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Mostrando resultados para as tags ''race system''.
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Hoje venho postar o Race System para TFS 1.2 que desenvolvi um tempo atrás para um amigo e hoje venho postar ele aqui talvez possa ajudar os que estão começando. Vá no arquivo const.h procure por: enum TextColor_t : uint8_t { Logo abaixo procure por: TEXTCOLOR_FAIRY = 190, Coloque isso abaixo: TEXTCOLOR_WATER = 11, TEXTCOLOR_NORMAL = 128, TEXTCOLOR_FIRE2 = 180, TEXTCOLOR_FIGHTING = 114, TEXTCOLOR_FLYING = 131, TEXTCOLOR_GRASS = 66, TEXTCOLOR_POISON = 147, TEXTCOLOR_ELECTRIC = 210, TEXTCOLOR_GROUND = 126, TEXTCOLOR_PSYCHIC = 149, TEXTCOLOR_ROCK = 120, TEXTCOLOR_STEEL = 120, TEXTCOLOR_ICE = 35, TEXTCOLOR_BUG = 18, TEXTCOLOR_DRAGON = 220, TEXTCOLOR_GHOST = 219, TEXTCOLOR_DARK = 219, Agora vá no arquivo enums.h procure por: enum RaceType_t : uint8_t { Logo abaixo procure por: RACE_ENERGY, Coloque isso abaixo: RACE_WATER = 6, RACE_NORMAL = 7, RACE_FIRE2 = 8, RACE_FIGHTING = 9, RACE_FLYING = 10, RACE_GRASS = 11, RACE_POISON = 12, RACE_ELECTRIC = 13, RACE_GROUND = 14, RACE_PSYCHIC = 15, RACE_ROCK = 16, RACE_ICE = 17, RACE_BUG = 18, RACE_DRAGON = 19, RACE_GHOST = 20, RACE_STEEL = 21, RACE_FAIRY = 22, RACE_DARK = 23, Agora em monsters.cpp procure por: if ((attr = monsterNode.attribute("race"))) { stdstring tmpStrValue = asLowerCaseString(attr.as_string()); uint16_t tmpInt = pugicast<uint16_t>(attr.value()); Logo abaixo procure por: } else if (tmpStrValue == "energy" || tmpInt == 5) { mType->info.race = RACE_ENERGY; Coloque isso abaixo: } else if (tmpStrValue == "water" || tmpInt == 6) { mType->info.race = RACE_WATER; } else if (tmpStrValue == "normal" || tmpInt == 7) { mType->info.race = RACE_NORMAL; } else if (tmpStrValue == "fire2" || tmpInt == 8) { mType->info.race = RACE_FIRE2; } else if (tmpStrValue == "fighting" || tmpInt == 9) { mType->info.race = RACE_FIGHTING; } else if (tmpStrValue == "flying" || tmpInt == 10) { mType->info.race = RACE_FLYING; } else if (tmpStrValue == "grass" || tmpInt == 11) { mType->info.race = RACE_GRASS; } else if (tmpStrValue == "poison" || tmpInt == 12) { mType->info.race = RACE_POISON; } else if (tmpStrValue == "electric" || tmpInt == 13) { mType->info.race = RACE_ELECTRIC; } else if (tmpStrValue == "ground" || tmpInt == 14) { mType->info.race = RACE_GROUND; } else if (tmpStrValue == "psychic" || tmpInt == 15) { mType->info.race = RACE_PSYCHIC; } else if (tmpStrValue == "rock" || tmpInt == 16) { mType->info.race = RACE_ROCK; } else if (tmpStrValue == "ice" || tmpInt == 17) { mType->info.race = RACE_ICE; } else if (tmpStrValue == "bug" || tmpInt == 18) { mType->info.race = RACE_BUG; } else if (tmpStrValue == "dragon" || tmpInt == 19) { mType->info.race = RACE_DRAGON; } else if (tmpStrValue == "ghost" || tmpInt == 20) { mType->info.race = RACE_GHOST; } else if (tmpStrValue == "fairy" || tmpInt == 21) { mType->info.race = RACE_FAIRY; } else if (tmpStrValue == "steel" || tmpInt == 22) { mType->info.race = RACE_STEEL; } else if (tmpStrValue == "dark" || tmpInt == 23) { mType->info.race = RACE_DARK; Por Fim vá em game.cpp procure por: void GamecombatGetTypeInfo(CombatType_t combatType, Creature* target, TextColor_t& color, uint8_t& effect){ switch (combatType) { case COMBAT_PHYSICALDAMAGE: { Item* splash = nullptr; switch (target->getRace()) { Logo abaixo procure por: case RACE_ENERGY: color = TEXTCOLOR_PURPLE; effect = CONST_ME_ENERGYHIT; break; Coloque isso abaixo: case RACE_WATER: color = TEXTCOLOR_WATER; effect = CONST_ME_DRAWBLOOD; break; case RACE_NORMAL: color = TEXTCOLOR_NORMAL; effect = CONST_ME_DRAWBLOOD; break; case RACE_FIRE2: color = TEXTCOLOR_FIRE2; effect = CONST_ME_DRAWBLOOD; break; case RACE_FIGHTING: color = TEXTCOLOR_FIGHTING; effect = CONST_ME_DRAWBLOOD; break; case RACE_FLYING: color = TEXTCOLOR_FLYING; effect = CONST_ME_DRAWBLOOD; break; case RACE_GRASS: color = TEXTCOLOR_GRASS; effect = CONST_ME_DRAWBLOOD; break; case RACE_POISON: color = TEXTCOLOR_POISON; effect = CONST_ME_DRAWBLOOD; break; case RACE_ELECTRIC: color = TEXTCOLOR_ELECTRIC; effect = CONST_ME_DRAWBLOOD; break; case RACE_GROUND: color = TEXTCOLOR_GROUND; effect = CONST_ME_DRAWBLOOD; break; case RACE_PSYCHIC: color = TEXTCOLOR_PSYCHIC; effect = CONST_ME_DRAWBLOOD; break; case RACE_ROCK: color = TEXTCOLOR_ROCK; effect = CONST_ME_DRAWBLOOD; break; case RACE_ICE: color = TEXTCOLOR_ICE; effect = CONST_ME_DRAWBLOOD; break; case RACE_BUG: color = TEXTCOLOR_BUG; effect = CONST_ME_DRAWBLOOD; break; case RACE_DRAGON: color = TEXTCOLOR_DRAGON; effect = CONST_ME_DRAWBLOOD; break; case RACE_GHOST: color = TEXTCOLOR_GHOST; effect = CONST_ME_DRAWBLOOD; break; case RACE_DARK: color = TEXTCOLOR_DARK; effect = CONST_ME_DRAWBLOOD; break; case RACE_FAIRY: color = TEXTCOLOR_FAIRY; effect = CONST_ME_DRAWBLOOD; break; case RACE_STEEL: color = TEXTCOLOR_STEEL; effect = CONST_ME_DRAWBLOOD; break; Pronto agora só compilar com Visual Studio e Pronto. PS: Não Autorizo postar em outro fórum, conteúdo exclusivo do xtibia se postar pedirei para o Administrador do fórum remover.