[ALL]Liberando Todas as Slot "Completo" Sem Erros
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MMORPG Brasil :: OPEN SOURCE ENGINES :: Outras Engines :: Elysium :: Tutoriais
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Página 1 de 4 • 1, 2, 3, 4
[ALL]Liberando Todas as Slot "Completo" Sem Erros
CLIENT SIDE
Va na frmMirage e procure a Shape Equips(3) na picture9, seleciona a Shape Equips(3) e copia 8 veses ate aparecer Equips( e depois cola na Picture 9.
Primeiro va na FrmMirage e na picEquip, procure Todos a slot e na propriedades deixa Visible = True
Procure por:
Abaixo adicione:
Procure por:
Mude para:
Procure por:
Mude tudo para:
Procure na ModTypes, SubClearPlayer:
Mude para:
No final do ModTypes adicione:
Procure por:
Abaixo adicione:
Procure por
Mude para
Procure por:
Mude para:
Na HandleData procure por:
Abaixo adicione:
Subistitua a Sub cmbType por:
Subistitua a Sub cmdUpdate_Click() por:
Na sub Private Sub picInv_MouseMove mude para:
Na frmItemEditor, no cmbTYpes vá na propriedades e procure por LIste adicione Ring1
Va na frmMirage e procure a Shape Equips(3) na picture9, seleciona a Shape Equips(3) e copia 8 veses ate aparecer Equips( e depois cola na Picture 9.
Primeiro va na FrmMirage e na picEquip, procure Todos a slot e na propriedades deixa Visible = True
Procure por:
- Código:
Public Const ITEM_TYPE_PET = 14
Abaixo adicione:
- Código:
Public Const ITEM_TYPE_RING1 = 15
Public Const ITEM_TYPE_RING2 = 16
Public Const ITEM_TYPE_GLOVES = 17
Public Const ITEM_TYPE_LEGS = 18
Public Const ITEM_TYPE_AMULET = 19
Procure por:
- Código:
Player worn equipment packet
Mude para:
- Código:
' ::::::::::::::::::::::::::::::::::
' :: Player worn equipment packet ::
' ::::::::::::::::::::::::::::::::::
If Parse(0) = "playerworneq" Then
z = Val(Parse(1))
If z <= 0 Then Exit Sub
Call SetPlayerArmorSlot(z, Val(Parse(2)))
Call SetPlayerWeaponSlot(z, Val(Parse(3)))
Call SetPlayerHelmetSlot(z, Val(Parse(4)))
Call SetPlayerShieldSlot(z, Val(Parse(5)))
Call SetPlayerRing1Slot(z, Val(Parse(6)))
Call SetPlayerRing2Slot(z, Val(Parse(7)))
Call SetPlayerGlovesSlot(z, Val(Parse(8)))
Call SetPlayerLegsSlot(z, Val(Parse(9)))
Call SetPlayerAmuletSlot(z, Val(Parse(10)))
If z = MyIndex Then
Call UpdateVisInv
End If
Exit Sub
End If
Procure por:
- Código:
' Worn equipment
ArmorSlot As Long
WeaponSlot As Long
HelmetSlot As Long
ShieldSlot As Long
Mude tudo para:
- Código:
' Worn equipment
ArmorSlot As Long
WeaponSlot As Long
HelmetSlot As Long
ShieldSlot As Long
Ring1Slot As Long
Ring2Slot As Long
GlovesSlot As Long
LegsSlot As Long
AmuletSlot As Long
Procure na ModTypes, SubClearPlayer:
- Código:
Player(Index).ArmorSlot = 0
Player(Index).WeaponSlot = 0
Player(Index).HelmetSlot = 0
Player(Index).ShieldSlot = 0
Mude para:
- Código:
Player(Index).ArmorSlot = 0
Player(Index).WeaponSlot = 0
Player(Index).HelmetSlot = 0
Player(Index).ShieldSlot = 0
Player(Index).Ring1Slot = 0
Player(Index).Ring2Slot = 0
Player(Index).GlovesSlot = 0
Player(Index).LegsSlot = 0
Player(Index).AmuletSlot = 0
No final do ModTypes adicione:
- Código:
Function GetPlayerRing1Slot(ByVal Index As Long) As Long
GetPlayerRing1Slot = Player(Index).Ring1Slot
End Function
Sub SetPlayerRing1Slot(ByVal Index As Long, InvNum As Long)
Player(Index).Ring1Slot = InvNum
End Sub
Function GetPlayerRing2Slot(ByVal Index As Long) As Long
GetPlayerRing2Slot = Player(Index).Ring2Slot
End Function
Sub SetPlayerRing2Slot(ByVal Index As Long, InvNum As Long)
Player(Index).Ring2Slot = InvNum
End Sub
Function GetPlayerGlovesSlot(ByVal Index As Long) As Long
GetPlayerGlovesSlot = Player(Index).GlovesSlot
End Function
Sub SetPlayerGlovsSlot(ByVal Index As Long, InvNum As Long)
Player(Index).GlovesSlot = InvNum
End Sub
Function GetPlayerLegsSlot(ByVal Index As Long) As Long
GetPlayerLegsSlot = Player(Index).LegsSlot
End Function
Sub SetPlayerLegsSlot(ByVal Index As Long, InvNum As Long)
Player(Index).LegsSlot = InvNum
End Sub
Function GetPlayerAmuletSlot(ByVal Index As Long) As Long
GetPlayerAmuletSlot = Player(Index).AmuletSlot
End Function
Sub SetPlayerAmuletSlot(ByVal Index As Long, InvNum As Long)
Player(Index).AmuletSlot = InvNum
End Sub
Procure por:
- Código:
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_PET) Then
Item(EditorIndex).Data1 = frmItemEditor.scrlPet.Value
Item(EditorIndex).Data2 = frmItemEditor.scrlPetLevel.Value
Item(EditorIndex).Data3 = 0
Item(EditorIndex).StrReq = 0
Item(EditorIndex).DefReq = 0
Item(EditorIndex).SpeedReq = 0
Item(EditorIndex).MagicReq = 0
Item(EditorIndex).ClassReq = 0
Item(EditorIndex).AccessReq = 0
Item(EditorIndex).AddHP = 0
Item(EditorIndex).AddMP = 0
Item(EditorIndex).AddSP = 0
Item(EditorIndex).AddStr = 0
Item(EditorIndex).AddDef = 0
Item(EditorIndex).AddMagi = 0
Item(EditorIndex).AddSpeed = 0
Item(EditorIndex).AddEXP = 0
Item(EditorIndex).AttackSpeed = 0
