@Slice
containerItemWidget:setItem(container:getContainerItem())
getContainerItem ja deve dar uma ajudinha.
Por lucashgas, 10 de jan. de 2012 em Tópicos Sem Resposta
info
Grupo: Visconde
Registrado: 22/09/10
Posts: 474
Reputação: +47

@Slice
containerItemWidget:setItem(container:getContainerItem())
getContainerItem ja deve dar uma ajudinha.
info
Grupo: Príncipe
Registrado: 19/08/10
Posts: 4k
Reputação: +1.1k
Gênero: Masculino

@edu
q q essa function deve fazer? '---'
to tentando fazer a barra sumir caso o player deslogue.. mas increvelmente ta osso uahauh
opaaa...
connect(g_game, 'onTextMessage', Bot.Brincar2) function Bot.Brincar2(mode, text) if not g_game.isOnline() then return end if mode == MessageModes.Failure then Bot.Brincar() end end
quando mando msg de cancel executa o script o//// gogo cdBarrr
Editado Setembro 27 por Slicer
@Slicer
Se pega o id do .spr, não seria so importar as imagens e fazer igual do pxg ?
Nao precisaria pegar as apagadas, era só da um jeito de colocar aquela contagem de tempo em cima.
info
Grupo: Campones
Registrado: 19/02/11
Posts: 45
Reputação: +9
Char no Tibia: Darius Hunter

Slicer
pode me ajudar a fazer isso aqui \/

ou alguma coisa parecida ?
info
Grupo: Visconde
Registrado: 22/09/10
Posts: 474
Reputação: +47

