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[Re-Release] Burnout System
Discussion on [Re-Release] Burnout System within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
01/22/2013, 19:37
#1
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[Re-Release] Burnout System
Hallöchen heute release ich mal das Burnout System von Unleashed!
Source:
MsgHdr.h (_Network)
über:
Code:
/*------------------------------------------------------------------------------------------------------------------------------------------------------------*/
#define SNAPSHOTTYPE_CHAT (WORD)0x0001
#define SNAPSHOTTYPE_ACTMSG (WORD)0x0002
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
#define PACKETTYPE_SENDBURNOUT (DWORD)0x88100262
#endif //__BURNOUT_SYSTEM
DpSrvr.cpp (WorldServer)
über dem hier:
Code:
}
CDPSrvr::~CDPSrvr()
{
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
ON_MSG( PACKETTYPE_SENDBURNOUT, OnSendBurnout );
#endif //__BURNOUT_SYSTEM
und ganz unten das hier einfügen:
Code:
#ifdef __BURNOUT_SYSTEM
void CDPSrvr::OnSendBurnout( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize )
{
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
CMover* pMover = pUser;
g_UserMng.AddCreateSfxObj( (CMover *)pUser, XI_SKILL_KNT_TWOAX_POWERSTUMP03, pUser->GetPos().x, pUser->GetPos().y, pUser->GetPos().z );
if( pMover->GetBurnoutExp() >= 100 )
{
CCtrl* pCtrl = (CCtrl*)pMover;
pCtrl->DoAddBuff( SI_CHEER_BURNOUT, 1, pCtrl );
pMover->SetBurnoutExp( 0 );
}
}
#endif //__BURNOUT_SYSTEM
DPSrvr.h (WorldServer)
über dem hier:
Code:
};
#endif // __DPSRVR_H__
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
public:
void OnSendBurnout( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long );
#endif //__BURNOUT_SYSTEM
DPClient.cpp (Neuz)
über dem hier:
das:
Code:
#ifdef __BURNOUT_SYSTEM
void CDPClient::SendBurnout()
{
BEFORESENDSOLE( ar, PACKETTYPE_SENDBURNOUT, DPID_UNKNOWN );
SEND( ar, this, DPID_SERVERPLAYER );
}
#endif //__BURNOUT_SYSTEM
DPClient.h (Neuz)
über dem hier:
Code:
//________________________________________________________________________________
// Operator commands
void OnShout( CAr & ar );
void OnPlayMusic( CAr & ar );
void OnPlaySound( CAr & ar );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
public:
void SendBurnout();
#endif //__BURNOUT_SYSTEM
WndField.h
unter dem hier:
Code:
LPDIRECT3DVERTEXBUFFER9 m_pVBHPGauge;
LPDIRECT3DVERTEXBUFFER9 m_pVBMPGauge;
LPDIRECT3DVERTEXBUFFER9 m_pVBFPGauge;
LPDIRECT3DVERTEXBUFFER9 m_pVBEXPGauge;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
LPDIRECT3DVERTEXBUFFER9 m_pVBBEXPGauge;
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
BOOL m_bVBHPGauge;
BOOL m_bVBMPGauge;
BOOL m_bVBFPGauge;
BOOL m_bVBEXPGauge;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
BOOL m_bVBBEXPGauge;
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
int m_nEXPWidth;
int m_nPXPWidth;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
int m_nBEXPWidth;
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
virtual void SetWndRect( CRect rectWnd, BOOL bOnSize = TRUE );
virtual void PaintFrame( C2DRender* p2DRender );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
virtual BOOL OnChildNotify( UINT message, UINT nID, LRESULT* pLResult );
#endif //__BURNOUT_SYSTEM
WndField.cpp (_Interface)
unter dem hier:
Code:
m_nEXPWidth = -1;