Abaixo adicione:
- Código:
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_RING1) Then
Item(EditorIndex).Data2 = frmItemEditor.scrlStrength.Value
Item(EditorIndex).StrReq = frmItemEditor.scrlStrReq.Value
Item(EditorIndex).DefReq = frmItemEditor.scrlDefReq.Value
Item(EditorIndex).SpeedReq = frmItemEditor.scrlSpeedReq.Value
Item(EditorIndex).MagicReq = frmItemEditor.scrlMagicReq.Value
Item(EditorIndex).ClassReq = frmItemEditor.scrlClassReq.Value
Item(EditorIndex).AccessReq = frmItemEditor.scrlAccessReq.Value
Item(EditorIndex).AddHP = frmItemEditor.scrlAddHP.Value
Item(EditorIndex).AddMP = frmItemEditor.scrlAddMP.Value
Item(EditorIndex).AddSP = frmItemEditor.scrlAddSP.Value
Item(EditorIndex).AddStr = frmItemEditor.scrlAddStr.Value
Item(EditorIndex).AddDef = frmItemEditor.scrlAddDef.Value
Item(EditorIndex).AddMagi = frmItemEditor.scrlAddMagi.Value
Item(EditorIndex).AddSpeed = frmItemEditor.scrlAddSpeed.Value
Item(EditorIndex).AddEXP = frmItemEditor.scrlAddEXP.Value
Item(EditorIndex).AttackSpeed = frmItemEditor.scrlAttackSpeed.Value
End If
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_RING2) Then
Item(EditorIndex).Data2 = frmItemEditor.scrlStrength.Value
Item(EditorIndex).StrReq = frmItemEditor.scrlStrReq.Value
Item(EditorIndex).DefReq = frmItemEditor.scrlDefReq.Value
Item(EditorIndex).SpeedReq = frmItemEditor.scrlSpeedReq.Value
Item(EditorIndex).MagicReq = frmItemEditor.scrlMagicReq.Value
Item(EditorIndex).ClassReq = frmItemEditor.scrlClassReq.Value
Item(EditorIndex).AccessReq = frmItemEditor.scrlAccessReq.Value
Item(EditorIndex).AddHP = frmItemEditor.scrlAddHP.Value
Item(EditorIndex).AddMP = frmItemEditor.scrlAddMP.Value
Item(EditorIndex).AddSP = frmItemEditor.scrlAddSP.Value
Item(EditorIndex).AddStr = frmItemEditor.scrlAddStr.Value
Item(EditorIndex).AddDef = frmItemEditor.scrlAddDef.Value
Item(EditorIndex).AddMagi = frmItemEditor.scrlAddMagi.Value
Item(EditorIndex).AddSpeed = frmItemEditor.scrlAddSpeed.Value
Item(EditorIndex).AddEXP = frmItemEditor.scrlAddEXP.Value
Item(EditorIndex).AttackSpeed = frmItemEditor.scrlAttackSpeed.Value
End If
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_GLOVES) Then
Item(EditorIndex).Data2 = frmItemEditor.scrlStrength.Value
Item(EditorIndex).StrReq = frmItemEditor.scrlStrReq.Value
Item(EditorIndex).DefReq = frmItemEditor.scrlDefReq.Value
Item(EditorIndex).SpeedReq = frmItemEditor.scrlSpeedReq.Value
Item(EditorIndex).MagicReq = frmItemEditor.scrlMagicReq.Value
Item(EditorIndex).ClassReq = frmItemEditor.scrlClassReq.Value
Item(EditorIndex).AccessReq = frmItemEditor.scrlAccessReq.Value
Item(EditorIndex).AddHP = frmItemEditor.scrlAddHP.Value
Item(EditorIndex).AddMP = frmItemEditor.scrlAddMP.Value
Item(EditorIndex).AddSP = frmItemEditor.scrlAddSP.Value
Item(EditorIndex).AddStr = frmItemEditor.scrlAddStr.Value
Item(EditorIndex).AddDef = frmItemEditor.scrlAddDef.Value
Item(EditorIndex).AddMagi = frmItemEditor.scrlAddMagi.Value
Item(EditorIndex).AddSpeed = frmItemEditor.scrlAddSpeed.Value
Item(EditorIndex).AddEXP = frmItemEditor.scrlAddEXP.Value
Item(EditorIndex).AttackSpeed = frmItemEditor.scrlAttackSpeed.Value
End If
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_LEGS) Then
Item(EditorIndex).Data2 = frmItemEditor.scrlStrength.Value
Item(EditorIndex).StrReq = frmItemEditor.scrlStrReq.Value
Item(EditorIndex).DefReq = frmItemEditor.scrlDefReq.Value
Item(EditorIndex).SpeedReq = frmItemEditor.scrlSpeedReq.Value
Item(EditorIndex).MagicReq = frmItemEditor.scrlMagicReq.Value
Item(EditorIndex).ClassReq = frmItemEditor.scrlClassReq.Value
Item(EditorIndex).AccessReq = frmItemEditor.scrlAccessReq.Value
Item(EditorIndex).AddHP = frmItemEditor.scrlAddHP.Value
Item(EditorIndex).AddMP = frmItemEditor.scrlAddMP.Value
Item(EditorIndex).AddSP = frmItemEditor.scrlAddSP.Value
Item(EditorIndex).AddStr = frmItemEditor.scrlAddStr.Value
Item(EditorIndex).AddDef = frmItemEditor.scrlAddDef.Value
Item(EditorIndex).AddMagi = frmItemEditor.scrlAddMagi.Value
Item(EditorIndex).AddSpeed = frmItemEditor.scrlAddSpeed.Value
Item(EditorIndex).AddEXP = frmItemEditor.scrlAddEXP.Value
Item(EditorIndex).AttackSpeed = frmItemEditor.scrlAttackSpeed.Value
End If
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_AMULET) Then
Item(EditorIndex).Data2 = frmItemEditor.scrlStrength.Value
Item(EditorIndex).StrReq = frmItemEditor.scrlStrReq.Value
Item(EditorIndex).DefReq = frmItemEditor.scrlDefReq.Value
Item(EditorIndex).SpeedReq = frmItemEditor.scrlSpeedReq.Value
Item(EditorIndex).MagicReq = frmItemEditor.scrlMagicReq.Value
Item(EditorIndex).ClassReq = frmItemEditor.scrlClassReq.Value
Item(EditorIndex).AccessReq = frmItemEditor.scrlAccessReq.Value
Item(EditorIndex).AddHP = frmItemEditor.scrlAddHP.Value
Item(EditorIndex).AddMP = frmItemEditor.scrlAddMP.Value
Item(EditorIndex).AddSP = frmItemEditor.scrlAddSP.Value
