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Hiç ellemezseniz doğru çalışsan, ancak oyuna yeni bir eşya tipi veya envanter sayfası veya yeni bir efsun tipi eklemeye çalışırsanız sizi yarı yolda bırakacak olan bazı kodları dinamik yapalım.
Client\ClientSource\UserInterface\GameType.h:
Aratın:
const DWORD c_Name_Max_Length = 64;
const DWORD c_FileName_Max_Length = 128;
const DWORD c_Short_Name_Max_Length = 32;
const DWORD c_Inventory_Page_Size = 5 * 9; // x*y
const DWORD c_Inventory_Page_Count = 2;
const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
const DWORD c_Equipment_Count = 12;
const DWORD c_Equipment_Start = c_ItemSlot_Count;
const DWORD c_Equipment_Body = c_Equipment_Start + 0;
const DWORD c_Equipment_Head = c_Equipment_Start + 1;
const DWORD c_Equipment_Shoes = c_Equipment_Start + 2;
const DWORD c_Equipment_Wrist = c_Equipment_Start + 3;
const DWORD c_Equipment_Weapon = c_Equipment_Start + 4;
const DWORD c_Equipment_Neck = c_Equipment_Start + 5;
const DWORD c_Equipment_Ear = c_Equipment_Start + 6;
const DWORD c_Equipment_Unique1 = c_Equipment_Start + 7;
const DWORD c_Equipment_Unique2 = c_Equipment_Start + 8;
const DWORD c_Equipment_Arrow = c_Equipment_Start + 9;
const DWORD c_Equipment_Shield = c_Equipment_Start + 10;
Client\ClientSource\UserInterface\GameType.h:
Değiştirin:
constexpr DWORD c_Name_Max_Length = 64;
constexpr DWORD c_FileName_Max_Length = 128;
constexpr DWORD c_Short_Name_Max_Length = 32;
constexpr DWORD c_Inventory_Page_Column = 5;
constexpr DWORD c_Inventory_Page_Row = 9;
constexpr DWORD c_Inventory_Page_Size = c_Inventory_Page_Column*c_Inventory_Page_Row; // x*y
constexpr DWORD c_Inventory_Page_Count = 2;
constexpr DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
constexpr DWORD c_Equipment_Count = 12;
constexpr DWORD c_Equipment_Start = c_ItemSlot_Count;
constexpr DWORD c_Equipment_Body = c_Equipment_Start + CItemData::WEAR_BODY;
constexpr DWORD c_Equipment_Head = c_Equipment_Start + CItemData::WEAR_HEAD;
constexpr DWORD c_Equipment_Shoes = c_Equipment_Start + CItemData::WEAR_FOOTS;
constexpr DWORD c_Equipment_Wrist = c_Equipment_Start + CItemData::WEAR_WRIST;
constexpr DWORD c_Equipment_Weapon = c_Equipment_Start + CItemData::WEAR_WEAPON;
constexpr DWORD c_Equipment_Neck = c_Equipment_Start + CItemData::WEAR_NECK;
constexpr DWORD c_Equipment_Ear = c_Equipment_Start + CItemData::WEAR_EAR;
constexpr DWORD c_Equipment_Unique1 = c_Equipment_Start + CItemData::WEAR_UNIQUE1;
constexpr DWORD c_Equipment_Unique2 = c_Equipment_Start + CItemData::WEAR_UNIQUE2;
constexpr DWORD c_Equipment_Arrow = c_Equipment_Start + CItemData::WEAR_ARROW;
constexpr DWORD c_Equipment_Shield = c_Equipment_Start + CItemData::WEAR_SHIELD;
Client\ClientSource\UserInterface\GameType.h:
Aratın:
const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
const DWORD c_New_Equipment_Count = 3;
const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2;;
Değiştirin:
constexpr DWORD c_New_Equipment_Start = c_Equipment_Start + CItemData::WEAR_RING1;
constexpr DWORD c_New_Equipment_Count = 3;
constexpr DWORD c_Equipment_Ring1 = c_Equipment_Start + CItemData::WEAR_RING1;
constexpr DWORD c_Equipment_Ring2 = c_Equipment_Start + CItemData::WEAR_RING2;
constexpr DWORD c_Equipment_Belt = c_Equipment_Start + CItemData::WEAR_BELT;
Client\ClientSource\UserInterface\GameType.h:
Arayın:
const DWORD c_Costume_Slot_Start = c_Equipment_Start +
19; // [����] ����(19) �ϵ��ڵ� ����. ���� �������� �ڽ��� ������ 19������. ���� common/length.h ������ EWearPositions ������ ����.
