WLN Posted February 1, 2018 at 03:53 PM Share Posted February 1, 2018 at 03:53 PM 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 1 Link to comment Share on other sites More sharing options...
Dynamic Things Posted November 30, 2018 at 05:57 AM Share Posted November 30, 2018 at 05:57 AM 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 Não te esqueças de declarar m_MetinPositionVector no PythonMiniMap.h TInstanceMarkPositionVector m_MetinPositionVector; Link to comment Share on other sites More sharing options...
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