Item(EditorIndex).AddStr = frmItemEditor.scrlAddStr.Value
Item(EditorIndex).AddDef = frmItemEditor.scrlAddDef.Value
Item(EditorIndex).AddMagi = frmItemEditor.scrlAddMagi.Value
Item(EditorIndex).AddSpeed = frmItemEditor.scrlAddSpeed.Value
Item(EditorIndex).AddEXP = frmItemEditor.scrlAddEXP.Value
Item(EditorIndex).AttackSpeed = frmItemEditor.scrlAttackSpeed.Value
End If
Procure por
- Código:
Public Sub UpdateTradeInventory()
Mude para
- Código:
Public Sub UpdateTradeInventory()
Dim I As Long
frmPlayerTrade.PlayerInv1.Clear
For I = 1 To MAX_INV
If GetPlayerInvItemNum(MyIndex, I) > 0 And GetPlayerInvItemNum(MyIndex, I) <= MAX_ITEMS Then
If Item(GetPlayerInvItemNum(MyIndex, I)).Type = ITEM_TYPE_CURRENCY Then
frmPlayerTrade.PlayerInv1.AddItem I & ": " & Trim(Item(GetPlayerInvItemNum(MyIndex, I)).Name) & " (" & GetPlayerInvItemValue(MyIndex, I) & ")"
Else
If GetPlayerWeaponSlot(MyIndex) = I Or GetPlayerArmorSlot(MyIndex) = I Or GetPlayerHelmetSlot(MyIndex) = I Or GetPlayerShieldSlot(MyIndex) = I Or GetPlayerRing1Slot(MyIndex) = I Or GetPlayerRing2Slot(MyIndex) = I Or GetPlayerGlovesSlot(MyIndex) = I Or GetPlayerLegsSlot(MyIndex) = I Or GetPlayerAmuletSlot(MyIndex) = I Then
frmPlayerTrade.PlayerInv1.AddItem I & ": " & Trim(Item(GetPlayerInvItemNum(MyIndex, I)).Name) & " (equipado)"
Else
frmPlayerTrade.PlayerInv1.AddItem I & ": " & Trim(Item(GetPlayerInvItemNum(MyIndex, I)).Name)
End If
End If
Else
frmPlayerTrade.PlayerInv1.AddItem "<Nada>"
End If
Next I
frmPlayerTrade.PlayerInv1.ListIndex = 0
End Sub
Procure por:
- Código:
Public Sub UpdateVisInv()
Dim Index As Long
Dim d As Long
For Index = 1 To MAX_INV
If GetPlayerShieldSlot(MyIndex) <> Index Then frmMirage.ShieldImage.Picture = LoadPicture()
If GetPlayerWeaponSlot(MyIndex) <> Index Then frmMirage.WeaponImage.Picture = LoadPicture()
If GetPlayerHelmetSlot(MyIndex) <> Index Then frmMirage.HelmetImage.Picture = LoadPicture()
If GetPlayerArmorSlot(MyIndex) <> Index Then frmMirage.ArmorImage.Picture = LoadPicture()
Next Index
For Index = 1 To MAX_INV
If GetPlayerShieldSlot(MyIndex) = Index Then Call BitBlt(frmMirage.ShieldImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerWeaponSlot(MyIndex) = Index Then Call BitBlt(frmMirage.WeaponImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerHelmetSlot(MyIndex) = Index Then Call BitBlt(frmMirage.HelmetImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerArmorSlot(MyIndex) = Index Then Call BitBlt(frmMirage.ArmorImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
Next Index
frmMirage.EquipS(0).Visible = False
frmMirage.EquipS(1).Visible = False
frmMirage.EquipS(2).Visible = False
frmMirage.EquipS(3).Visible = False
For d = 0 To MAX_INV - 1
If Player(MyIndex).Inv(d + 1).Num > 0 Then
If Item(GetPlayerInvItemNum(MyIndex, d + 1)).Type <> ITEM_TYPE_CURRENCY Then
'frmMirage.descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (" & GetPlayerInvItemValue(MyIndex, d + 1) & ")"
'Else
If GetPlayerWeaponSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(0).Visible = True
frmMirage.EquipS(0).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(0).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerArmorSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(1).Visible = True
frmMirage.EquipS(1).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(1).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerHelmetSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(2).Visible = True
frmMirage.EquipS(2).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(2).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerShieldSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(3).Visible = True
frmMirage.EquipS(3).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(3).Left = frmMirage.picInv(d).Left - 2
Else
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name)
End If
End If
End If
Next d
End Sub
Mude para:
- Código:
Public Sub UpdateVisInv()
Dim Index As Long
Dim d As Long
For Index = 1 To MAX_INV
If GetPlayerShieldSlot(MyIndex) <> Index Then frmMirage.ShieldImage.Picture = LoadPicture()
If GetPlayerWeaponSlot(MyIndex) <> Index Then frmMirage.WeaponImage.Picture = LoadPicture()
If GetPlayerHelmetSlot(MyIndex) <> Index Then frmMirage.HelmetImage.Picture = LoadPicture()
If GetPlayerArmorSlot(MyIndex) <> Index Then frmMirage.ArmorImage.Picture = LoadPicture()
If GetPlayerRing1Slot(MyIndex) <> Index Then frmMirage.Ring1Image.Picture = LoadPicture()
If GetPlayerRing2Slot(MyIndex) <> Index Then frmMirage.Ring2Image.Picture = LoadPicture()
If GetPlayerGlovesSlot(MyIndex) <> Index Then frmMirage.GlovesImage.Picture = LoadPicture()
If GetPlayerLegsSlot(MyIndex) <> Index Then frmMirage.LegsImage.Picture = LoadPicture()
If GetPlayerAmuletSlot(MyIndex) <> Index Then frmMirage.AmuletImage.Picture = LoadPicture()
Next Index
For Index = 1 To MAX_INV