m_nPXPWidth = -1;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
m_nBEXPWidth = -1;
#endif //__BURNOUT_SYSTEM
unter dme hier:
Code:
m_pVBMPGauge = NULL;
m_pVBFPGauge = NULL;
m_pVBEXPGauge = NULL;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
m_pVBBEXPGauge = NULL;
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
m_bVBMPGauge = TRUE;
m_bVBFPGauge = TRUE;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
m_bVBBEXPGauge = TRUE;
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
CWndStatus::~CWndStatus()
{
DeleteDeviceObjects();
}
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
BOOL CWndStatus::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
{
switch (nID)
{
case WIDC_BUTTON1:
{
CWndButton* pWndButton = ( CWndButton* )GetDlgItem( WIDC_BUTTON1 );
CMover* pMover = g_pPlayer;
CCtrl* pCtrl = (CCtrl*)pMover;
pCtrl->DoAddBuff( SI_CHEER_BURNOUT, 1, pCtrl );
pMover->SetBurnoutExp( 0 );
g_DPlay.SendBurnout();
pWndButton->EnableWindow( FALSE );
}break;
}
return TRUE;
}
#endif //____BURNOUT_SYSTEM
unter dem hier:
Code:
LPWNDCTRL lpPxp = GetWndCtrl( WIDC_CUSTOM5 );
LPWNDCTRL lpFace = GetWndCtrl( WIDC_CUSTOM6 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
LPWNDCTRL lpBExp = GetWndCtrl( WIDC_CUSTOM7 );
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
nWidth = nWidthClient * pMover->GetHitPoint() / pMover->GetMaxHitPoint();
if( m_nHPWidth != nWidth )
{
m_nHPWidth = nWidth;
rect = lpHP->rect;//.SetRect( 105, 6, 105 + nWidthClient, 6 + 12 );
rectTemp = rect;
rectTemp.right = rectTemp.left + nWidth;
ClientToScreen( rectTemp );
m_bVBHPGauge = m_pTheme->MakeGaugeVertex( m_pApp->m_pd3dDevice, &rectTemp, 0x64ff0000, m_pVBHPGauge, &m_texGauFillNormal );
}
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
nWidth = nWidthClient * pMover->GetBurnoutExp() / 100;
if( m_nBEXPWidth != nWidth )
{
m_nBEXPWidth = nWidth;
rect = lpBExp->rect;
rectTemp = rect;
rectTemp.right = rectTemp.left + nWidth - 20;
ClientToScreen( rectTemp );
m_bVBBEXPGauge = m_pTheme->MakeGaugeVertex( m_pApp->m_pd3dDevice, &rectTemp, 0xffffd100, m_pVBBEXPGauge, &m_texGauFillNormal );
}
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
LPWNDCTRL lpFP = GetWndCtrl( WIDC_CUSTOM3 );
LPWNDCTRL lpExp = GetWndCtrl( WIDC_CUSTOM4 );
LPWNDCTRL lpFace = GetWndCtrl( WIDC_CUSTOM6 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
LPWNDCTRL lpBExp = GetWndCtrl( WIDC_CUSTOM7 );
#endif //__BURNOUT_SYSTEM
unter:
Code:
if( m_bVBMPGauge )
m_pTheme->RenderGauge( p2DRender->m_pd3dDevice, m_pVBMPGauge, &m_texGauFillNormal );
if( m_bVBFPGauge )
m_pTheme->RenderGauge( p2DRender->m_pd3dDevice, m_pVBFPGauge, &m_texGauFillNormal );
das:
Code:
#ifdef __BURNOUT_SYSTEM
if( m_bVBBEXPGauge )
m_pTheme->RenderGauge( p2DRender->m_pd3dDevice, m_pVBBEXPGauge, &m_texGauFillNormal );
#endif //__BURNOUT_SYSTEM
unter dme hier:
Code:
char cbufFp[16] = {0,};
char cbufExp[16] = {0,};
char cbufPxp[16] = {0,};
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
char cbufBExp[16] = {0,};
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
int nCharHP, nCharMP, nCharFP, nCharEXP; //, nCharPXP;
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
int nCharBEXP;
#endif //__BURNOUT_SYSTEM
unter dme hier:
Code:
wsprintf(cbufMp, "%d%%", pMover->GetManaPointPercent());
wsprintf(cbufFp, "%d%%", pMover->GetFatiguePointPercent());
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
