SkyDangerous 395 Postado Agosto 4, 2010 Share Postado Agosto 4, 2010 ALGUEM AI PODE ME PASSAR AS LISTAS DE TODAS AS TAGS PARA OS ITEMS ? EDITAR .. TIPO DAR SKILL .. ETC OLHA.. <attribute key="increaseMagicPercent" value="10"/> PQ .. QUANDO EU COLOCO NO ITEM .. EM VEZ DE AUMENTAR DIMINUI ---'. EU FUI TESTAR SEM OS ITEMS TIRO 600 .. EU COLOCO TIRO NADA --' QUERO A TAG QUE AUMENTA O PODER DA SD .. ALGUEM SABE?} VLW Link para o comentário Compartilhar em outros sites More sharing options...
felipedorgas 25 Postado Agosto 4, 2010 Share Postado Agosto 4, 2010 veja se esses exemplos te ajuda amigo, <item id="8889" article="a" name="skullcracker armor"> <attribute key="weight" value="11000" /> <attribute key="armor" value="14" /> <attribute key="absorbPercentDeath" value="5" /> <attribute key="absorbPercentHoly" value="-5" /> <attribute key="slotType" value="body" /> </item> <item id="2503" article="a" name="dwarven armor"> <attribute key="weight" value="13000" /> <attribute key="armor" value="10" /> <attribute key="slotType" value="body" /> <attribute key="absorbPercentPhysical" value="5" /> </item> Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Agosto 4, 2010 Share Postado Agosto 4, 2010 isso pode ajuda http://www.xtibia.com/forum/topic/126636-lista-de-atribute-keys-para-itensxml/ Link para o comentário Compartilhar em outros sites More sharing options...
comedinhasss 234 Postado Agosto 4, 2010 Share Postado Agosto 4, 2010 Achei alguns... eles estão na programação do server: Ai estão até alguns que você não deve conhece... tem todos os atribultos do que vão fazer e tudo mais.... else if(tmpStrValue == "hitchance") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.hitChance = std::max(-100, std::min(100, intValue)); } else if(tmpStrValue == "maxhitchance") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.maxHitChance = std::max(0, std::min(100, intValue)); } else if(tmpStrValue == "dualwield") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.dualWield = (intValue != 0); } else if(tmpStrValue == "preventloss") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.preventLoss = (intValue != 0); } else if(tmpStrValue == "preventdrop") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.preventDrop = (intValue != 0); } else if(tmpStrValue == "invisible") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.invisible = (intValue != 0); } else if(tmpStrValue == "speed") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.speed = intValue; } else if(tmpStrValue == "healthgain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.regeneration = true; it.abilities.healthGain = intValue; } } else if(tmpStrValue == "healthticks") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.regeneration = true; it.abilities.healthTicks = intValue; } } else if(tmpStrValue == "managain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.regeneration = true; it.abilities.manaGain = intValue; } } else if(tmpStrValue == "manaticks") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.regeneration = true; it.abilities.manaTicks = intValue; } } else if(tmpStrValue == "manashield") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.manaShield = (intValue != 0); } else if(tmpStrValue == "skillsword") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_SWORD] = intValue; } else if(tmpStrValue == "skillaxe") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_AXE] = intValue; } else if(tmpStrValue == "skillclub") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_CLUB] = intValue; } else if(tmpStrValue == "skilldist") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_DIST] = intValue; } else if(tmpStrValue == "skillfish") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_FISH] = intValue; } else if(tmpStrValue == "skillshield") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_SHIELD] = intValue; } else if(tmpStrValue == "skillfist") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.skills[sKILL_FIST] = intValue; } else if(tmpStrValue == "maxhealthpoints" || tmpStrValue == "maxhitpoints") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.stats[sTAT_MAXHEALTH] = intValue; } else if(tmpStrValue == "maxhealthpercent" || tmpStrValue == "maxhitpointspercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.statsPercent[sTAT_MAXHEALTH] = intValue; } else if(tmpStrValue == "maxmanapoints") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.stats[sTAT_MAXMANA] = intValue; } else if(tmpStrValue == "maxmanapercent" || tmpStrValue == "maxmanapointspercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.statsPercent[sTAT_MAXMANA] = intValue; } else if(tmpStrValue == "soulpoints") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.stats[sTAT_SOUL] = intValue; } else if(tmpStrValue == "soulpercent" || tmpStrValue == "soulpointspercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.statsPercent[sTAT_SOUL] = intValue; } else if(tmpStrValue == "magiclevelpoints" || tmpStrValue == "magicpoints") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.stats[sTAT_MAGICLEVEL] = intValue; } else if(tmpStrValue == "magiclevelpercent" || tmpStrValue == "magicpointspercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.statsPercent[sTAT_MAGICLEVEL] = intValue; } else if(tmpStrValue == "increasemagicvalue") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.increment[MAGIC_VALUE] = intValue; } else if(tmpStrValue == "increasemagicpercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.increment[MAGIC_PERCENT] = intValue; } else if(tmpStrValue == "increasehealingvalue") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.increment[HEALING_VALUE] = intValue; } else if(tmpStrValue == "increasehealingpercent") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.increment[HEALING_PERCENT] = intValue; } else if(tmpStrValue == "absorbpercentall") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { for(int32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++) it.abilities.absorb[i] += intValue; } } else if(tmpStrValue == "absorbpercentelements") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.absorb[COMBAT_ENERGYDAMAGE] += intValue; it.abilities.absorb[COMBAT_FIREDAMAGE] += intValue; it.abilities.absorb[COMBAT_EARTHDAMAGE] += intValue; it.abilities.absorb[COMBAT_ICEDAMAGE] += intValue; } } else if(tmpStrValue == "absorbpercentmagic") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.absorb[COMBAT_ENERGYDAMAGE] += intValue; it.abilities.absorb[COMBAT_FIREDAMAGE] += intValue; it.abilities.absorb[COMBAT_EARTHDAMAGE] += intValue; it.abilities.absorb[COMBAT_ICEDAMAGE] += intValue; it.abilities.absorb[COMBAT_HOLYDAMAGE] += intValue; it.abilities.absorb[COMBAT_DEATHDAMAGE] += intValue; } } else if(tmpStrValue == "absorbpercentenergy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_ENERGYDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentfire") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_FIREDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentpoison" || tmpStrValue == "absorbpercentearth") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_EARTHDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentice") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_ICEDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentholy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_HOLYDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentdeath") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_DEATHDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentlifedrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_LIFEDRAIN] += intValue; } else if(tmpStrValue == "absorbpercentmanadrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_MANADRAIN] += intValue; } else if(tmpStrValue == "absorbpercentdrown") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_DROWNDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercentphysical") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_PHYSICALDAMAGE] += intValue; } else if(tmpStrValue == "absorbpercenthealing") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_HEALING] += intValue; } else if(tmpStrValue == "absorbpercentundefined") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.absorb[COMBAT_UNDEFINEDDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentall") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { for(int32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++) it.abilities.reflect[REFLECT_PERCENT][i] += intValue; } } else if(tmpStrValue == "reflectpercentelements") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.reflect[REFLECT_PERCENT][COMBAT_ENERGYDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_FIREDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_EARTHDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_ICEDAMAGE] += intValue; } } else if(tmpStrValue == "reflectpercentmagic") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.reflect[REFLECT_PERCENT][COMBAT_ENERGYDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_FIREDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_EARTHDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_ICEDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_HOLYDAMAGE] += intValue; it.abilities.reflect[REFLECT_PERCENT][COMBAT_DEATHDAMAGE] += intValue; } } else if(tmpStrValue == "reflectpercentenergy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_ENERGYDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentfire") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_FIREDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentpoison" || tmpStrValue == "reflectpercentearth") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_EARTHDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentice") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_ICEDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentholy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_HOLYDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentdeath") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_DEATHDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentlifedrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_LIFEDRAIN] += intValue; } else if(tmpStrValue == "reflectpercentmanadrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_MANADRAIN] += intValue; } else if(tmpStrValue == "reflectpercentdrown") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_DROWNDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercentphysical") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_PHYSICALDAMAGE] += intValue; } else if(tmpStrValue == "reflectpercenthealing") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_HEALING] += intValue; } else if(tmpStrValue == "reflectpercentundefined") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_PERCENT][COMBAT_UNDEFINEDDAMAGE] += intValue; } else if(tmpStrValue == "reflectchanceall") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { for(int32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++) it.abilities.reflect[REFLECT_CHANCE][i] += intValue; } } else if(tmpStrValue == "reflectchanceelements") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.reflect[REFLECT_CHANCE][COMBAT_ENERGYDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_FIREDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_EARTHDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_ICEDAMAGE] += intValue; } } else if(tmpStrValue == "reflectchancemagic") { if(readXMLInteger(itemAttributesNode, "value", intValue)) { it.abilities.reflect[REFLECT_CHANCE][COMBAT_ENERGYDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_FIREDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_EARTHDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_ICEDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_HOLYDAMAGE] += intValue; it.abilities.reflect[REFLECT_CHANCE][COMBAT_DEATHDAMAGE] += intValue; } } else if(tmpStrValue == "reflectchanceenergy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_ENERGYDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancefire") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_FIREDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancepoison" || tmpStrValue == "reflectchanceearth") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_EARTHDAMAGE] += intValue; } else