If GetPlayerShieldSlot(MyIndex) = Index Then Call BitBlt(frmMirage.ShieldImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerWeaponSlot(MyIndex) = Index Then Call BitBlt(frmMirage.WeaponImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerHelmetSlot(MyIndex) = Index Then Call BitBlt(frmMirage.HelmetImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerArmorSlot(MyIndex) = Index Then Call BitBlt(frmMirage.ArmorImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerRing1Slot(MyIndex) = Index Then Call BitBlt(frmMirage.Ring1Image.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerRing2Slot(MyIndex) = Index Then Call BitBlt(frmMirage.Ring2Image.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerGlovesSlot(MyIndex) = Index Then Call BitBlt(frmMirage.GlovesImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerLegsSlot(MyIndex) = Index Then Call BitBlt(frmMirage.LegsImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
If GetPlayerAmuletSlot(MyIndex) = Index Then Call BitBlt(frmMirage.AmuletImage.hDC, 0, 0, PIC_X, PIC_Y, frmMirage.picItems.hDC, (Item(GetPlayerInvItemNum(MyIndex, Index)).Pic - Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * 6) * PIC_X, Int(Item(GetPlayerInvItemNum(MyIndex, Index)).Pic / 6) * PIC_Y, SRCCOPY)
Next Index
frmMirage.EquipS(0).Visible = False
frmMirage.EquipS(1).Visible = False
frmMirage.EquipS(2).Visible = False
frmMirage.EquipS(3).Visible = False
frmMirage.EquipS(4).Visible = False
frmMirage.EquipS(5).Visible = False
frmMirage.EquipS(6).Visible = False
frmMirage.EquipS(7).Visible = False
frmMirage.EquipS(8).Visible = False
For d = 0 To MAX_INV - 1
If Player(MyIndex).Inv(d + 1).Num > 0 Then
If Item(GetPlayerInvItemNum(MyIndex, d + 1)).Type <> ITEM_TYPE_CURRENCY Then
'frmMirage.descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (" & GetPlayerInvItemValue(MyIndex, d + 1) & ")"
'Else
If GetPlayerWeaponSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(0).Visible = True
frmMirage.EquipS(0).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(0).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerArmorSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(1).Visible = True
frmMirage.EquipS(1).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(1).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerHelmetSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(2).Visible = True
frmMirage.EquipS(2).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(2).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerShieldSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(3).Visible = True
frmMirage.EquipS(3).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(3).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerRing1Slot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(4).Visible = True
frmMirage.EquipS(4).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(4).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerRing2Slot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(5).Visible = True
frmMirage.EquipS(5).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(5).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerGlovesSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(6).Visible = True
frmMirage.EquipS(6).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(6).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerLegsSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(7).Visible = True
frmMirage.EquipS(7).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(7).Left = frmMirage.picInv(d).Left - 2
ElseIf GetPlayerAmuletSlot(MyIndex) = d + 1 Then
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (worn)"
frmMirage.EquipS(8).Visible = True
frmMirage.EquipS(8).Top = frmMirage.picInv(d).Top - 2
frmMirage.EquipS(8).Left = frmMirage.picInv(d).Left - 2
'frmMirage.picInv(d).ToolTipText = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name)
End If
End If
End If
Next d
End Sub
Na HandleData procure por:
- Código:
If GetPlayerHelmetSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerHelmetSlot(MyIndex))).AddSpeed
End If
Abaixo adicione:
- Código:
If GetPlayerRing1Slot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing1Slot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing1Slot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing1Slot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing1Slot(MyIndex))).AddSpeed
End If
If GetPlayerRing2Slot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing2Slot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing2Slot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing2Slot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerRing2Slot(MyIndex))).AddSpeed
End If
If GetPlayerGlovesSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerGlovesSlot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerGlovesSlot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerGlovesSlot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerGlovesSlot(MyIndex))).AddSpeed
