Fullscreen V3

Posts 16–23 of 23 · Page 2 of 2
Quote Originally Posted by Gravitir3.14 View Post


Check your imports.
package com.company.assembleegameclient.ui.tooltip {
import com.company.util.GraphicsUtil;

import flash.display.CapsStyle;
import flash.display.DisplayObject;
import flash.display.GraphicsPath;
import flash.display.GraphicsSolidFill;
import flash.display.GraphicsStroke;
import flash.display.IGraphicsData;
import flash.display.JointStyle;
import flash.display.LineScaleMode;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.DropShadowFilter;

import kabam.rotmg.ui.view.SignalWaiter;

Tutorial never mentioned anything about changing them
Quote Originally Posted by DerpyDose View Post
package com.company.assembleegameclient.ui.tooltip {
import com.company.util.GraphicsUtil;

import flash.display.CapsStyle;
import flash.display.DisplayObject;
import flash.display.GraphicsPath;
import flash.display.GraphicsSolidFill;
import flash.display.GraphicsStroke;
import flash.display.IGraphicsData;
import flash.display.JointStyle;
import flash.display.LineScaleMode;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.filters.DropShadowFilter;

import kabam.rotmg.ui.view.SignalWaiter;

Tutorial never mentioned anything about changing them
I'm also didn't mention anything about sending me your imports, but you did it.
Add imports and be gucci.
Quote Originally Posted by Gravitir3.14 View Post


I'm also didn't mention anything about sending me your imports, but you did it.
Add imports and be gucci.
Add which imports though, you never mentioned any for ToolTip.as on the post & the ones previously mentioned only solve one of the four errors!
It doesn't works for me. I'm using nr-core 27.7.X13. I added all stuff correctly.
Quote Originally Posted by Holuy Shhhhhittt View Post
It doesn't works for me. I'm using nr-core 27.7.X13. I added all stuff correctly.
Any errors to provide?
hardware acceleration? and stretching side bar
How do i fix the weird thing it does in realm with hardware acceleration and if I can't (or if I can still ) how do I fix the sidebar from stretching? ( it only stretch's when I turn off Hardware acceleration. ) Thanks!
How do I make it so that when i turn on hard ware accel it doesn' break in the realm
Quote Originally Posted by wycuhmi View Post
ok gamers, you might know me as melan from shot's realm, or somewhere else. but today, im going to give a full tutorial on Fullscreen V3, this should work in any client your using, please note that if you're using NR 27.7.X13, you're better off using NR 27.7.X13 Fullscreen-Adjustments, and skip through the tutorial until you see a file named ParseChatMessageComand.

File 1: WebMain.as

First, you want to declare these two variables inside WebMain.as
Code:
public static var sWidth:Number = 800;
    public static var sHeight:Number = 600;
Inside of 'public function Webmain', above 'this.setup()' you want to add this line of code,
Code:
stage.addEventListener(Event.RESIZE, this.onStageResize);
the 'onStageResize' will appear red, but we're going to add onStageResize with this code.
Code:
public function onStageResize(_arg_1:Event):void
    {
        if (stage.scaleMode == StageScaleMode.NO_SCALE)
        {
            this.scaleX = (stage.stageWidth / 800);
            this.scaleY = (stage.stageHeight / 600);
            this.x = ((800 - stage.stageWidth) / 2);
            this.y = ((600 - stage.stageHeight) / 2);
        }
        else
        {
            this.scaleX = 1;
            this.scaleY = 1;
            this.x = 0;
            this.y = 0;
        }
        sWidth = stage.stageWidth;
        sHeight = stage.stageHeight;
    }
File 2: Camera.as (com/company/assembleegameclient/map/Camera.as)

