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Metin no MiniMapa


WLN
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Olá boa tarde, venho trazer algo estético que há em outros foruns a tempos, porém como não vi por aqui decidi compartilhar.

abram:  InstanceBase.h e procurem por NAMECOLOR_WAYPOINT,

adicionem:

NAMECOLOR_METIN,

abram: PythonCharacterManagerModule.cpp e procurem por "NAMECOLOR_MOB" a função deve ser esta, caso não seja igual os espaços

PyModule_AddIntConstant(poModule, "NAMECOLOR_MOB", CInstanceBase::NAMECOLOR_NORMAL_MOB);

adicionem abaixo 

PyModule_AddIntConstant(poModule, "NAMECOLOR_METIN", CInstanceBase::NAMECOLOR_METIN);

 

abram: InstanceBaseEffect.cpp e procurem por 

else if (IsPoly())

{

	return NAMECOLOR_MOB;

}

 

adicionem: 

else if (IsStone())

{

	return NAMECOLOR_METIN;

}

abram PythonMiniMap.cpp e procurem por  m_NPCPositionVector.clear();

adicionem   m_MetinPositionVector.clear();

procurem por 

        else if (pkInstEach->IsNPC())
        {
            aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
            aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;

            m_NPCPositionVector.push_back(aMarkPosition);
        }

adicionem 

        else if (pkInstEach->IsStone())
        {
            aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
            aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;

            m_MetinPositionVector.push_back(aMarkPosition);
        }

procurem por 

    // NPC
    STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC));
    aIterator = m_NPCPositionVector.begin();
    while (aIterator != m_NPCPositionVector.end())
    {
        TMarkPosition & rPosition = *aIterator;
        m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
        m_WhiteMark.Render();
        ++aIterator;
    }

adicionem 

    // Metin
    STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_METIN));
    aIterator = m_MetinPositionVector.begin();
    while (aIterator != m_MetinPositionVector.end())
    {
        TMarkPosition & rPosition = *aIterator;
        m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
        m_WhiteMark.Render();
        ++aIterator;
    }
    

após isto já pode compactar a source e ir para a parte python

root/colorinfo.py

procure por CHR_NAME_RGB_WARP = (136, 218, 241)

adicione abaixo:

CHR_NAME_RGB_METIN = (240, 255, 255)

abrir root/introloading.py e procurar por 

            chrmgr.NAMECOLOR_WAYPOINT : colorInfo.CHR_NAME_RGB_WAYPOINT,

e adicionar 

            chrmgr.NAMECOLOR_METIN : colorInfo.CHR_NAME_RGB_METIN,

imagem anexada do sistema funcional no meu próprio servidor de testes

0201_125253.jpg

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  • 9 months later...
Em 01/02/2018 em 15:53, wery disse:

Olá boa tarde, venho trazer algo estético que há em outros foruns a tempos, porém como não vi por aqui decidi compartilhar.

abram:  InstanceBase.h e procurem por NAMECOLOR_WAYPOINT,

adicionem:

NAMECOLOR_METIN,

abram: PythonCharacterManagerModule.cpp e procurem por "NAMECOLOR_MOB" a função deve ser esta, caso não seja igual os espaços


PyModule_AddIntConstant(poModule, "NAMECOLOR_MOB", CInstanceBase::NAMECOLOR_NORMAL_MOB);

adicionem abaixo 

PyModule_AddIntConstant(poModule, "NAMECOLOR_METIN", CInstanceBase::NAMECOLOR_METIN);

 

abram: InstanceBaseEffect.cpp e procurem por 


else if (IsPoly())

{

	return NAMECOLOR_MOB;

}

 

adicionem: 


else if (IsStone())

{

	return NAMECOLOR_METIN;

}

abram PythonMiniMap.cpp e procurem por  m_NPCPositionVector.clear();

adicionem   m_MetinPositionVector.clear();

procurem por 


        else if (pkInstEach->IsNPC())
        {
            aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
            aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;

            m_NPCPositionVector.push_back(aMarkPosition);
        }

adicionem 


        else if (pkInstEach->IsStone())
        {
            aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
            aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;

            m_MetinPositionVector.push_back(aMarkPosition);
        }

procurem por 


    // NPC
    STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC));
    aIterator = m_NPCPositionVector.begin();
    while (aIterator != m_NPCPositionVector.end())
    {
        TMarkPosition & rPosition = *aIterator;
        m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
        m_WhiteMark.Render();
        ++aIterator;
    }

adicionem 


    // Metin
    STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_METIN));
    aIterator = m_MetinPositionVector.begin();
    while (aIterator != m_MetinPositionVector.end())
    {
        TMarkPosition & rPosition = *aIterator;
        m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
        m_WhiteMark.Render();
        ++aIterator;
    }
    

após isto já pode compactar a source e ir para a parte python

root/colorinfo.py

procure por CHR_NAME_RGB_WARP = (136, 218, 241)

adicione abaixo:

CHR_NAME_RGB_METIN = (240, 255, 255)

abrir root/introloading.py e procurar por 


            chrmgr.NAMECOLOR_WAYPOINT : colorInfo.CHR_NAME_RGB_WAYPOINT,

e adicionar 


            chrmgr.NAMECOLOR_METIN : colorInfo.CHR_NAME_RGB_METIN,

imagem anexada do sistema funcional no meu próprio servidor de testes

0201_125253.jpg

Não te esqueças de declarar m_MetinPositionVector no PythonMiniMap.h
TInstanceMarkPositionVector        m_MetinPositionVector;

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