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[Release]Pvp Icon nach ruhmespunkten(+source code)

Discussion on [Release]Pvp Icon nach ruhmespunkten(+source code) within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.

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Old   #1
 
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[Release]Pvp Icon nach ruhmespunkten(+source code)

So ich weiß nciht mehr wo ich diese pvp icons her hatte, hab sie in meinem dokument ordner geshen und testweise mal reingemacht aus lwl vertreiben
ich finds aber iwie nich so dolle deswegen poste ich s einfach hier, falls es wer brauch

1. screen



2. code moverrender.cpp

fügt einfach das
Code:
#ifdef __PVP_ICON
				CTexture* pTexture2;
		CString strPath2;
		if( m_nFame >= 100 && m_nFame < 199)
			{
				strPath2 = MakePath( DIR_ICON, "icon_Pvp1.png");	
				pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
			else if( m_nFame >= 200 && m_nFame < 299)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp2.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 300 && m_nFame < 399)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp3.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 400 && m_nFame < 499)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp4.png");
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 500 && m_nFame < 599)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp5.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 600 && m_nFame < 699)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp6.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 700 && m_nFame < 799)
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp7.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
						else if( m_nFame >= 800 )
			{
			strPath2 = MakePath( DIR_ICON, "icon_Pvp8.png");	
			pTexture2 = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath2, 0xffff00ff );
			}
			
						if(pTexture2 != NULL)
			{
				point.x += 26;
				pTexture2->Render( &g_Neuz.m_2DRender, point );
			}
#endif
unter dem ein
Code:
		if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120) //Àü½ÂÀ» ÇßÀ» °æ¿ì.
		{
			if(m_nLevel >= 60 && m_nLevel < 70) //Level DownµÉ °æ¿ì¸¦ »ý°¢Çؼ* ÁÖ¼®Ã³¸®.
			//	strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
				pTexture = g_Neuz.m_pMasterIcon[0];
			else if(m_nLevel >= 70 && m_nLevel < 80)
			//	strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
				pTexture = g_Neuz.m_pMasterIcon[1];
			else if(m_nLevel >= 80 && m_nLevel < 90)
			//	strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
				pTexture = g_Neuz.m_pMasterIcon[2];
			else if(m_nLevel >= 90 && m_nLevel < 100)
			//	strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
				pTexture = g_Neuz.m_pMasterIcon[3];
			else if(m_nLevel >= 100 && m_nLevel < 110)
			//	strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
				pTexture = g_Neuz.m_pMasterIcon[4];
			else 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 );
			}
		}
#ifdef __3RD_LEGEND16
		else if(checkhero == LEGEND_CLASS_LEGEND_HERO) //¿µ¿õÀÏ °æ¿ì.
		{
			/*strPath = MakePath( DIR_ICON, "icon_Legend.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 );
			}*/
		if(m_nLevel >= 130 && m_nLevel < 135) //Level DownµÉ °æ¿ì¸¦ »ý°¢Çؼ* ÁÖ¼®Ã³¸®.
		{
					strPath = MakePath( DIR_ICON, "icon_lege1.png");
					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(m_nLevel >= 135 && m_nLevel < 140)
			{
				strPath = MakePath( DIR_ICON, "icon_lege2.png");
				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(m_nLevel >= 140 && m_nLevel < 145)
			{
				strPath = MakePath( DIR_ICON, "icon_lege3.png");
				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(m_nLevel >= 145 )
			{
				strPath = MakePath( DIR_ICON, "icon_lege4.png");
				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 );
			}
			}
			
		}
#endif // __3RD_LEGEND16
3. die icons
Jopsi332 is offline  
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Old 01/18/2012, 18:39   #2
 
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Megaa nice Release find ich Gut
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Old 01/18/2012, 18:40   #3
 
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Naja , nur noch Futzi Releases wer dein Teil mit den Icons alle 5 level hat kann sich das dadurch auch selber coden [brauch man nochnichtmal eig.]
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Old 01/18/2012, 18:48   #4
 
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Naja , bei mir crasht der Client scheiss 2d render :O




Lg
derGunga
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Old 01/18/2012, 18:49   #5
 
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Quote:
Originally Posted by dergunga View Post
Naja , bei mir crasht der Client scheiss 2d render :O




Lg
derGunga
dann biste zu doof es einzufügen

es geht auch mehr um den icon release da ich sie sonst einfach lösche
der source teil ist nur für die die garkeine ahnung davon haben das ist ja nur in 1 min dahin geschrieben


achja in verisoncommon #define __PVP_ICON nicht vergessen
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Old 01/18/2012, 21:11   #6

 
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Jopsi,ich finde die Icons gut gelungen
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Old 01/18/2012, 22:08   #7
 
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Ganz ehrlich ich finds schwachsinn. wieviele Icons sollen noch neben dem namen sein..
Finds hässlich sorry.
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Old 01/18/2012, 22:16   #8
 
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mh jopsi xDD von wo ahste jetz meine PvP icons-.-
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Old 01/18/2012, 22:26   #9
 
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Quote:
Originally Posted by NoTime4You View Post
mh jopsi xDD von wo ahste jetz meine PvP icons-.-
ka evtl von dir oder so.
Ich hab sie letzens in meinem dokumenten ordner entdeckt und eben rein gemacht aber ich fands hässlig xD
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Old 01/18/2012, 22:37   #10
 
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jo habe ja grad keinen designer und sind no bisschen buggy
naja nice
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Old 01/18/2012, 22:43   #11
 
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Der Chat ist echt imba

Ich muss sagen, langsam wirds, du hast herausgefunden wie man Texturen lädt und rendert ;D
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Old 01/19/2012, 00:12   #12
 
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Ich versteh irgendwie nicht was das so doll bringt
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Old 01/19/2012, 05:58   #13



 
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Hab es in mal in den Index aufgenommen.
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Old 01/19/2012, 13:22   #14
ベトナム警察




 
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Sowas braucht doch kein Schwein.
Zudem sind die Icon's auch noch hässlich. ._.
Naja trotzdem Nett, dass du es mit uns teilst.
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Old 01/19/2012, 13:32   #15
 
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Quote:
Originally Posted by Lumi' View Post
Sowas braucht doch kein Schwein.
Zudem sind die Icon's auch noch hässlich. ._.
Naja trotzdem Nett, dass du es mit uns teilst.
Dann gibts aber viele Schweine hier in E*pvp :-)
icon kann ja beliebig geändert werden aber ok.
dein beitrag ist hässlich!
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