This should be relatively simple (since im providing all the code for you lmao), you want to replace the function 'configureCamera' with this,
Code:
public function configureCamera(_arg_1:GameObject, _arg_2:Boolean):void
	{
		var _local_3:Rectangle = this.correctViewingArea(Parameters.data_.centerOnPlayer);
		var _local_4:Number = Parameters.data_.cameraAngle;
		this.configure(_arg_1.x_, _arg_1.y_, 12, _local_4, _local_3);
		this.isHallucinating_ = _arg_2;
	}

	public function correctViewingArea(_arg_1:Boolean):Rectangle
	{
		var _local_2:Number;
		var _local_3:Number;
		var _local_4:Number;
		var _local_5:Number;
		_local_2 = Parameters.data_.mscale;
		_local_3 = (WebMain.sWidth / _local_2);
		_local_4 = (WebMain.sHeight / _local_2);
		_local_5 = ((Parameters.data_.uiscale) ? Number((((200 * WebMain.sHeight) / 600) / _local_2)) : Number((200 / _local_2)));
		if (_arg_1)
		{
			return (new Rectangle(-((_local_3 - _local_5) / 2), -((_local_4 * 13) / 24), _local_3, _local_4));
		}
		return (new Rectangle(-((_local_3 - _local_5) / 2), -((_local_4 * 3) / 4), _local_3, _local_4));
	}
you'll notice that i added another function with this, that was on purpose.

File 3: Map.as (com/company/assembleegameclient/map/Map.as)

now I could tell you which parts of another function you'd need to delete and add. but the variables are all weird and fucked up so im just going to give the two functions you want to add, you want to find 'override public function draw' and replace the entire function with these two functions,
Code:
public function correctMapView(_arg_1:Camera):Point
	{
		var _local_2:Rectangle = _arg_1.clipRect_;
		if (stage.scaleMode == StageScaleMode.NO_SCALE)
		{
			x = ((-(_local_2.x) * 800) / (WebMain.sWidth / Parameters.data_.mscale));
			y = ((-(_local_2.y) * 600) / (WebMain.sHeight / Parameters.data_.mscale));
		}
		else
		{
			x = (-(_local_2.x) * Parameters.data_.mscale);
			y = (-(_local_2.y) * Parameters.data_.mscale);
		}
		var _local_3:Number = ((-(_local_2.x) - (_local_2.width / 2)) / 50);
		var _local_4:Number = ((-(_local_2.y) - (_local_2.height / 2)) / 50);
		var _local_5:Number = Math.sqrt(((_local_3 * _local_3) + (_local_4 * _local_4)));
		var _local_6:Number = ((_arg_1.angleRad_ - (Math.PI / 2)) - Math.atan2(_local_3, _local_4));
		return (new Point((_arg_1.x_ + (_local_5 * Math.cos(_local_6))), (_arg_1.y_ + (_local_5 * Math.sin(_local_6)))));
	}