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
const DWORD c_Costume_Slot_Count = 2;
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
Değiştirin:
constexpr DWORD c_Costume_Slot_Start = c_Equipment_Start + CItemData::WEAR_COSTUME_BODY; // [����] ����(19) �ϵ��ڵ� ����. ���� �������� �ڽ��� ������ 19������. ���� common/length.h ������ EWearPositions ������ ����.
constexpr DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + CItemData::COSTUME_BODY;
constexpr DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + CItemData::COSTUME_HAIR;
constexpr DWORD c_Costume_Slot_Count = CItemData::COSTUME_NUM_TYPES;
constexpr DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
Client\ClientSource\UserInterface\GameType.h:
Arayın:
const DWORD c_Wear_Max = 32;
Değiştirin:
const DWORD c_Wear_Max = CItemData::WEAR_MAX_NUM;
Client\ClientSource\UserInterface\GameType.h:
Arayın:
ITEM_ATTRIBUTE_SLOT_MAX_NUM = 7,
Değiştirin:
// refactored attribute slot begin
ITEM_ATTRIBUTE_SLOT_NORM_NUM = 5,
ITEM_ATTRIBUTE_SLOT_RARE_NUM = 2,
ITEM_ATTRIBUTE_SLOT_NORM_START = 0,
ITEM_ATTRIBUTE_SLOT_NORM_END = ITEM_ATTRIBUTE_SLOT_NORM_START + ITEM_ATTRIBUTE_SLOT_NORM_NUM,
ITEM_ATTRIBUTE_SLOT_RARE_START = ITEM_ATTRIBUTE_SLOT_NORM_END,
ITEM_ATTRIBUTE_SLOT_RARE_END = ITEM_ATTRIBUTE_SLOT_RARE_START + ITEM_ATTRIBUTE_SLOT_RARE_NUM,
ITEM_ATTRIBUTE_SLOT_MAX_NUM = ITEM_ATTRIBUTE_SLOT_RARE_END, // 7
// refactored attribute slot end
Client\ClientSource\GameLib\ItemData.h:
Arayın:
WEAR_MAX_NUM,
Değiştirin:
WEAR_MAX_NUM = 32,
Client\ClientSource\UserInterface\PythonPlayerModule.cpp:
Arayın:
PyModule_AddIntConstant (poModule, "ATTRIBUTE_SLOT_MAX_NUM", ITEM_ATTRIBUTE_SLOT_MAX_NUM);
Değiştirin:
// refactored attribute slot begin
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_NORM_NUM", ITEM_ATTRIBUTE_SLOT_NORM_NUM);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_RARE_NUM", ITEM_ATTRIBUTE_SLOT_RARE_NUM);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_NORM_START", ITEM_ATTRIBUTE_SLOT_NORM_START);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_NORM_END", ITEM_ATTRIBUTE_SLOT_NORM_END);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_RARE_START", ITEM_ATTRIBUTE_SLOT_RARE_START);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_RARE_END", ITEM_ATTRIBUTE_SLOT_RARE_END);
PyModule_AddIntConstant(poModule, "ATTRIBUTE_SLOT_MAX_NUM", ITEM_ATTRIBUTE_SLOT_MAX_NUM);
// refactored attribute slot end
pack\root\uitooltip.py:
Arayın:
SPECIAL_POSITIVE_COLOR2 = grp.GenerateColor(0.8824, 0.9804, 0.8824, 1.0)
Altına ekleyin:
SPECIAL_POSITIVE_COLOR5 = grp.GenerateColor(0.7824, 0.9004, 0.8024, 1.0) #bonus 5
pack\root\uitooltip.py:
def __GetAttributeColor içinde arayın:
if index >= 5:
Değiştirin:
if index >= player.ATTRIBUTE_SLOT_RARE_START and index < player.ATTRIBUTE_SLOT_RARE_END:
Arayın:
return self.SPECIAL_POSITIVE_COLOR
Değiştirin:
if index == player.ATTRIBUTE_SLOT_NORM_END:
return self.SPECIAL_POSITIVE_COLOR5
else:
return self.SPECIAL_POSITIVE_COLOR