End If
If GetPlayerLegsSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerLegsSlot(MyIndex))).AddSpeed
End If
If GetPlayerAmuletSlot(MyIndex) > 0 Then
SubStr = SubStr + Item(GetPlayerInvItemNum(MyIndex, GetPlayerAmuletSlot(MyIndex))).AddStr
SubDef = SubDef + Item(GetPlayerInvItemNum(MyIndex, GetPlayerAmuletSlot(MyIndex))).AddDef
SubMagi = SubMagi + Item(GetPlayerInvItemNum(MyIndex, GetPlayerAmuletSlot(MyIndex))).AddMagi
SubSpeed = SubSpeed + Item(GetPlayerInvItemNum(MyIndex, GetPlayerAmuletSlot(MyIndex))).AddSpeed
End If
Subistitua a Sub cmbType por:
- Código:
Private Sub cmbType_Click()
If (cmbType.ListIndex >= ITEM_TYPE_WEAPON) And (cmbType.ListIndex <= ITEM_TYPE_SHIELD) Or (cmbType.ListIndex <= ITEM_TYPE_RING1) Or (cmbType.ListIndex <= ITEM_TYPE_RING2) Or (cmbType.ListIndex <= ITEM_TYPE_GLOVES) Or (cmbType.ListIndex <= ITEM_TYPE_LEGS) Or (cmbType.ListIndex <= ITEM_TYPE_AMULET) Then
If cmbType.ListIndex = ITEM_TYPE_WEAPON Then
Label3.Caption = "Dano:"
Else
Label3.Caption = "Defesa:"
End If
fraEquipment.Visible = True
fraPet.Visible = False
fraAttributes.Visible = True
fraBow.Visible = True
Else
fraEquipment.Visible = False
fraAttributes.Visible = False
fraBow.Visible = False
End If
If (cmbType.ListIndex >= ITEM_TYPE_POTIONADDHP) And (cmbType.ListIndex <= ITEM_TYPE_POTIONSUBSP) Then
fraVitals.Visible = True
fraPet.Visible = False
fraAttributes.Visible = False
fraEquipment.Visible = False
fraBow.Visible = False
Else
fraVitals.Visible = False
End If
If (cmbType.ListIndex = ITEM_TYPE_SPELL) Then
fraSpell.Visible = True
fraPet.Visible = False
fraAttributes.Visible = False
fraEquipment.Visible = False
fraBow.Visible = False
Else
fraSpell.Visible = False
End If
If (cmbType.ListIndex = ITEM_TYPE_PET) Then
fraSpell.Visible = False
fraPet.Visible = True
fraAttributes.Visible = False
fraEquipment.Visible = False
fraBow.Visible = False
Else
fraPet.Visible = False
End If
End Sub
Subistitua a Sub cmdUpdate_Click() por:
- Código:
Private Sub cmdUpdate_Click()
Dim Index As Long, I As Long, ItemNum As Long
Index = lstTradeItem(SSTab1.Tab).ListIndex + 1
I = SSTab1.Tab + 1
ItemNum = cmbItemGet.ListIndex
If ItemNum > 0 Then
If I = 1 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
MsgBox "Please click the tab that says shield to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
MsgBox "Please click the tab that says armor to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
MsgBox "Please click the tab that says helmet to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
MsgBox "Please click the tab that says spell to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_RING1 Then
MsgBox "Please click the tab that says ring1 to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_RING2 Then
MsgBox "Please click the tab that says ring2 to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_GLOVES Then
MsgBox "Please click the tab that says gloves to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_LEGS Then
MsgBox "Please click the tab that says legs to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_AMULET Then
MsgBox "Please click the tab that says amulet to add this!"
Exit Sub
Else
MsgBox "Please click the tab that says other to add this!"
Exit Sub
End If
ElseIf I = 2 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
MsgBox "Please click the tab that says weapon to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
MsgBox "Please click the tab that says armor to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
MsgBox "Please click the tab that says helmet to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
MsgBox "Please click the tab that says spell to add this!"
Exit Sub
Else
MsgBox "Please click the tab that says other to add this!"
Exit Sub
End If
ElseIf I = 3 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
MsgBox "Please click the tab that says weapon to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
MsgBox "Please click the tab that says shield to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
MsgBox "Please click the tab that says helmet to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
MsgBox "Please click the tab that says spell to add this!"
Exit Sub
Else
MsgBox "Please click the tab that says other to add this!"
Exit Sub
End If
ElseIf I = 4 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
MsgBox "Please click the tab that says weapon to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
MsgBox "Please click the tab that says shield to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
MsgBox "Please click the tab that says armor to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
MsgBox "Please click the tab that says spell to add this!"