	override public function draw(_arg_1:Camera, _arg_2:int):void
	{
		var _local_3:Square;
		var _local_4:GameObject;
		var _local_5:BasicObject;
		var _local_6:int;
		var _local_12:uint;
		var _local_13:Render3D;
		var _local_14:int;
		var _local_15:Array;
		var _local_7:Number = NaN;
		var _local_8:Number = NaN;
		var _local_9:Number = NaN;
		var _local_10:Number = NaN;
		var _local_11:Number = NaN;
		var _local_16:Number = NaN;
		if (wasLastFrameGpu != Parameters.isGpuRender())
		{
			if ((((wasLastFrameGpu == true) && (!(WebMain.STAGE.stage3Ds[0].context3D == null))) && (!((!(WebMain.STAGE.stage3Ds[0].context3D == null)) && (!(WebMain.STAGE.stage3Ds[0].context3D.driverInfo.toLowerCase().indexOf("disposed") == -1))))))
			{
				WebMain.STAGE.stage3Ds[0].context3D.clear();
				WebMain.STAGE.stage3Ds[0].context3D.present();
			}
			else
			{
				map_.graphics.clear();
			}
			signalRenderSwitch.dispatch(wasLastFrameGpu);
			wasLastFrameGpu = Parameters.isGpuRender();
		}
		var _local_17:Rectangle = _arg_1.clipRect_;
		x = -(_local_17.x);
		y = -(_local_17.y);
		var _local_18:Number = ((-(_local_17.y) - (_local_17.height / 2)) / 50);
		var _local_19:Point = this.correctMapView(_arg_1);
		this.visible_.length = 0;
		this.visibleUnder_.length = 0;
		this.visibleSquares_.length = 0;
		this.topSquares_.length = 0;
		var _local_20:int = _arg_1.maxDist_;
		var _local_21:int = Math.max(0, (_local_19.x - _local_20));
		var _local_22:int = Math.min((width_ - 1), (_local_19.x + _local_20));
		var _local_23:int = Math.max(0, (_local_19.y - _local_20));
		var _local_24:int = Math.min((height_ - 1), (_local_19.y + _local_20));
		this.graphicsData_.length = 0;
		this.graphicsDataStageSoftware_.length = 0;
		this.graphicsData3d_.length = 0;
		var _local_25:int = _local_21;
		while (_local_25 <= _local_22)
		{
			_local_6 = _local_23;
			while (_local_6 <= _local_24)
			{
				_local_3 = squares_[(_local_25 + (_local_6 * width_))];
				if (_local_3 != null)
				{
					_local_7 = (_local_19.x - _local_3.center_.x);
					_local_8 = (_local_19.y - _local_3.center_.y);
					_local_9 = ((_local_7 * _local_7) + (_local_8 * _local_8));
					if (_local_9 <= _arg_1.maxDistSq_)
					{
						_local_3.lastVisible_ = _arg_2;
						_local_3.draw(this.graphicsData_, _arg_1, _arg_2);
						this.visibleSquares_.push(_local_3);
						if (_local_3.topFace_ != null)
						{
							this.topSquares_.push(_local_3);
						}
					}
				}
				_local_6++;
			}
			_local_25++;
		}
		for each (_local_4 in goDict_)
		{
			_local_4.drawn_ = false;
			if (!_local_4.dead_)
			{
				_local_3 = _local_4.square_;
				if (!((_local_3 == null) || (!(_local_3.lastVisible_ == _arg_2))))
				{
					_local_4.drawn_ = true;
					_local_4.computeSortVal(_arg_1);
					if (_local_4.props_.drawUnder_)
					{
						if (_local_4.props_.drawOnGround_)
						{
							_local_4.draw(this.graphicsData_, _arg_1, _arg_2);
						}
						else
						{
							this.visibleUnder_.push(_local_4);
						}
					}
					else
					{
						this.visible_.push(_local_4);
					}
				}
			}
		}
		for each (_local_5 in boDict_)
		{
			_local_5.drawn_ = false;
			_local_3 = _local_5.square_;
			if (!((_local_3 == null) || (!(_local_3.lastVisible_ == _arg_2))))
			{
				_local_5.drawn_ = true;
				_local_5.computeSortVal(_arg_1);
				this.visible_.push(_local_5);
			}
		}
		if (this.visibleUnder_.length > 0)
		{
			this.visibleUnder_.sortOn(VISIBLE_SORT_FIELDS, VISIBLE_SORT_PARAMS);
			for each (_local_5 in this.visibleUnder_)
			{
				_local_5.draw(this.graphicsData_, _arg_1, _arg_2);
			}
		}
		this.visible_.sortOn(VISIBLE_SORT_FIELDS, VISIBLE_SORT_PARAMS);
		if (Parameters.data_.drawShadows)
		{
			for each (_local_5 in this.visible_)
			{
				if (_local_5.hasShadow_)
				{
					_local_5.drawShadow(this.graphicsData_, _arg_1, _arg_2);