vá em modules\game_healthinfo\Healthinfo.otui apague tudo e bota isso
HealthBar < ProgressBar
id: healthBar
height: 15
background-color: #ff4444
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
HealthLabel < GameLabel
id: healthLabel
color: white
text-align: center
font: verdana-11px-rounded
anchors.fill: healthBar
margin-top: 2
text: 0 / 0
SoulLabel < GameLabel
id: soulLabel
text-align: right
color: white
font: verdana-11px-rounded
anchors.bottom: parent.bottom
anchors.right: parent.right
anchors.left: parent.horizontalCenter
margin-top: 5
margin-right: 3
text: Soul:
CapLabel < GameLabel
id: capLabel
color: white
font: verdana-11px-rounded
anchors.bottom: parent.bottom
anchors.left: parent.left
anchors.right: parent.horizontalCenter
margin-top: 5
margin-left: 3
text: Cap:
ConditionWidget < UIWidget
size: 18 18
$!first:
margin-left: 2
MiniWindow
icon: healthinfo.png
id: healthInfoWindow
!text: tr('Health Info')
height: 84
@onClose: modules.game_healthinfo.onMiniWindowClose()
&save: true
MiniWindowContents
HealthBar
HealthLabel
Panel
id: conditionPanel
layout:
type: horizontalBox
height: 22
margin-top: 4
padding: 2
anchors.top: prev.bottom
anchors.left: parent.left
anchors.right: parent.right
border-width: 1
border-color: #00000077
background-color: #ffffff11
SoulLabel
CapLabel
Healthinfo.lua
Icons = {}
Icons[1] = { tooltip = tr('You are poisoned'), path = '/game_healthinfo/icons/poisoned.png', id = 'condition_poisoned' }
Icons[2] = { tooltip = tr('You are burning'), path = '/game_healthinfo/icons/burning.png', id = 'condition_burning' }
Icons[4] = { tooltip = tr('You are electrified'), path = '/game_healthinfo/icons/electrified.png', id = 'condition_electrified' }
Icons[8] = { tooltip = tr('You are drunk'), path = '/game_healthinfo/icons/drunk.png', id = 'condition_drunk' }
Icons[16] = { tooltip = tr('You are protected by a magic shield'), path = '/game_healthinfo/icons/magic_shield.png', id = 'condition_magic_shield' }
Icons[32] = { tooltip = tr('You are paralysed'), path = '/game_healthinfo/icons/slowed.png', id = 'condition_slowed' }
Icons[64] = { tooltip = tr('You are hasted'), path = '/game_healthinfo/icons/haste.png', id = 'condition_haste' }
Icons[128] = { tooltip = tr('You may not logout during a fight'), path = '/game_healthinfo/icons/logout_block.png', id = 'condition_logout_block' }
Icons[256] = { tooltip = tr('You are drowing'), path = '/game_healthinfo/icons/drowning.png', id = 'condition_drowning' }
Icons[512] = { tooltip = tr('You are freezing'), path = '/game_healthinfo/icons/freezing.png', id = 'condition_freezing' }
Icons[1024] = { tooltip = tr('You are dazzled'), path = '/game_healthinfo/icons/dazzled.png', id = 'condition_dazzled' }
Icons[2048] = { tooltip = tr('You are cursed'), path = '/game_healthinfo/icons/cursed.png', id = 'condition_cursed' }
Icons[4096] = { tooltip = tr('You are strengthened'), path = '/game_healthinfo/icons/strengthened.png', id = 'condition_strengthened' }
Icons[8192] = { tooltip = tr('You may not logout or enter a protection zone'), path = '/game_healthinfo/icons/protection_zone_block.png', id = 'condition_protection_zone_block' }
Icons[16384] = { tooltip = tr('You are within a protection zone'), path = '/game_healthinfo/icons/protection_zone.png', id = 'condition_protection_zone' }
Icons[32768] = { tooltip = tr('You are bleeding'), path = '/game_healthinfo/icons/bleeding.png', id = 'condition_bleeding' }
Icons[65536] = { tooltip = tr('You are hungry'), path = '/game_healthinfo/icons/hungry.png', id = 'condition_hungry' }
healthInfoWindow = nil
healthBar = nil
soulBar = nil
healthLabel = nil
soulLabel = nil
capLabel = nil
function init()
connect(LocalPlayer, { onHealthChange = onHealthChange,
onStatesChange = onStatesChange,
onSoulChange = onSoulChange,
onFreeCapacityChange = onFreeCapacityChange })
connect(g_game, { onGameEnd = offline })
healthInfoButton = TopMenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), 'healthinfo.png', toggle)
healthInfoButton:setOn(true)
healthInfoWindow = g_ui.loadUI('healthinfo.otui', modules.game_interface.getRightPanel())
healthInfoWindow:disableResize()
healthBar = healthInfoWindow:recursiveGetChildById('healthBar')
healthLabel = healthInfoWindow:recursiveGetChildById('healthLabel')
soulBar = healthInfoWindow:recursiveGetChildById('soulBar')
soulLabel = healthInfoWindow:recursiveGetChildById('soulLabel')
capLabel = healthInfoWindow:recursiveGetChildById('capLabel')
if g_game.isOnline() then
local localPlayer = g_game.getLocalPlayer()
onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())
onStatesChange(localPlayer, localPlayer:getStates(), 0)
onSoulChange(localPlayer, localPlayer:getSoul())
onFreeCapacityChange(localPlayer, localPlayer:getFreeCapacity())
end
healthInfoWindow:setup()
end
function terminate()
disconnect(LocalPlayer, { onHealthChange = onHealthChange,
onStatesChange = onStatesChange,
onSoulChange = onSoulChange,
onFreeCapacityChange = onFreeCapacityChange })
disconnect(g_game, { onGameEnd = offline })
healthInfoWindow:destroy()
healthInfoButton:destroy()
healthInfoWindow = nil
healthInfoButton = nil
healthBar = nil
soulBar = nil
healthLabel = nil
soulLabel = nil
capLabel = nil
HealthInfo = nil
end
function toggle()
if healthInfoButton:isOn() then
healthInfoWindow:close()
healthInfoButton:setOn(false)
else
healthInfoWindow:open()
healthInfoButton:setOn(true)
end
end
function hideLabels()
capLabel:hide()
soulLabel:hide()
local removeHeight = capLabel:getHeight() + capLabel:getMarginTop() + capLabel:getMarginBottom()
healthInfoWindow:setHeight(healthInfoWindow:getHeight() - removeHeight)
end
function onMiniWindowClose()
healthInfoButton:setOn(false)
end
function offline()
healthInfoWindow:recursiveGetChildById('conditionPanel'):destroyChildren()
end
-- hooked events
function onHealthChange(localPlayer, health, maxHealth)
healthLabel:setText(health .. ' / ' .. maxHealth)
healthBar:setPercent(health / maxHealth * 100)
end
function onSoulChange(localPlayer, soul)
soulLabel:setText(tr('Soul') .. ': ' .. soul)
end
function onFreeCapacityChange(player, freeCapacity)
capLabel:setText(tr('Cap') .. ': ' .. freeCapacity)
end
function onStatesChange(localPlayer, now, old)
if now == old then return end
local bitsChanged = bit32.bxor(now, old)
for i = 1, 32 do
local pow = math.pow(2, i-1)
if pow > bitsChanged then break end
local bitChanged = bit32.band(bitsChanged, pow)
if bitChanged ~= 0 then
toggleIcon(bitChanged)
end
end
end
function toggleIcon(bitChanged)
local content = healthInfoWindow:recursiveGetChildById('conditionPanel')
local icon = content:getChildById(Icons[bitChanged].id)
if icon then
icon:destroy()
else
icon = g_ui.createWidget('ConditionWidget', content)
icon:setId(Icons[bitChanged].id)
icon:setImageSource(Icons[bitChanged].path)
icon:setTooltip(Icons[bitChanged].tooltip)
end
end
Assim fara com que a barra de mana suma.
==//==//==//==//==//==//==//==//==//==//==//==//==//==//==
Agora para que apareçe quantos pokemons o player ta carregando na barra de skill :
vá em modules\game_skills abre skills.otui e procure por
SkillButton id: mana
e deixe a linha assim
SkillButton
id: mana
height: 15
SkillNameLabel
!text: tr('Pokemons')
SkillValueLabel
Editado Setembro 27 por eduardobean
info
Grupo: Campones
Registrado: 19/02/11
Posts: 45
Reputação: +9
Char no Tibia: Darius Hunter