wsprintf(cbufBExp, "%d%%", pMover->GetBurnoutExp());
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
p2DRender->TextOut( lpMP->rect.right - 90, lpMP->rect.top - nTopGap, cbufMp, dwColor, 0xff000000 );
p2DRender->TextOut( lpFP->rect.right - 90, lpFP->rect.top - nTopGap, cbufFp, dwColor, 0xff000000 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
p2DRender->TextOut( lpBExp->rect.right -70, lpBExp->rect.top - nTopGap, cbufBExp, dwColor, 0xff000000 );
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
nCharMP = wsprintf(cbufMp, prj.GetText( TID_GAME_WND_STATUS_PERCENT_POINT ), pMover->GetManaPoint());
nCharFP = wsprintf(cbufFp, prj.GetText( TID_GAME_WND_STATUS_PERCENT_POINT ), pMover->GetFatiguePoint());
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
nCharBEXP = wsprintf(cbufBExp, prj.GetText( TID_GAME_WND_STATUS_PERCENT_POINT ), pMover->GetBurnoutExp());
#endif //__BURNOUT_SYSTEM
uner dem hier:
Code:
p2DRender->TextOut( x - (int)(nCharMP*5.8f), lpMP->rect.top - nTopGap, cbufMp, dwColor, 0xff000000 );
p2DRender->TextOut( x - (int)(nCharFP*5.8f), lpFP->rect.top - nTopGap, cbufFp, dwColor, 0xff000000 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
p2DRender->TextOut( x - (int)(nCharBEXP*5.8f), lpBExp->rect.top - nTopGap, cbufBExp, dwColor, 0xff000000 );
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
nCharMP = wsprintf(cbufMp, "%d", pMover->GetManaPoint());
nCharFP = wsprintf(cbufFp, "%d", pMover->GetFatiguePoint());
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
nCharBEXP = wsprintf(cbufBExp, "%d%%", pMover->GetBurnoutExp());
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
p2DRender->TextOut( x - (int)(((float)nCharMP / 2.0f) * size.cx), lpMP->rect.top - nTopGap, cbufMp, dwColor, 0xff000000 );
p2DRender->TextOut( x - (int)(((float)nCharFP / 2.0f) * size.cx), lpFP->rect.top - nTopGap, cbufFp, dwColor, 0xff000000 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
p2DRender->TextOut( x - (int)(((float)nCharBEXP / 3.0f) * size.cx), lpBExp->rect.top - nTopGap, cbufBExp, dwColor, 0xff000000);
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
p2DRender->TextOut( lpMP->rect.right - nGap, lpMP->rect.top - nTopGap, "/", dwColor, 0xff000000 );
p2DRender->TextOut( lpFP->rect.right - nGap, lpFP->rect.top - nTopGap, "/", dwColor, 0xff000000 );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
p2DRender->TextOut( lpBExp->rect.right - nGap, lpBExp->rect.top - nTopGap, "", dwColor, 0xff000000 );
#endif //__BURNOUT_SYSTEM
unter dem hier:
Code:
m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBMPGauge, NULL );
m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBFPGauge, NULL );
m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBEXPGauge, NULL );
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBBEXPGauge, NULL );
#endif //__BURNOUT_SYSTEM
MoverActEvent.cpp (_Common)
unter:
Code:
BOOL CMover::OnDamage( int nItemID, DWORD dwState, CMover *pHitObj, const D3DXVECTOR3 *pvDamagePos, DWORD dwAtkFlag )
{
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
if( pHitObj && pHitObj->IsPlayer() && pHitObj->GetBurnoutExp() < 100 )
pHitObj->SetBurnoutExp( pHitObj->GetBurnoutExp() + 1 );
#endif
Mover.cpp (_Common)
unter:
Code:
int i;
for( i = 0; i < MAX_ADJPARAMARY; i ++ ) m_adjParamAry[i] = 0;
for( i = 0; i < MAX_ADJPARAMARY; i ++ ) m_chgParamAry[i] = 0x7FFFFFFF; // ÀÌÀ¯°¡ ÀÖ´Ù.
