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[Source] Hilfe.
Discussion on [Source] Hilfe. within the Flyff Private Server forum part of the Flyff category.
12/18/2011, 23:02
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#16
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warum Res Manager ?
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12/18/2011, 23:07
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#17
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Oder wie finde ich die Datei ;o
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12/19/2011, 00:01
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#18
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Join Date: Jun 2009
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Quote:
Originally Posted by Inami123
Sind nicht hier die Icons ?
EDIT: Die müssen normal ohne // sein nicht ?
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Code:
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
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12/19/2011, 15:30
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#19
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elite*gold: 0
Join Date: Sep 2009
Posts: 125
Received Thanks: 7
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Marvin muss da noch was raus ?
Quote:
#if __VER >= 10 // __CSC_VER9_1
//Àü½Â ¹× ¿µ¿õ ¾ÆÀÌÄÜ Ç¥½Ã Ãß°¡.
point.x = (LONG)( vOut.x );
point.y = (LONG)( vOut.y );
MakeEven( point.x );
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
if(!bSkip && IsPlayer())
{
BYTE checkhero = GetLegendChar();
//CTexture* pTexture;
CString strPath;
CSize cs1 = pFont->GetTextExtent( szName );
CSize cs2;
if(pGuild != NULL)
{
cs2 = pFont->GetTextExtent( pGuild->m_szGuild );
if( cs1.cx > cs2.cx )
point.x += cs1.cx / 2;
else
point.x += cs2.cx / 2;
}
else
point.x += cs1.cx / 2;
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_HERO ) //¿µ¿õÀÏ °æ¿ì.
{
//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_LEGEND_HERO) //¿µ¿õÀÏ °æ¿ì.
{
strPath = MakePath( DIR_ICON, "icon_Hero.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
//pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}*/
}
//pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALP HA);
#endif //__CSC_VER9_1
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12/19/2011, 15:42
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#20
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elite*gold: 455
Join Date: Jun 2009
Posts: 1,601
Received Thanks: 1,103
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Quote:
Originally Posted by Inami123
Marvin muss da noch was raus ?
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Hier haste einfach mein Code, so funkzt alles:
Code:
#if __VER >= 10 // __CSC_VER9_1
point.x = (LONG)( vOut.x );
point.y = (LONG)( vOut.y );
MakeEven( point.x );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
if(!bSkip && IsPlayer())
{
BYTE checkhero = GetLegendChar();
CTexture* pTexture;
CString strPath;
CSize cs1 = pFont->GetTextExtent( szName );
CSize cs2;
if(pGuild != NULL)
{
cs2 = pFont->GetTextExtent( pGuild->m_szGuild );
if( cs1.cx > cs2.cx )
point.x += cs1.cx / 2;
else
point.x += cs2.cx / 2;
}
else
point.x += cs1.cx / 2;
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_HERO )
{
strPath = MakePath( DIR_ICON, "icon_Hero.dds");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_LEGEND_HERO) //¿µ¿õÀÏ °æ¿ì.
{
strPath = MakePath( DIR_ICON, "icon_Hero.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
}
pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
#endif //__CSC_VER9_1
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12/19/2011, 16:05
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#21
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elite*gold: 0
Join Date: Sep 2009
Posts: 125
Received Thanks: 7
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Das mit den Icons hat jetzt geklappt, das mit dem Non-Master und alle Skills max nicht.
Du hast nicht zufällig auch die in Clean.. Sorry das ich so nerv aber ist wichtig /:
Aber Danke für den netten Support.
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12/20/2011, 18:39
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#22
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elite*gold: 0
Join Date: Sep 2009
Posts: 125
Received Thanks: 7
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BTTU.
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12/21/2011, 18:48
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#23
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elite*gold: 0
Join Date: Sep 2009
Posts: 125
Received Thanks: 7
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BTTU
#EDIT HÄNGT WARSCHEINLICH MIT NpcScript.cpp ZUSAMMEN.
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12/21/2011, 19:18
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#24
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elite*gold: 0
Join Date: Dec 2011
Posts: 33
Received Thanks: 2
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Keiner ne lösung ;o?
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12/21/2011, 19:36
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#25
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elite*gold: 0
Join Date: Sep 2009
Posts: 125
Received Thanks: 7
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Ich guck mir später nochmal die source an und vergleiche es mit den offi source bis dahin Tee trinken und an das Mappen gehen ...
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