Tukaram
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		I was playing with a mana potion script, trying to get potion kegs to work.  I am able to get it into and out of the potion keg, working and the bottles labeled right. The problem is the potion keg itself does not get a label.  I looked at the potionkeg.cs and found where some other newer potions get labeled (invisibility, confusionblast etc). It looks like cliloc labels were added manually. I never did see how the original potion kegs got labeled (cure, refresh etc)
I used fiddler to add labels, on blank lines in the cliloc file. I copied it into the game files (renamed old clicloc.enu to .bak). I did a full recompile and still no labels on the keg. How does one use fiddler to add labels? Is it more than just the one cliloc file?
First code is how I got the potion keg to work with filling from bottles and refilling bottles (default was night sight). This part works:
	
	
	
	
	
	
	
	
		
			
			
			
			
			
		
	
	
	
		
	
	
		
	
This label section is giving me issues...
	
	
	
	
	
	
	
	
		
			
			
			
			
			
		
	
	
	
		
	
	
		
	

				
			I used fiddler to add labels, on blank lines in the cliloc file. I copied it into the game files (renamed old clicloc.enu to .bak). I did a full recompile and still no labels on the keg. How does one use fiddler to add labels? Is it more than just the one cliloc file?
First code is how I got the potion keg to work with filling from bottles and refilling bottles (default was night sight). This part works:
			
				keg filling & refilling bottle:
			
		
		
		        public BasePotion FillBottle()
        {
            switch (m_Type)
            {
                default:
                case PotionEffect.Nightsight:
                    return new NightSightPotion();
                case PotionEffect.CureLesser:
                    return new LesserCurePotion();
                case PotionEffect.Cure:
                    return new CurePotion();
                case PotionEffect.CureGreater:
                    return new GreaterCurePotion();
                case PotionEffect.Agility:
                    return new AgilityPotion();
                case PotionEffect.AgilityGreater:
                    return new GreaterAgilityPotion();
                case PotionEffect.Strength:
                    return new StrengthPotion();
                case PotionEffect.StrengthGreater:
                    return new GreaterStrengthPotion();
                case PotionEffect.PoisonLesser:
                    return new LesserPoisonPotion();
                case PotionEffect.Poison:
                    return new PoisonPotion();
                case PotionEffect.PoisonGreater:
                    return new GreaterPoisonPotion();
                case PotionEffect.PoisonDeadly:
                    return new DeadlyPoisonPotion();
                case PotionEffect.Refresh:
                    return new RefreshPotion();
                case PotionEffect.RefreshTotal:
                    return new TotalRefreshPotion();
                case PotionEffect.HealLesser:
                    return new LesserHealPotion();
                case PotionEffect.Heal:
                    return new HealPotion();
                case PotionEffect.HealGreater:
                    return new GreaterHealPotion();
                case PotionEffect.ExplosionLesser:
                    return new LesserExplosionPotion();
                case PotionEffect.Explosion:
                    return new ExplosionPotion();
                case PotionEffect.ExplosionGreater:
                    return new GreaterExplosionPotion();
                case PotionEffect.Conflagration:
                    return new ConflagrationPotion();
                case PotionEffect.ConflagrationGreater:
                    return new GreaterConflagrationPotion();
                case PotionEffect.ConfusionBlast:
                    return new ConfusionBlastPotion();
                case PotionEffect.ConfusionBlastGreater:
                    return new GreaterConfusionBlastPotion();
                case PotionEffect.Invisibility:
                    return new InvisibilityPotion();
                #region Mana Potions
                case PotionEffect.Mana:
                    return new ManaPotion();
                case PotionEffect.TotalMana:
                    return new TotalManaPotion();
                    #endregionThis label section is giving me issues...
			
				keg labels:
			
		
		
		        public override int LabelNumber
        {
            get
            {
                if (m_Held > 0 && (int)m_Type >= (int)PotionEffect.Conflagration)
                {
                    switch (m_Type)
                    {
                        case PotionEffect.Parasitic: return 1080069;
                        case PotionEffect.Darkglow: return 1080070;
                        case PotionEffect.Invisibility: return 1080071;
                        case PotionEffect.Conflagration: return 1072658;
                        case PotionEffect.ConflagrationGreater: return 1072659;
                        case PotionEffect.ConfusionBlast: return 1072662;
                        case PotionEffect.ConfusionBlastGreater: return 1072663;
//Mana Potions
                        case PotionEffect.Mana: return 1116792;
                        case PotionEffect.TotalMana: return 1116793;
                    }
                }
                return (m_Held > 0 ? 1041620 + (int)m_Type : 1041641);
            }
        }
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