				}
			}
		}
		for each (_local_5 in this.visible_)
		{
			_local_5.draw(this.graphicsData_, _arg_1, _arg_2);
			if (Parameters.isGpuRender())
			{
				_local_5.draw3d(this.graphicsData3d_);
			}
		}
		if (this.topSquares_.length > 0)
		{
			for each (_local_3 in this.topSquares_)
			{
				_local_3.drawTop(this.graphicsData_, _arg_1, _arg_2);
			}
		}
		if ((((!(player_ == null)) && (player_.breath_ >= 0)) && (player_.breath_ < Parameters.BREATH_THRESH)))
		{
			_local_10 = ((Parameters.BREATH_THRESH - player_.breath_) / Parameters.BREATH_THRESH);
			_local_11 = (Math.abs(Math.sin((_arg_2 / 300))) * 0.75);
			BREATH_CT.alphaMultiplier = (_local_10 * _local_11);
			hurtOverlay_.transform.colorTransform = BREATH_CT;
			hurtOverlay_.visible = true;
			hurtOverlay_.x = _local_17.left;
			hurtOverlay_.y = _local_17.top;
		}
		else
		{
			hurtOverlay_.visible = false;
		}
		if (((!(player_ == null)) && (!(Parameters.screenShotMode_))))
		{
			gradientOverlay_.x = (_local_17.right - 210);
			gradientOverlay_.y = _local_17.top;
		}
		else
		{
			gradientOverlay_.visible = false;
		}
		if (((Parameters.isGpuRender()) && (Renderer.inGame)))
		{
			_local_12 = this.getFilterIndex();
			_local_13 = StaticInjectorContext.getInjector().getInstance(Render3D);
			_local_13.dispatch(this.graphicsData_, this.graphicsData3d_, width_, height_, _arg_1, _local_12);
			_local_14 = 0;
			while (_local_14 < this.graphicsData_.length)
			{
				if (((this.graphicsData_[_local_14] is GraphicsBitmapFill) && (GraphicsFillExtra.isSoftwareDraw(GraphicsBitmapFill(this.graphicsData_[_local_14])))))
				{
					this.graphicsDataStageSoftware_.push(this.graphicsData_[_local_14]);
					this.graphicsDataStageSoftware_.push(this.graphicsData_[(_local_14 + 1)]);
					this.graphicsDataStageSoftware_.push(this.graphicsData_[(_local_14 + 2)]);
				}
				else
				{
					if (((this.graphicsData_[_local_14] is GraphicsSolidFill) && (GraphicsFillExtra.isSoftwareDrawSolid(GraphicsSolidFill(this.graphicsData_[_local_14])))))
					{
						this.graphicsDataStageSoftware_.push(this.graphicsData_[_local_14]);
						this.graphicsDataStageSoftware_.push(this.graphicsData_[(_local_14 + 1)]);
						this.graphicsDataStageSoftware_.push(this.graphicsData_[(_local_14 + 2)]);
					}
				}
				_local_14++;
			}
			if (this.graphicsDataStageSoftware_.length > 0)
			{
				map_.graphics.clear();
				map_.graphics.drawGraphicsData(this.graphicsDataStageSoftware_);
				if (this.lastSoftwareClear)
				{
					this.lastSoftwareClear = false;
				}
			}
			else
			{
				if (!this.lastSoftwareClear)
				{
					map_.graphics.clear();
					this.lastSoftwareClear = true;
				}
			}
			if ((_arg_2 % 149) == 0)
			{
				GraphicsFillExtra.manageSize();
			}
		}
		else
		{
			map_.graphics.clear();
			map_.graphics.drawGraphicsData(this.graphicsData_);
		}
		map_.filters.length = 0;
		if (((!(player_ == null)) && (!((player_.condition_[ConditionEffect.CE_FIRST_BATCH] & ConditionEffect.MAP_FILTER_BITMASK) == 0))))
		{
			_local_15 = [];
			if (player_.isDrunk())
			{
				_local_16 = (20 + (10 * Math.sin((_arg_2 / 1000))));
				_local_15.push(new BlurFilter(_local_16, _local_16));
			}
			if (player_.isBlind())
			{
				_local_15.push(BLIND_FILTER);
			}
			map_.filters = _local_15;
		}
		else
		{
			if (map_.filters.length > 0)
			{
				map_.filters = [];
			}
		}
		mapOverlay_.draw(_arg_1, _arg_2);
		partyOverlay_.draw(_arg_1, _arg_2);
		if (((player_) && (player_.isDarkness())))
		{
			this.darkness.x = -300;
			this.darkness.y = ((Parameters.data_.centerOnPlayer) ? Number(-525) : Number(-515));
			this.darkness.alpha = 0.95;
			addChild(this.darkness);
		}
		else
		{
			if (contains(this.darkness))
			{
				removeChild(this.darkness);
			}
		}
	}
File 4: GameSprite.as (com/company/assembleegameclient/game/GameSprite.as)