vá em modules\game_healthinfo\Healthinfo.otui apague tudo e bota isso
HealthBar < ProgressBar
id: healthBar
height: 15
background-color: #ff4444
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
HealthLabel < GameLabel
id: healthLabel
color: white
text-align: center
font: verdana-11px-rounded
anchors.fill: healthBar
margin-top: 2
text: 0 / 0
SoulLabel < GameLabel
id: soulLabel
text-align: right
color: white
font: verdana-11px-rounded
anchors.bottom: parent.bottom
anchors.right: parent.right
anchors.left: parent.horizontalCenter
margin-top: 5
margin-right: 3
text: Soul:
CapLabel < GameLabel
id: capLabel
color: white
font: verdana-11px-rounded
anchors.bottom: parent.bottom
anchors.left: parent.left
anchors.right: parent.horizontalCenter
margin-top: 5
margin-left: 3
text: Cap:
ConditionWidget < UIWidget
size: 18 18
$!first:
margin-left: 2
MiniWindow
icon: healthinfo.png
id: healthInfoWindow
!text: tr('Health Info')
height: 84
@onClose: modules.game_healthinfo.onMiniWindowClose()
&save: true
MiniWindowContents
HealthBar
HealthLabel
Panel
id: conditionPanel
layout:
type: horizontalBox
height: 22
margin-top: 4
padding: 2
anchors.top: prev.bottom
anchors.left: parent.left
anchors.right: parent.right
border-width: 1
border-color: #00000077
background-color: #ffffff11
SoulLabel
CapLabel
Healthinfo.lua
Icons = {}
Icons[1] = { tooltip = tr('You are poisoned'), path = '/game_healthinfo/icons/poisoned.png', id = 'condition_poisoned' }
Icons[2] = { tooltip = tr('You are burning'), path = '/game_healthinfo/icons/burning.png', id = 'condition_burning' }
Icons[4] = { tooltip = tr('You are electrified'), path = '/game_healthinfo/icons/electrified.png', id = 'condition_electrified' }
Icons[8] = { tooltip = tr('You are drunk'), path = '/game_healthinfo/icons/drunk.png', id = 'condition_drunk' }
Icons[16] = { tooltip = tr('You are protected by a magic shield'), path = '/game_healthinfo/icons/magic_shield.png', id = 'condition_magic_shield' }
Icons[32] = { tooltip = tr('You are paralysed'), path = '/game_healthinfo/icons/slowed.png', id = 'condition_slowed' }
Icons[64] = { tooltip = tr('You are hasted'), path = '/game_healthinfo/icons/haste.png', id = 'condition_haste' }
Icons[128] = { tooltip = tr('You may not logout during a fight'), path = '/game_healthinfo/icons/logout_block.png', id = 'condition_logout_block' }
Icons[256] = { tooltip = tr('You are drowing'), path = '/game_healthinfo/icons/drowning.png', id = 'condition_drowning' }
Icons[512] = { tooltip = tr('You are freezing'), path = '/game_healthinfo/icons/freezing.png', id = 'condition_freezing' }
Icons[1024] = { tooltip = tr('You are dazzled'), path = '/game_healthinfo/icons/dazzled.png', id = 'condition_dazzled' }
Icons[2048] = { tooltip = tr('You are cursed'), path = '/game_healthinfo/icons/cursed.png', id = 'condition_cursed' }
Icons[4096] = { tooltip = tr('You are strengthened'), path = '/game_healthinfo/icons/strengthened.png', id = 'condition_strengthened' }
Icons[8192] = { tooltip = tr('You may not logout or enter a protection zone'), path = '/game_healthinfo/icons/protection_zone_block.png', id = 'condition_protection_zone_block' }
Icons[16384] = { tooltip = tr('You are within a protection zone'), path = '/game_healthinfo/icons/protection_zone.png', id = 'condition_protection_zone' }
Icons[32768] = { tooltip = tr('You are bleeding'), path = '/game_healthinfo/icons/bleeding.png', id = 'condition_bleeding' }
Icons[65536] = { tooltip = tr('You are hungry'), path = '/game_healthinfo/icons/hungry.png', id = 'condition_hungry' }
healthInfoWindow = nil
healthBar = nil
soulBar = nil
healthLabel = nil
soulLabel = nil
capLabel = nil
function init()
connect(LocalPlayer, { onHealthChange = onHealthChange,
onStatesChange = onStatesChange,