Exit Sub
Else
MsgBox "Please click the tab that says other to add this!"
Exit Sub
End If
ElseIf I = 5 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
MsgBox "Please click the tab that says weapon to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
MsgBox "Please click the tab that says shield to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
MsgBox "Please click the tab that says armor to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
MsgBox "Please click the tab that says helmet to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
Else
MsgBox "Please click the tab that says other to add this!"
Exit Sub
End If
ElseIf I = 6 Then
If Item(ItemNum).Type = ITEM_TYPE_WEAPON Then
MsgBox "Please click the tab that says weapon to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SHIELD Then
MsgBox "Please click the tab that says shield to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_ARMOR Then
MsgBox "Please click the tab that says armor to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_HELMET Then
MsgBox "Please click the tab that says helmet to add this!"
Exit Sub
ElseIf Item(ItemNum).Type = ITEM_TYPE_SPELL Then
MsgBox "Please click the tab that says spell to add this!"
Exit Sub
Else
End If
End If
End If
Shop(EditorIndex).TradeItem(SSTab1.Tab + 1).Value(Index).GiveItem = cmbItemGive.ListIndex
Shop(EditorIndex).TradeItem(SSTab1.Tab + 1).Value(Index).GiveValue = Val(txtItemGiveValue.Text)
Shop(EditorIndex).TradeItem(SSTab1.Tab + 1).Value(Index).GetItem = cmbItemGet.ListIndex
Shop(EditorIndex).TradeItem(SSTab1.Tab + 1).Value(Index).GetValue = Val(txtItemGetValue.Text)
Call UpdateShopTrade
End Sub
Na sub Private Sub picInv_MouseMove mude para:
- Código:
Private Sub picInv_MouseMove(Index As Integer, Button As Integer, Shift As Integer, x As Single, y As Single)
Dim d As Long
d = Index
If Player(MyIndex).Inv(d + 1).Num > 0 Then
If Item(GetPlayerInvItemNum(MyIndex, d + 1)).Type = ITEM_TYPE_CURRENCY Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (" & GetPlayerInvItemValue(MyIndex, d + 1) & ")"
Else
If GetPlayerWeaponSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerArmorSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerHelmetSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerShieldSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerRing1Slot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerRing2Slot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerGlovesSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerLegsSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
ElseIf GetPlayerAmuletSlot(MyIndex) = d + 1 Then
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)"
Else
descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name)
End If
End If
descStr.Caption = Item(GetPlayerInvItemNum(MyIndex, d + 1)).StrReq & " Força"
descDef.Caption = Item(GetPlayerInvItemNum(MyIndex, d + 1)).DefReq & " Defesa"
descSpeed.Caption = Item(GetPlayerInvItemNum(MyIndex, d + 1)).SpeedReq & " Agilidade"
descMagic.Caption = Item(GetPlayerInvItemNum(MyIndex, d + 1)).MagicReq & " Inteligência"
descHpMp.Caption = "HP: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddHP & " MP: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddMP & " SP: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddSP
descSD.Caption = "For: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddStr & " Def: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddDef
descMS.Caption = "Int: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddMagi & " Agi: " & Item(GetPlayerInvItemNum(MyIndex, d + 1)).AddSpeed
desc.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).desc)
itmDesc.Visible = True
Call itmDesc.ZOrder(0)
Else
itmDesc.Visible = False
End If
End Sub
Na frmItemEditor, no cmbTYpes vá na propriedades e procure por LIste adicione Ring1
Última edição por LosT - Style em Sáb 16 Out 2010, 19:38, editado 5 vez(es)
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
SERVE SIDE
Procure por:
Mude tudo para:
Procure por:
Mude para
Procure por:
Abaixo adicione:
Procure por:
Mude para:
Na subClearChar procure por:
Abaixo adicione:
Na mesma sub procure por:
Abaixo adicione:
Procure por:
Abaixo adicione:
Procure por:
mude tudo para:
Procure por:
Mude tudo para:
Procure por:
Mude tudo para:
Procure por:
Mude tudo para:
Procure por:
Mude tudo para:
Procure por:
Procure por:
Mude tudo para:
Procure por:
Abaixo adicione:
Procure por:
Abaixo adicione:
Procure por:
Abaixo adicione
Procure por:
Abaixo adicione:
Procure por:
Mude tudo para:
Procure por:
abaixo adicione:
Procure por:
abaixo adicione:
Procure por:
Mude para
Procure por:
Abaixo adicione:
Procure:
Mude tudo para:
Procure por:
Mude tudo para:
Procure por:
abaixo adicione:
Procure por:
Abaixo adicione:
Procure por:
Mude para:
Creditos:LosT - Style por desenvolver o sistema
Creditos: Guilherme por fazer sistema original "Liberaçao de slot "Ring1"
Creditos: MMORPGBR por deixar eu conpartilha com voces
Procure por:
- Código:
' Equipamentos
Player(Index).Char(i).ArmorSlot = Val(GetVar(FileName, "CHAR" & i, "ArmorSlot"))
Player(Index).Char(i).WeaponSlot = Val(GetVar(FileName, "CHAR" & i, "WeaponSlot"))
Player(Index).Char(i).HelmetSlot = Val(GetVar(FileName, "CHAR" & i, "HelmetSlot"))
