent= //reset

Just a little make-shift idea of how you can do it.
Maybe make the message of gaining experience from monsters instant and other type of gained experience delayed (@hit, @skillmakeitem, etc etc).

"I ask a question to the answer I already know."

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(This post was last modified: 07-10-2012 08:10 AM by Skul.)
07-10-2012 08:05 AM
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Messages In This Thread
floating text - Soulless - 07-09-2012, 06:19 PM
RE: floating text - Shaklaban - 07-09-2012, 07:14 PM
RE: floating text - Soulless - 07-10-2012, 06:02 AM
RE: floating text - Extreme - 07-10-2012, 07:12 AM
RE: floating text - Soulless - 07-10-2012, 07:36 AM
RE: floating text - Skul - 07-10-2012 08:05 AM
RE: floating text - Soulless - 07-10-2012, 09:22 AM

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