onSoulChange = onSoulChange,
onFreeCapacityChange = onFreeCapacityChange })
connect(g_game, { onGameEnd = offline })
healthInfoButton = TopMenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), 'healthinfo.png', toggle)
healthInfoButton:setOn(true)
healthInfoWindow = g_ui.loadUI('healthinfo.otui', modules.game_interface.getRightPanel())
healthInfoWindow:disableResize()
healthBar = healthInfoWindow:recursiveGetChildById('healthBar')
healthLabel = healthInfoWindow:recursiveGetChildById('healthLabel')
soulBar = healthInfoWindow:recursiveGetChildById('soulBar')
soulLabel = healthInfoWindow:recursiveGetChildById('soulLabel')
capLabel = healthInfoWindow:recursiveGetChildById('capLabel')
if g_game.isOnline() then
local localPlayer = g_game.getLocalPlayer()
onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())
onStatesChange(localPlayer, localPlayer:getStates(), 0)
onSoulChange(localPlayer, localPlayer:getSoul())
onFreeCapacityChange(localPlayer, localPlayer:getFreeCapacity())
end
healthInfoWindow:setup()
end
function terminate()
disconnect(LocalPlayer, { onHealthChange = onHealthChange,
onStatesChange = onStatesChange,
onSoulChange = onSoulChange,
onFreeCapacityChange = onFreeCapacityChange })
disconnect(g_game, { onGameEnd = offline })
healthInfoWindow:destroy()
healthInfoButton:destroy()
healthInfoWindow = nil
healthInfoButton = nil
healthBar = nil
soulBar = nil
healthLabel = nil
soulLabel = nil
capLabel = nil
HealthInfo = nil
end
function toggle()
if healthInfoButton:isOn() then
healthInfoWindow:close()
healthInfoButton:setOn(false)
else
healthInfoWindow:open()
healthInfoButton:setOn(true)
end
end
function hideLabels()
capLabel:hide()
soulLabel:hide()
local removeHeight = capLabel:getHeight() + capLabel:getMarginTop() + capLabel:getMarginBottom()
healthInfoWindow:setHeight(healthInfoWindow:getHeight() - removeHeight)
end
function onMiniWindowClose()
healthInfoButton:setOn(false)
end
function offline()
healthInfoWindow:recursiveGetChildById('conditionPanel'):destroyChildren()
end
-- hooked events
function onHealthChange(localPlayer, health, maxHealth)
healthLabel:setText(health .. ' / ' .. maxHealth)
healthBar:setPercent(health / maxHealth * 100)
end
function onSoulChange(localPlayer, soul)
soulLabel:setText(tr('Soul') .. ': ' .. soul)
end
function onFreeCapacityChange(player, freeCapacity)
capLabel:setText(tr('Cap') .. ': ' .. freeCapacity)
end
function onStatesChange(localPlayer, now, old)
if now == old then return end
local bitsChanged = bit32.bxor(now, old)
for i = 1, 32 do
local pow = math.pow(2, i-1)
if pow > bitsChanged then break end
local bitChanged = bit32.band(bitsChanged, pow)
if bitChanged ~= 0 then
toggleIcon(bitChanged)
end
end
end
function toggleIcon(bitChanged)
local content = healthInfoWindow:recursiveGetChildById('conditionPanel')
local icon = content:getChildById(Icons[bitChanged].id)
if icon then
icon:destroy()
else
icon = g_ui.createWidget('ConditionWidget', content)
icon:setId(Icons[bitChanged].id)
icon:setImageSource(Icons[bitChanged].path)
icon:setTooltip(Icons[bitChanged].tooltip)
end
end
Assim fara com que a barra de mana suma.
==//==//==//==//==//==//==//==//==//==//==//==//==//==//==
Agora para que apareçe quantos pokemons o player ta carregando na barra de skill :
vá em modules\game_skills abre skills.otui e procure por
SkillButton id: manae deixe a linha assim
SkillButton id: mana height: 15 SkillNameLabel !text: tr('Pokemons') SkillValueLabel
Infelizmente não funcionou não sumiu todas os menus....
eu quero apenas ao inves de cada pokemon que voce colocar na bag aumentar a barra azul , quero colocar no lugar dela aquela barra com imagem de pokeball
info
Grupo: Príncipe
Registrado: 19/08/10
Posts: 4k
Reputação: +1.1k
Gênero: Masculino