Now this file is really important, this make sures that all the ui is scaled and beautiful when you enter fullscreen. you want to find the two functions, 'public function connect' and 'public function disconnect' and just fuckin' delete em. and replace them with,

Code:
public function onScreenResize(_arg_1:Event):void
    {
        var _local_2:Boolean = Parameters.data_.uiscale;
        var _local_3:Number = (800 / stage.stageWidth);
        var _local_4:Number = (600 / stage.stageHeight);
        var _local_5:Number = (_local_3 / _local_4);
        var _local_6:int = 66;
        if (this.map != null)
        {
            this.map.scaleX = (_local_3 * Parameters.data_.mscale);
            this.map.scaleY = (_local_4 * Parameters.data_.mscale);
        }
        if (this.hudView != null)
        {
            if (_local_2)
            {
                this.hudView.scaleX = _local_5;
                this.hudView.scaleY = 1;
                this.hudView.y = 0;
            }
            else
            {
                this.hudView.scaleX = _local_3;
                this.hudView.scaleY = _local_4;
                this.hudView.y = (300 * (1 - _local_4));
            }
            this.hudView.x = (800 - (200 * this.hudView.scaleX));
            if (this.creditDisplay_ != null)
            {
                this.creditDisplay_.x = (this.hudView.x - (6 * this.creditDisplay_.scaleX));
            }
        }
        if (this.chatBox_ != null)
        {
            if (_local_2)
            {
                this.chatBox_.scaleX = _local_5;
                this.chatBox_.scaleY = 1;
            }
            else
            {
                this.chatBox_.scaleX = _local_3;
                this.chatBox_.scaleY = _local_4;
            }
            this.chatBox_.y = (300 + (300 * (1 - this.chatBox_.scaleY)));
        }
        if (this.rankText_ != null)
        {
            if (_local_2)
            {
                this.rankText_.scaleX = _local_5;
                this.rankText_.scaleY = 1;
            }
            else
            {
                this.rankText_.scaleX = _local_3;
                this.rankText_.scaleY = _local_4;
            }
            this.rankText_.x = (8 * this.rankText_.scaleX);
            this.rankText_.y = (2 * this.rankText_.scaleY);
        }
        if (this.giftStatusDisplay != null)
        {
            if (_local_2)
            {
                this.giftStatusDisplay.scaleX = _local_5;
                this.giftStatusDisplay.scaleY = 1;
            }
            else
            {
                this.giftStatusDisplay.scaleX = _local_3;
                this.giftStatusDisplay.scaleY = _local_4;
            }
            this.giftStatusDisplay.x = (6 * this.giftStatusDisplay.scaleX);
            this.giftStatusDisplay.y = (_local_6 * this.giftStatusDisplay.scaleY);
            _local_6 = (_local_6 + DISPLAY_AREA_Y_SPACE);
        }
        if (this.newsModalButton != null)
        {
            if (_local_2)
            {
                this.newsModalButton.scaleX = _local_5;
                this.newsModalButton.scaleY = 1;
            }
            else
            {
                this.newsModalButton.scaleX = _local_3;
                this.newsModalButton.scaleY = _local_4;
            }
            this.newsModalButton.x = (6 * this.newsModalButton.scaleX);
            this.newsModalButton.y = (_local_6 * this.newsModalButton.scaleY);
            _local_6 = (_local_6 + DISPLAY_AREA_Y_SPACE);
        }
        if (this.guildText_ != null)
        {
            if (_local_2)
            {
                this.guildText_.scaleX = _local_5;
                this.guildText_.scaleY = 1;
            }
            else
            {
                this.guildText_.scaleX = _local_3;
                this.guildText_.scaleY = _local_4;
            }
            this.guildText_.x = (64 * this.guildText_.scaleX);
            this.guildText_.y = (2 * this.guildText_.scaleY);
        }
        if (this.creditDisplay_ != null)
        {
            if (_local_2)
            {
                this.creditDisplay_.scaleX = _local_5;
                this.creditDisplay_.scaleY = 1;
            }
            else
            {
                this.creditDisplay_.scaleX = _local_3;
                this.creditDisplay_.scaleY = _local_4;
            }
        }
    }