}
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
m_nBurnoutExp = 0;
#endif //__BURNOUT_SYSTEM
Mover.h (_Common)
unter:
Code:
DWORD m_dwSkinSet, m_dwFace, m_dwHairMesh, m_dwHairColor, m_dwHeadMesh; /// ¿Ü¾ç
FLOAT m_fHairColorR, m_fHairColorG, m_fHairColorB; /// ¸Ó¸®»ö
LONG m_nJob; /// Á÷¾÷
DWORD m_dwAuthorization; /// À¯Àú ±ÇÇÑ (ÀϹݿ¡¼* ÃÖ°í °ü¸®ÀÚ±îÁö )
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
public:
int m_nBurnoutExp;
#endif //__BURNOUT_SYSTEM
unter:
Code:
BOOL Disguise( LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwMoverIndex );
DWORD IsAuthorization( DWORD dwAuthorization ) { return dwAuthorization == m_dwAuthorization; }
DWORD IsAuthHigher( DWORD dwAuthorization ) { return dwAuthorization <= m_dwAuthorization; }
das hier:
Code:
#ifdef __BURNOUT_SYSTEM
void SetBurnoutExp( int nBurnoutExp ) { this->m_nBurnoutExp = nBurnoutExp; }
int GetBurnoutExp() { return this->m_nBurnoutExp; }
#endif //__BURNOUT_SYSTEM
Achtung folgenden schritt nur machen falls ihr die folgende funktion nicht schon implementiert habt.
Ctrl.cpp (_Common)
ganz unten das adden:
Code:
#ifdef __BURNOUT_SYSTEM
void CCtrl::DoAddBuff( DWORD dwSkill, int nLevel, CCtrl *pTarget )
{
ItemProp* pSkillProp;
AddSkillProp* pAddSkillProp;
GetSkillProp( &pSkillProp, &pAddSkillProp, dwSkill, nLevel, "DoActiveSkill" );
if( pAddSkillProp )
{
DoApplySkill( pTarget, pSkillProp, pAddSkillProp, 0, 0, FALSE, 0 );
#ifdef __WORLDSERVER
g_UserMng.AddDoApplySkill( this, pTarget->GetId(), dwSkill, nLevel );
#endif
}
}
#endif //__BURNOUT_SYSTEM
Ctrl.h (_Common.h)
uber:
Code:
CShip* GetIAObjLink() { return m_pIAObjLink; }
void SetIAObjLink( CShip *pIA );
D3DXMATRIX* GetInvTM() { return &m_mInvTM; }
das hier adden:
Code:
#ifdef __BURNOUT_SYSTEM
public:
void DoAddBuff( DWORD dwSkill, int nLevel, CCtrl *pTarget);
#endif //__BURNOUT_SYSTEM
nun noch in der Versioncommon.h der neuz und des Worldservers __BURNOUT_SYSTEM definieren
Resource:
resdata.inc (eure APP_STATUS mit dieser ersetzten)
Code:
APP_STATUS "WndStatus.tga" 0 192 112 0x2410000 26
{
// Title String
IDS_RESDATA_INC_001574
}
{
// Help Key
IDS_RESDATA_INC_001575
}
{
WTYPE_CUSTOM WIDC_CUSTOM1 "" -842150451 96 5 176 15 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001576
}
{
// ToolTip
IDS_RESDATA_INC_001577
}
WTYPE_CUSTOM WIDC_CUSTOM2 "" -842150451 96 20 176 30 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001578
}
{
// ToolTip
IDS_RESDATA_INC_001579
}
WTYPE_CUSTOM WIDC_CUSTOM3 "" -842150451 96 35 176 45 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001580
}
{
// ToolTip
IDS_RESDATA_INC_001581
}
WTYPE_CUSTOM WIDC_CUSTOM4 "" -842150451 96 51 176 59 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001582
}
{
// ToolTip
IDS_RESDATA_INC_001583
}
WTYPE_CUSTOM WIDC_CUSTOM5 "" -842150451 96 65 176 73 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001584
}
{
// ToolTip
IDS_RESDATA_INC_001585
}
WTYPE_CUSTOM WIDC_CUSTOM6 "" -842150451 4 4 68 72 0x260000 0 0 0 0
{
// Title String
IDS_RESDATA_INC_001586
}
{
// ToolTip
IDS_RESDATA_INC_001587
}
}
Credits 100% Unleashed!