@off
aiai consegui fazer aparecer os Cds na barra.. soh q ela n fica 'decresendo' os cds... ;x achu q o addEvent n funciona ali uahhau
pra quem quiser da uma olhada como ta ficando, e talvez arrumar o addEvent... '--' lembrando q nos tamos fazendo isso mais pra zuar q qlqr coisa, ja q os chares GODs n logam... n da pra usar esse client ainda hehe fuizz o/
-lembrando q tem q por na pasta mods/ -
Editado Setembro 28 por Slicer
info
Grupo: Visconde
Registrado: 22/09/10
Posts: 474
Reputação: +47

Slice, o problema é que do jeito que ta, só atualiza quando dar use, e esse que é o grande problema, como fazer para ficar contando sem parar.
Tava pensando que podia-mos tentar ao invés de mudar o botão, mudar um label
MainWindow
id: optionsWindow
text: Skills
size: 110 110
Button
id: Button
!text: tr('M1')
anchors.top: text.top
anchors.right: text.right
width: 32
margin-top: 5
@onClick: g_game.talk('m1')
Label
id: Label
width: 100
text:
anchors.left: Button.left
anchors.top: text.bottom
margin-left: 35
margin-top: 17
Button
id: Button2
!text: tr('M2')
anchors.top: Button.bottom
width: 32
margin-top: 5
@onClick: g_game.talk('m2')
Label
id: Label2
width: 100
text:
anchors.left: Button2.left
anchors.top: Label.bottom
margin-left: 35
margin-top: 17
@onEnter: Point.hide()
@onEscape: Point.hide()
Editado Setembro 28 por eduardobean
info
Grupo: Conde
Registrado: 06/08/11
Posts: 752
Reputação: +112

@Slicer

Tudo explicado.
Edit: Extra, GANGNAM STYLE!