if(tmpStrValue == "reflectchanceice") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_ICEDAMAGE] += intValue; } else if(tmpStrValue == "reflectchanceholy") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_HOLYDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancedeath") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_DEATHDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancelifedrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_LIFEDRAIN] += intValue; } else if(tmpStrValue == "reflectchancemanadrain") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_MANADRAIN] += intValue; } else if(tmpStrValue == "reflectchancedrown") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_DROWNDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancephysical") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_PHYSICALDAMAGE] += intValue; } else if(tmpStrValue == "reflectchancehealing") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_HEALING] += intValue; } else if(tmpStrValue == "reflectchanceundefined") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.abilities.reflect[REFLECT_CHANCE][COMBAT_UNDEFINEDDAMAGE] += intValue; } else if(tmpStrValue == "suppressshock" || tmpStrValue == "suppressenergy") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_ENERGY; } else if(tmpStrValue == "suppressburn" || tmpStrValue == "suppressfire") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_FIRE; } else if(tmpStrValue == "suppresspoison" || tmpStrValue == "suppressearth") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_POISON; } else if(tmpStrValue == "suppressfreeze" || tmpStrValue == "suppressice") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_FREEZING; } else if(tmpStrValue == "suppressdazzle" || tmpStrValue == "suppressholy") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_DAZZLED; } else if(tmpStrValue == "suppresscurse" || tmpStrValue == "suppressdeath") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_CURSED; } else if(tmpStrValue == "suppressdrown") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_DROWN; } else if(tmpStrValue == "suppressphysical") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_PHYSICAL; } else if(tmpStrValue == "suppresshaste") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_HASTE; } else if(tmpStrValue == "suppressparalyze") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_PARALYZE; } else if(tmpStrValue == "suppressdrunk") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_DRUNK; } else if(tmpStrValue == "suppressregeneration") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_REGENERATION; } else if(tmpStrValue == "suppresssoul") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_SOUL; } else if(tmpStrValue == "suppressoutfit") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_OUTFIT; } else if(tmpStrValue == "suppressinvisible") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_INVISIBLE; } else if(tmpStrValue == "suppressinfight") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_INFIGHT; } else if(tmpStrValue == "suppressexhaust") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_EXHAUST; } else if(tmpStrValue == "suppressmuted") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_MUTED; } else if(tmpStrValue == "suppresspacified") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_PACIFIED; } else if(tmpStrValue == "suppresslight") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_LIGHT; } else if(tmpStrValue == "suppressattributes") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_ATTRIBUTES; } else if(tmpStrValue == "suppressmanashield") { if(readXMLInteger(itemAttributesNode, "value", intValue) && intValue != 0) it.abilities.conditionSuppressions |= CONDITION_MANASHIELD; } else if(tmpStrValue == "field") { it.group = ITEM_GROUP_MAGICFIELD; it.type = ITEM_TYPE_MAGICFIELD; CombatType_t combatType = COMBAT_NONE; ConditionDamage* conditionDamage = NULL; if(readXMLString(itemAttributesNode, "value", strValue)) { tmpStrValue = asLowerCaseString(strValue); if(tmpStrValue == "fire") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_FIRE, false, 0); combatType = COMBAT_FIREDAMAGE; } else if(tmpStrValue == "energy") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_ENERGY, false, 0); combatType = COMBAT_ENERGYDAMAGE; } else if(tmpStrValue == "earth" || tmpStrValue == "poison") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_POISON, false, 0); combatType = COMBAT_EARTHDAMAGE; } else if(tmpStrValue == "ice" || tmpStrValue == "freezing") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_FREEZING, false, 0); combatType = COMBAT_ICEDAMAGE; } else if(tmpStrValue == "holy" || tmpStrValue == "dazzled") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_DAZZLED, false, 0); combatType = COMBAT_HOLYDAMAGE; } else if(tmpStrValue == "death" || tmpStrValue == "cursed") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_CURSED, false, 0); combatType = COMBAT_DEATHDAMAGE; } else if(tmpStrValue == "drown") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_DROWN, false, 0); combatType = COMBAT_DROWNDAMAGE; } else if(tmpStrValue == "physical") { conditionDamage = new ConditionDamage(CONDITIONID_COMBAT, CONDITION_PHYSICAL, false, 0); combatType = COMBAT_PHYSICALDAMAGE; } Link para o comentário Compartilhar em outros sites More sharing options...
SkyDangerous 395 Postado Agosto 4, 2010 Autor Share Postado Agosto 4, 2010 Aonde adiciono isso else if(tmpStrValue == "hitchance") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.hitChance = std::max(-100, std::min(100, intValue)); } essas coisas ai ? Link para o comentário Compartilhar em outros sites More sharing options...
comedinhasss 234 Postado Agosto 4, 2010 Share Postado Agosto 4, 2010 (editado) tipo embaixo e o comano do que ele faz.. else if(tmpStrValue == "hitchance")você somente usa o que esta entre aspas hitchance <attribute key="hitchance" value="10"/>ficaria assim já falei isso por pm mais falo denovo =I Editado Agosto 4, 2010 por comedinhasss Link para o comentário Compartilhar em outros sites More sharing options...
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