Attached Files
ButtBurnOut.zip
(2.5 KB, 117 views)
01/22/2013, 19:53
#2
ベトナム警察
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Schön gemacht.
Da hier viele die neuen Files verwenden, sprich neue Parameter, solltest du auch die resdata.inc Einträge für v16+ noch einfügen.
01/22/2013, 20:12
#3
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Quote:
Originally Posted by
Lumi'
Schön gemacht.
Da hier viele die neuen Files verwenden, sprich neue Parameter, solltest du auch die resdata.inc Einträge für v16+ noch einfügen.
Habe gerade mal gesucht habe die resdata eintäge mit den neuen Parametern leider nicht mehr.
Ich hoffe jemand kann mir hier aushelfen...
01/22/2013, 20:36
#4
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Quote:
Originally Posted by
Andrej-Delany
Habe gerade mal gesucht habe die resdata eintäge mit den neuen Parametern leider nicht mehr.
Ich hoffe jemand kann mir hier aushelfen...
sollte so gehen ^-^
Code:
APP_STATUS1 "WndStatus2.tga" "" 0 220 112 0x2410000 26
{
// Title String
IDS_RESDATA_INC_003684
}
{
// Help Key
IDS_RESDATA_INC_003685
}
{
WTYPE_CUSTOM WIDC_CUSTOM1 "" 0 96 4 204 14 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003686
}
{
// ToolTip
IDS_RESDATA_INC_003687
}
WTYPE_CUSTOM WIDC_CUSTOM2 "" 0 96 20 204 30 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003688
}
{
// ToolTip
IDS_RESDATA_INC_003689
}
WTYPE_CUSTOM WIDC_CUSTOM3 "" 0 96 34 204 44 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003690
}
{
// ToolTip
IDS_RESDATA_INC_003691
}
WTYPE_CUSTOM WIDC_CUSTOM4 "" 0 96 50 204 58 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003692
}
{
// ToolTip
IDS_RESDATA_INC_003693
}
WTYPE_CUSTOM WIDC_CUSTOM5 "" 0 96 66 204 74 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003694
}
{
// ToolTip
IDS_RESDATA_INC_003695
}
WTYPE_CUSTOM WIDC_CUSTOM6 "" 0 4 4 68 72 0x260000 0 0 0 0 46 112 169
{
// Title String
IDS_RESDATA_INC_003696
}
{
// ToolTip
IDS_RESDATA_INC_003697
}
WTYPE_BUTTON WIDC_BUTTON1 "ButtBurnOut.bmp" 0 184 62 209 80 0x220000 0 0 0 0 46 112 169
{
IDS_RESDATA_INC_010000 // Title String
}
{
IDS_RESDATA_INC_010001 // ToolTip
}
WTYPE_CUSTOM WIDC_CUSTOM7 "" 0 96 78 166 90 0x220000 0 0 0 0 46 112 169
{
IDS_RESDATA_INC_010002 // Title String
}
{
IDS_RESDATA_INC_010003 // ToolTip
}
}
ps: bei mir ist es app_status1 Oo
mfg. Crowley
01/23/2013, 09:06
#5
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what is the v16 resdata of this?
01/23/2013, 12:19
#6
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Quote:
Originally Posted by
jayjei14
what is the v16 resdata of this?
Look at Crowley post. that is the v16 resdata
01/24/2013, 09:43
#7
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Damit das hier komplett ist, wärs schön, wenn jemand nochmal die WndStatus.tga von dem Teil hochladen könnte, hatte ich damals einfach mit PS etwas höher gemacht, ansonten liegt der Button leicht außerhalb des Fensters.