    public function connect():void
    {
        if (!this.isGameStarted)
        {
            this.isGameStarted = true;
            Renderer.inGame = true;
            gsc_.connect();
            lastUpdate_ = getTimer();
            stage.addEventListener(MoneyChangedEvent.MONEY_CHANGED, this.onMoneyChanged);
            stage.addEventListener(Event.ENTER_FRAME, this.onEnterFrame);
            this.parent.parent.setChildIndex((this.parent.parent as Layers).top, 0);
            if (Parameters.data_.mscale == undefined)
            {
                Parameters.data_.mscale = "1.0";
            }
            if (Parameters.data_.stageScale == undefined)
            {
                Parameters.data_.stageScale = StageScaleMode.NO_SCALE;
            }
            if (Parameters.data_.uiscale == undefined)
            {
                Parameters.data_.uiscale = true;
            }
            Parameters.save();
            stage.scaleMode = Parameters.data_.stageScale;
            stage.addEventListener(Event.RESIZE, this.onScreenResize);
            stage.dispatchEvent(new Event(Event.RESIZE));
            LoopedProcess.addProcess(new LoopedCallback(100, this.updateNearestInteractive));
        }
    }

    public function disconnect():void
    {
        if (this.isGameStarted)
        {
            this.isGameStarted = false;
            Renderer.inGame = false;
            stage.removeEventListener(MoneyChangedEvent.MONEY_CHANGED, this.onMoneyChanged);
            stage.removeEventListener(Event.ENTER_FRAME, this.onEnterFrame);
            stage.removeEventListener(Event.RESIZE, this.onScreenResize);
            stage.scaleMode = StageScaleMode.EXACT_FIT;
            stage.dispatchEvent(new Event(Event.RESIZE));
            LoopedProcess.destroyAll();
            ((contains(map)) && (removeChild(map)));
            map.dispose();
            CachingColorTransformer.clear();
            TextureRedrawer.clearCache();
            Projectile.dispose();
            gsc_.disconnect();
        }
    }
You might see that quite a fair amount of code is red, what you want to do is go to the top of the file and add these imports
Code:
import kabam.rotmg.core.view.Layers;
import flash.display.StageScaleMode
and add a const inside of GameSprite,
Code:
public static const DISPLAY_AREA_Y_SPACE = 32;
File 5: GameObjectArrow.as (com/company/assembleegameclient/map/partyoverlay/GameObjectArrow.as)