EDIT²:
Agora serio.
KPDO USANDO OT CLIENT, AGORA NÓS TEM QUE USAR E MELHOR QUE O DELES!
Editado Setembro 28 por ZerefShirou
info
Grupo: Visconde
Registrado: 22/09/10
Posts: 474
Reputação: +47

Zeref, o client que eu editei já ta melhor que o deles.
info
Grupo: Visconde
Registrado: 24/07/12
Posts: 265
Reputação: +15

Seria bom colocar a barra de cooldown fixa no horizontal que nem o vídeo do PXG. Ai só colocar uma função em que a barra fique no vertical e uma opção que ela fique movível que nem mostrado no vídeo do Zeref
info
Grupo: Conde
Registrado: 06/08/11
Posts: 752
Reputação: +112

#Povo
A versão do Slicer aqui na vertical tava meio "bugada" então eu arrumei e ficou assim:

OBS: Eu arrastei ela sem querer pra ali e ela grudou, otimo
(Só faltava mostrar o CD agora)
Segue o script editado: (bot.outi)
MiniWindow
id: optionsWindow
text: Moves
size: 150 390
Button
id: Button1
!text: tr('M1')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 25
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m1')
Button
id: Button2
!text: tr('M2')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 55
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m2')
Button
id: Button3
!text: tr('M3')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 85
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m3')
Button
id: Button4
!text: tr('M4')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 115
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m4')
Button
id: Button5
!text: tr('M5')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 145
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m5')
Button
id: Button6
!text: tr('M6')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 175
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m6')
Button
id: Button7
!text: tr('M7')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 205
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m7')
Button
id: Button8
!text: tr('M8')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 235
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m8')
Button
id: Button9
!text: tr('M9')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 265
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m9')
Button
id: Button10
!text: tr('M10')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 295
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m10')
Button
id: Button11
!text: tr('M11')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 325
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m11')
Button
id: Button12
!text: tr('M12')
anchors.fill: parent
anchors.bottom: text.bottom
margin-top: 355
margin-left: 5
margin-right: 25
height: 25
@onClick: g_game.talk('m12')
@onEnter: Bot.hide()
@onEscape: Bot.hide()
Cuidado para não bugar com os espaços, se bugar, segue download
Download Jájá edito
@pedrowarlock
Deve ser como eu disse acima que você deve querer
Edit:
@eduardoPaes
O Paes, você que parece entender do client, da Ctrl+T e ve se tu consegue consertar os erros do "console"
(VOU CHAMAR DE ERROS DO CONSOLE PQ É IGUAL!, MOSTRA LINHA E ETC!)
EDIT2:
Acho que ela grudou porque coloquei o tamanho da lateral que pelo que eu vi em uns "scripts" do client, a lateral parece ser "x = 150", foi o que coloquei (não intencional) e grudou, acho que não gruda com menos, acho que essa versão grudavel é a melhor escolha pra esse client
EDIT3:
http://www.youtube.com/watch?v=L96XIxnNoFU&feature=player_embedded#
!
Japão, um lugar epico.
EDIT4:

Japão, oh japão hausuhasa
Editado Setembro 28 por ZerefShirou
info
Grupo: Príncipe
Registrado: 19/08/10
Posts: 4k
Reputação: +1.1k
Gênero: Masculino

lol zeref fiquei quase 30min ontem tentando deixa essa barra q nem tu coloco ali e n ia --' eu mudava as paradas e o botao grudava na parte de cima da janela e n saia de la uahuah vlw ae.. agora eh tenta fazer o cd diminuir... alias outra coisa q tem q fazer eh quando o player desloga a barra sumir... fiquei mó tempo ontem tentando fazer isso e nd kkk '--'
@zeref
aki bugo tudo botando esse teu .otui.. ;x n mudase nd no .lua? ;x
@off
MainWindow id: optionsWindow text: Moves size: 480 80 focusable: false
fika dika ;p
Editado Setembro 28 por Slicer
to trocando os icones de tibia mais quanto coloco no cliente o fundo fica branco como que vc fez o seu pra essa barra de move
malz a imagem nao vai mais ve no site
info
Grupo: Cavaleiro
Registrado: 23/02/11
Posts: 157
Reputação: +1
Na pasta do slicer tem um recado bem grande dizendo "OBRIGATORIO OLHAR!!" veja isso e coloca em seu mapa que nao tera mais erro.
Editado Setembro 27 por Huntre