BTW: Der Code ist schrecklich, da es damals das erste war, dass ich im Source gemacht habe und ich weiß nicht, ob das hier die gefixxte Version ist, kanns mir gerade nicht angucken, evtl. release ich das nochmal in sauberem Code. Sollte dies die nicht gefixxte Version sein, crashed sie den WS bei bestimmten Monstern, die angegriffen werden (z.B. Clockworks), weil auch diese Burnout EP erhalten, wenn sie angegriffen werden. Der Crash entsteht nur bei Monstern, die eine eigene AI haben.
01/24/2013, 14:18
#8
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Please put also the defineskill and the textclient.inc/.txt.txt
01/24/2013, 14:59
#9
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Quote:
Originally Posted by
jayjei14
Please put also the defineskill and the textclient.inc/.txt.txt
I think you can do that yourself, 'cause you have to chose your own skill (effect).
01/24/2013, 15:08
#10
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Quote:
Originally Posted by
Lumi'
I think you can do that yourself, 'cause you have to chose your own skill (effect).
Please put the code of that as like as yours
Im only a bigenner
01/24/2013, 19:37
#11
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Update 1
CW Crash:
MoverActEvent.cpp
Code:
#ifdef __BURNOUT_SYSTEM
if( pHitObj->GetBurnoutExp() < 100 )
pHitObj->SetBurnoutExp( pHitObj->GetBurnoutExp() + 1 );
#endif
Ersetzten durch:
Code:
#ifdef __BURNOUT_SYSTEM
if( pHitObj && pHitObj->IsPlayer() && pHitObj->GetBurnoutExp() < 100 )
pHitObj->SetBurnoutExp( pHitObj->GetBurnoutExp() + 1 );
#endif
Resource:
defineSkill.h
über:
Code:
#define SA_FLASH_L01 4005
#define SA_FLASH_L02 4006
#define SA_FLASH_L03 4007
das hier:
Code:
#define SI_CHEER_BURNOUT 500
#define SA_BURNOUT_LV1 501
#define SI_CHEER_BURNOUT2 502
#define SA_BURNOUT2_LV1 503
#define SI_CHEER_BURNOUT3 504
#define SA_BURNOUT3_LV1 505
#define SI_CHEER_BURNOUT4 506
#define SA_BURNOUT4_LV1 507
propSkillAdd.csv
ganz unten das adden:
Code:
SA_BURNOUT_LV1,SI_CHEER_BURNOUT,1,=,=,=,=,=,=,=,=,=,DST_SPEED,DST_JUMPING,50,100,=,=,=,=,=,=,=,=,65,=,=,1000,=,=,=,500000,=,1,10,600
SA_BURNOUT2_LV1,SI_CHEER_BURNOUT2,1,=,=,=,=,=,=,=,=,=,DST_SPEED,DST_JUMPING,50,100,=,=,=,=,=,=,=,=,65,=,=,1000,=,=,=,500000,=,1,10,600
SA_BURNOUT3_LV1,SI_CHEER_BURNOUT3,1,=,=,=,=,=,=,=,=,=,DST_SPEED,DST_JUMPING,50,100,=,=,=,=,=,=,=,=,65,=,=,1000,=,=,=,500000,=,1,10,600
SA_BURNOUT4_LV1,SI_CHEER_BURNOUT4,1,=,=,=,=,=,=,=,=,=,DST_SPEED,DST_JUMPING,50,100,=,=,=,=,=,=,=,=,65,=,=,1000,=,=,=,500000,=,1,10,600
propSkill.txt.txt
ganz unten daas adden:
Code:
IDS_PROPSKILL_TXT_000500 Burnout
IDS_PROPSKILL_TXT_000501 Effekt des Burnouts.
IDS_PROPSKILL_TXT_000502 Burnout
IDS_PROPSKILL_TXT_000503 Effekt des Burnouts.
IDS_PROPSKILL_TXT_000504 Burnout
IDS_PROPSKILL_TXT_000505 Effekt des Burnouts.