above 'public function draw', you want to add this function,
Code:
public function correctQuestNote(_arg_1:Rectangle):Rectangle
    {
        var _local_2:Rectangle = _arg_1.clone();
        if (((stage.scaleMode == StageScaleMode.NO_SCALE) && (Parameters.data_.uiscale)))
        {
            this.scaleY = (this.scaleX = ((((stage.stageWidth < stage.stageHeight) ? stage.stageWidth : stage.stageHeight) / Parameters.data_.mscale) / 600));
        }
        else
        {
            this.scaleX = 1;
            this.scaleY = 1;
        }
        _local_2.right = (_local_2.right - ((((800 - this.go_.map_.gs_.hudView.x) * stage.stageWidth) / Parameters.data_.mscale) / 800));
        return (_local_2);
    }
as well as these imports,
Code:
import flash.display.StageScaleMode;
import com.company.assembleegameclient.parameters.Parameters;
now inside the oublic function draw, you want to look for '_local_3 = _arg_2.clipRect_;', and replace it with
Code:
_local_3 = this.correctQuestNote(_arg_2.clipRect_);
File 6: ParseChatMessageCommand.as (kabam/rotmg/chat/control/ParseChatMessageCommand.as)

just replace everything with this, if you spend two seconds actually looking at the code, you'll see what each command does and all that good stuff.
Code:
//kabam.rotmg.chat.control.ParseChatMessageCommand

    package kabam.rotmg.chat.control{
    import com.company.assembleegameclient.parameters.Parameters;

    import flash.display.DisplayObject;
    import flash.display.StageScaleMode;
    import flash.events.Event;

    import kabam.rotmg.chat.model.ChatMessage;
    import kabam.rotmg.game.signals.AddTextLineSignal;
    import kabam.rotmg.text.model.TextKey;
    import kabam.rotmg.ui.model.HUDModel;


    public class ParseChatMessageCommand {

        [Inject]
        public var data:String;
        [Inject]
        public var hudModel:HUDModel;
        [Inject]
        public var addTextLine:AddTextLineSignal;

        public function execute():void{
            var _local1:Array;
            var _local2:Number;
            var _local3:Number;
            if (this.fsCommands(this.data))
            {
                return;
            }
            if (this.data.charAt(0) == "/"){
                _local1 = this.data.substr(1, this.data.length).split(" ");
                switch (_local1[0]){
                    case "help":
                        this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, TextKey.HELP_COMMAND));
                        return;
                };
            };
            this.hudModel.gameSprite.gsc_.playerText(this.data);
        }

        private function fsCommands(_arg_1:String):Boolean
        {
            _arg_1 = _arg_1.toLowerCase();
            var _local_2:DisplayObject = Parameters.root;
            if (_arg_1 == "/fs")
            {
                if (_local_2.stage.scaleMode == StageScaleMode.EXACT_FIT)
                {
                    _local_2.stage.scaleMode = StageScaleMode.NO_SCALE;
                    Parameters.data_.stageScale = StageScaleMode.NO_SCALE;
                    this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, "Fullscreen: On"));
                }
                else
                {
                    _local_2.stage.scaleMode = StageScaleMode.EXACT_FIT;
                    Parameters.data_.stageScale = StageScaleMode.EXACT_FIT;
                    this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, "Fullscreen: Off"));
                }
                Parameters.save();
                _local_2.dispatchEvent(new Event(Event.RESIZE));
                return (true);
            }
            if (_arg_1 == "/mscale")
            {
                this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, (("Map Scale: " + Parameters.data_.mscale) + " - Usage: /mscale <any decimal number>.")));
                return (true);
            }
            var _local_3:Array = _arg_1.match("^/mscale (\\d*\\.*\\d+)$");
            if (_local_3 != null)
            {
                Parameters.data_.mscale = _local_3[1];
                Parameters.save();
                _local_2.dispatchEvent(new Event(Event.RESIZE));
                this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, ("Map Scale: " + _local_3[1])));
                return (true);
            }
            if (_arg_1 == "/scaleui")
            {
                Parameters.data_.uiscale = (!(Parameters.data_.uiscale));
                Parameters.save();
                _local_2.dispatchEvent(new Event(Event.RESIZE));
                this.addTextLine.dispatch(ChatMessage.make(Parameters.HELP_CHAT_NAME, ("Scale UI: " + Parameters.data_.uiscale)));
                return (true);
            }
            return (false);
        }

