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[TFS 1.2] 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.

Editado por DarkWore
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51 minutos atrás, Bennyyw disse:

Obrigado pela repostagem, Dark!

XTibia agradece o conteúdo xD

Que isso Benny eu tinha falado com o @Frenvius que ia dar uma força na sessão de programação do fórum.

 

Abraço do Padrinho ^^

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