IDS_PROPSKILL_TXT_000506 Burnout
IDS_PROPSKILL_TXT_000507 Effekt des Burnouts.
propSkill.txt
ganz unten das adden:
Code:
11 SI_CHEER_BURNOUT IDS_PROPSKILL_TXT_000500 1 1 JTYPE_BASE JOB_VAGRANT DIS_VAGRANT JOB_VAGRANT = = = = = = = = = = = = = = = = = = = = = = = _NONE 0 0 0 = = = = = = = = = = = = = = = AR_RANGE = = = = = = = = = = = = = = = = = = = = = = = SR_BEFORE = 0 = XI_SKILL_ASS_CHEER_CASTING01 = XI_SKILL_ASS_CHEER_QUICKSTEP01 = = MTI_ASS_CHEER_CASTING01 = 0 EXT_SELFCHGPARAMET WUI_NOW = = = = = = = = KT_MAGIC 0 0 0 0 0 1 1 5 SA_BURNOUT_LV1 1 CT_GENERAL = = = = = = = = = = = """skill_Burnout.dds""" 0 """""" IDS_PROPSKILL_TXT_000501 =
11 SI_CHEER_BURNOUT2 IDS_PROPSKILL_TXT_000502 1 1 JTYPE_BASE JOB_VAGRANT DIS_VAGRANT JOB_VAGRANT = = = = = = = = = = = = = = = = = = = = = = = _NONE 0 0 0 = = = = = = = = = = = = = = = AR_RANGE = = = = = = = = = = = = = = = = = = = = = = = SR_BEFORE = 0 = XI_SKILL_ASS_CHEER_CASTING01 = XI_SKILL_ASS_CHEER_QUICKSTEP01 = = MTI_ASS_CHEER_CASTING01 = 0 EXT_SELFCHGPARAMET WUI_NOW = = = = = = = = KT_MAGIC 0 0 0 0 0 1 1 5 SA_BURNOUT2_LV1 1 CT_GENERAL = = = = = = = = = = = """skill_Burnout.dds""" 0 """""" IDS_PROPSKILL_TXT_000503 =
11 SI_CHEER_BURNOUT3 IDS_PROPSKILL_TXT_000504 1 1 JTYPE_BASE JOB_VAGRANT DIS_VAGRANT JOB_VAGRANT = = = = = = = = = = = = = = = = = = = = = = = _NONE 0 0 0 = = = = = = = = = = = = = = = AR_RANGE = = = = = = = = = = = = = = = = = = = = = = = SR_BEFORE = 0 = XI_SKILL_ASS_CHEER_CASTING01 = XI_SKILL_ASS_CHEER_QUICKSTEP01 = = MTI_ASS_CHEER_CASTING01 = 0 EXT_SELFCHGPARAMET WUI_NOW = = = = = = = = KT_MAGIC 0 0 0 0 0 1 1 5 SA_BURNOUT3_LV1 1 CT_GENERAL = = = = = = = = = = = """skill_Burnout.dds""" 0 """""" IDS_PROPSKILL_TXT_000505 =
11 SI_CHEER_BURNOUT4 IDS_PROPSKILL_TXT_000506 1 1 JTYPE_BASE JOB_VAGRANT DIS_VAGRANT JOB_VAGRANT = = = = = = = = = = = = = = = = = = = = = = = _NONE 0 0 0 = = = = = = = = = = = = = = = AR_RANGE = = = = = = = = = = = = = = = = = = = = = = = SR_BEFORE = 0 = XI_SKILL_ASS_CHEER_CASTING01 = XI_SKILL_ASS_CHEER_QUICKSTEP01 = = MTI_ASS_CHEER_CASTING01 = 0 EXT_SELFCHGPARAMET WUI_NOW = = = = = = = = KT_MAGIC 0 0 0 0 0 1 1 5 SA_BURNOUT4_LV1 1 CT_GENERAL = = = = = = = = = = = """skill_Burnout.dds""" 0 """""" IDS_PROPSKILL_TXT_000507 =
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