    }
}//package kabam.rotmg.chat.control
If you want a limit on mscale on most current private servers (shot's, rotf, project b. rise), add this at the top of 'private function fsCommands'
Code:
var _local_4:* = undefined;
then, inside of 'if(_local_3 != null)', replace 'Parameters.data_.["mscale"] = _local_3[1];' with,
Code:
_local_4 = Number(_local_3[1]);
            _local_4 = _local_4 > 0.5? _local_4: 0.5;
            _local_4 = _local_4 < 5? _local_4: 5;
            Parameters.data_["mscale"] = _local_4;
That should be it, a thanks would be appreciated if this tutorial helped you!

-edit, sorry im fucking stupid.

File 7: Tooltip.as (com/company/assembleegameclient/ui/tooltip/ToolTip.as)

replace the function 'position' with,
Code:
protected function position():void
    {
        var _local_1:Number;
        var _local_2:Number;
        var _local_3:Number = (800 / stage.stageWidth);
        var _local_4:Number = (600 / stage.stageHeight);
        if ((this.parent is Options))
        {
            _local_1 = ((((stage.mouseX + (stage.stageWidth / 2)) - 400) / stage.stageWidth) * 800);
            _local_2 = ((((stage.mouseY + (stage.stageHeight / 2)) - 300) / stage.stageHeight) * 600);
        }
        else
        {
            _local_1 = (((stage.stageWidth - 800) / 2) + stage.mouseX);
            _local_2 = (((stage.stageHeight - 600) / 2) + stage.mouseY);
            if (((this.parent is TooltipsView) || ((this is PlayerGroupToolTip) && (!(this.parent is PlayerArrow)))))
            {
                if (Parameters.data_.uiscale)
                {
                    this.parent.scaleX = (_local_3 / _local_4);
                    this.parent.scaleY = 1;
                    _local_1 = (_local_1 * _local_4);
                    _local_2 = (_local_2 * _local_4);
                }
                else
                {
                    this.parent.scaleX = _local_3;
                    this.parent.scaleY = _local_4;
                }
            }
        }
        if (stage == null)
        {
            return;
        }
        if (((stage.mouseX + (0.5 * stage.stageWidth)) - 400) < (stage.stageWidth / 2))
        {
            x = (_local_1 + 12);
        }
        else
        {
            x = ((_local_1 - width) - 1);
        }
        if (x < 12)
        {
            x = 12;
        }
        if (((stage.mouseY + (0.5 * stage.stageHeight)) - 300) < (stage.stageHeight / 3))
        {
            y = (_local_2 + 12);
        }
        else
        {
            y = ((_local_2 - height) - 1);
        }
        if (y < 12)
        {
            y = 12;
        }
    }
This makes it so you can see things like item description and the teleport box.

Edit 2: File 8: Options.as (com/company/assembleegameclient/ui/options/Options.as

fin the 'onAddedToStage' function and replace with
Code:
private function onAddedToStage(_arg_1:Event):void
    {
        this.continueButton_.x = 400;
        this.continueButton_.y = Y_POSITION;
        this.resetToDefaultsButton_.x = 20;
        this.resetToDefaultsButton_.y = Y_POSITION;
        this.homeButton_.x = 780;
        this.homeButton_.y = Y_POSITION;
        this.setSelected(this.tabs_[0]);
        stage.addEventListener(KeyboardEvent.KEY_DOWN, this.onKeyDown, false, 1);
        stage.addEventListener(KeyboardEvent.KEY_UP, this.onKeyUp, false, 1);
    }
Read the title
Quote Originally Posted by Trip View Post
Read the title
Learn how to code kid/.
Posts 16–23 of 23 · Page 2 of 2

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