Player(Index).Char(i).ShieldSlot = Val(GetVar(FileName, "CHAR" & i, "ShieldSlot"))
Mude tudo para:
- Código:
' Equipamentos
Player(Index).Char(i).ArmorSlot = Val(GetVar(FileName, "CHAR" & i, "ArmorSlot"))
Player(Index).Char(i).WeaponSlot = Val(GetVar(FileName, "CHAR" & i, "WeaponSlot"))
Player(Index).Char(i).HelmetSlot = Val(GetVar(FileName, "CHAR" & i, "HelmetSlot"))
Player(Index).Char(i).ShieldSlot = Val(GetVar(FileName, "CHAR" & i, "ShieldSlot"))
Player(Index).Char(i).Ring1Slot = Val(GetVar(FileName, "CHAR" & i, "Ring1Slot"))
Player(Index).Char(i).Ring2Slot = Val(GetVar(FileName, "CHAR" & i, "Ring2Slot"))
Player(Index).Char(i).GlovesSlot = Val(GetVar(FileName, "CHAR" & i, "GlovesSlot"))
Player(Index).Char(i).LegsSlot = Val(GetVar(FileName, "CHAR" & i, "LegsSlot"))
Player(Index).Char(i).AmuletSlot = Val(GetVar(FileName, "CHAR" & i, "AmuletSlot"))
Procure por:
- Código:
' Equipamentos
Call PutVar(FileName, "CHAR" & i, "ArmorSlot", STR(Player(Index).Char(i).ArmorSlot))
Call PutVar(FileName, "CHAR" & i, "WeaponSlot", STR(Player(Index).Char(i).WeaponSlot))
Call PutVar(FileName, "CHAR" & i, "HelmetSlot", STR(Player(Index).Char(i).HelmetSlot))
Call PutVar(FileName, "CHAR" & i, "ShieldSlot", STR(Player(Index).Char(i).ShieldSlot))
Mude para
- Código:
' Equipamentos
Call PutVar(FileName, "CHAR" & i, "ArmorSlot", STR(Player(Index).Char(i).ArmorSlot))
Call PutVar(FileName, "CHAR" & i, "WeaponSlot", STR(Player(Index).Char(i).WeaponSlot))
Call PutVar(FileName, "CHAR" & i, "HelmetSlot", STR(Player(Index).Char(i).HelmetSlot))
Call PutVar(FileName, "CHAR" & i, "ShieldSlot", STR(Player(Index).Char(i).ShieldSlot))
Call PutVar(FileName, "CHAR" & i, "Ring1Slot", STR(Player(Index).Char(i).Ring1Slot))
Call PutVar(FileName, "CHAR" & i, "Ring1Slot", STR(Player(Index).Char(i).Ring2Slot))
Call PutVar(FileName, "CHAR" & i, "GlovesSlot", STR(Player(Index).Char(i).GlovesSlot))
Call PutVar(FileName, "CHAR" & i, "LegsSlot", STR(Player(Index).Char(i).LegsSlot))
Call PutVar(FileName, "CHAR" & i, "AmuletSlot", STR(Player(Index).Char(i).AmuletSlot))
Procure por:
- Código:
' Constantes de itens
Public Const ITEM_TYPE_NONE = 0
Public Const ITEM_TYPE_WEAPON = 1
Public Const ITEM_TYPE_ARMOR = 2
Public Const ITEM_TYPE_HELMET = 3
Public Const ITEM_TYPE_SHIELD = 4
Public Const ITEM_TYPE_POTIONADDHP = 5
Public Const ITEM_TYPE_POTIONADDMP = 6
Public Const ITEM_TYPE_POTIONADDSP = 7
Public Const ITEM_TYPE_POTIONSUBHP = 8
Public Const ITEM_TYPE_POTIONSUBMP = 9
Public Const ITEM_TYPE_POTIONSUBSP = 10
Public Const ITEM_TYPE_KEY = 11
Public Const ITEM_TYPE_CURRENCY = 12
Public Const ITEM_TYPE_SPELL = 13
Public Const ITEM_TYPE_PET = 14
Abaixo adicione:
- Código:
Public Const ITEM_TYPE_RING1 = 15
Public Const ITEM_TYPE_RING2 = 16
Public Const ITEM_TYPE_GLOVES = 17
Public Const ITEM_TYPE_LEGS = 18
Public Const ITEM_TYPE_AMULET = 19
Procure por:
- Código:
' Equipamento
ArmorSlot As Long
WeaponSlot As Long
HelmetSlot As Long
ShieldSlot As Long
Mude para:
- Código:
' Equipamento
ArmorSlot As Long
WeaponSlot As Long
HelmetSlot As Long
ShieldSlot As Long
Ring1Slot As Long
Ring2Slot As Long
GlovesSlot As Long
LegsSlot As Long
AmuletSlot As Long
Na subClearChar procure por:
- Código:
Player(Index).Char(CharNum).ShieldSlot = 0
Abaixo adicione:
- Código:
Player(Index).Char(CharNum).Ring1Slot = 0
Player(Index).Char(CharNum).Ring2Slot = 0
Player(Index).Char(CharNum).GlovesSlot = 0
Player(Index).Char(CharNum).LegsSlot = 0
Player(Index).Char(CharNum).AmuletSlot = 0
Na mesma sub procure por:
- Código:
Player(Index).Char(i).ShieldSlot = 0
Abaixo adicione:
- Código:
Player(Index).Char(i).Ring1Slot = 0
Player(Index).Char(i).Ring2Slot = 0
Player(Index).Char(i).GlovesSlot = 0
Player(Index).Char(i).LegsSlot = 0
Player(Index).Char(i).AmuletSlot = 0
Procure por:
- Código:
Function GetPlayerArmorSlot(ByVal Index As Long) As Long
GetPlayerArmorSlot = Player(Index).Char(Player(Index).CharNum).ArmorSlot
End Function
Abaixo adicione:
- Código:
Function GetPlayerRing1Slot(ByVal Index As Long) As Long
GetPlayerRing1Slot = Player(Index).Char(Player(Index).CharNum).Ring1Slot
End Function
Function GetPlayerRing2Slot(ByVal Index As Long) As Long
GetPlayerRing2Slot = Player(Index).Char(Player(Index).CharNum).Ring2Slot
End Function
Function GetPlayerGlovesSlot(ByVal Index As Long) As Long
GetPlayerGlovesSlot = Player(Index).Char(Player(Index).CharNum).GlovesSlot
End Function
Function GetPlayerLegsSlot(ByVal Index As Long) As Long
GetPlayerLegsSlot = Player(Index).Char(Player(Index).CharNum).LegsSlot
End Function
Function GetPlayerAmuletSlot(ByVal Index As Long) As Long
GetPlayerAmuletSlot = Player(Index).Char(Player(Index).CharNum).AmuletSlot
End Function
Procure por:
- Código:
Function GetPlayerDEF
mude tudo para:
- Código:
Function GetPlayerDEF(ByVal Index As Long) As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddDef
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddDef
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddDef
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddDef
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddDef
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddDef
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddDef
End If
If GetPlayerLegsSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index))).AddDef
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddDef
End If
GetPlayerDEF = Player(Index).Char(Player(Index).CharNum).DEF + add
End Function
Procure por:
- Código:
Function GetPlayerMAGI
Mude tudo para:
- Código:
Function GetPlayerMAGI(ByVal Index As Long) As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddMagi
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddMagi
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddMagi
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddMagi
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddMagi
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddMagi
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddMagi
End If
If GetPlayerLegsSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index))).AddMagi
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddMagi
End If
GetPlayerMAGI = Player(Index).Char(Player(Index).CharNum).Magi + add
End Function
Procure por:
- Código:
Function GetPlayerMaxHP
Mude tudo para:
- Código:
Function GetPlayerMaxHP(ByVal Index As Long) As Long
Dim CharNum As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddHP
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddHP
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddHP
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddHP
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddHP
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddHP
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddHP
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddHP
End If
CharNum = Player(Index).CharNum
'GetPlayerMaxHP = ((Player(index).Char(CharNum).Level + Int(GetPlayerstr(index) / 2) + Class(Player(index).Char(CharNum).Class).str) * 2) + add
GetPlayerMaxHP = (GetPlayerLevel(Index) * AddHP.Level) + (GetPlayerstr(Index) * AddHP.STR) + (GetPlayerDEF(Index) * AddHP.DEF) + (GetPlayerMAGI(Index) * AddHP.Magi) + (GetPlayerSPEED(Index) * AddHP.Speed) + add
End Function
Procure por:
- Código:
Function GetPlayerMaxMP
Mude tudo para:
- Código:
Function GetPlayerMaxMP(ByVal Index As Long) As Long
Dim CharNum As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddMP
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddMP
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddMP
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddMP
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddMP
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddMP
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddMP
End If
If GetPlayerLegsSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index))).AddMP
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddMP
End If
CharNum = Player(Index).CharNum
GetPlayerMaxMP = ((Player(Index).Char(CharNum).Level + Int(GetPlayerMAGI(Index) / 2) + Class(Player(Index).Char(CharNum).Class).Magi) * 2) + add
'GetPlayerMaxMP = (GetPlayerLevel(Index) * AddMP.Level) + (GetPlayerstr(Index) * AddMP.STR) + (GetPlayerDEF(Index) * AddMP.DEF) + (GetPlayerMAGI(Index) * AddMP.Magi) + (GetPlayerSPEED(Index) * AddMP.Speed) + add
End Function
Procure por:
- Código:
Function GetPlayerMaxSP
Mude tudo para:
- Código:
Function GetPlayerMaxSP(ByVal Index As Long) As Long
Dim CharNum As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddSP
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddSP
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddSP
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddSP
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddSP
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddSP
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddSP
End If
If GetPlayerLegsSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index))).AddSP
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddSP
End If
CharNum = Player(Index).CharNum
'GetPlayerMaxSP = ((Player(index).Char(CharNum).Level + Int(GetPlayerSPEED(index) / 2) + Class(Player(index).Char(CharNum).Class).SPEED) * 2) + add
GetPlayerMaxSP = (GetPlayerLevel(Index) * AddSP.Level) + (GetPlayerstr(Index) * AddSP.STR) + (GetPlayerDEF(Index) * AddSP.DEF) + (GetPlayerMAGI(Index) * AddSP.Magi) + (GetPlayerSPEED(Index) * AddSP.Speed) + add
End Function
Procure por:
- Código:
Function GetPlayerSPEED(ByVal Index As Long) As Long
Dim add As Long
- Código:
Function GetPlayerSPEED(ByVal Index As Long) As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddSpeed
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddSpeed
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddSpeed
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddSpeed
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddSpeed
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddSpeed
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddSpeed
End If
If GetPlayerLegsSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index))).AddSpeed
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddSpeed
End If
GetPlayerSPEED = Player(Index).Char(Player(Index).CharNum).Speed + add
End Function
Procure por:
- Código:
Function GetPlayerstr
Mude tudo para:
- Código:
Function GetPlayerstr(ByVal Index As Long) As Long
Dim add As Long
add = 0
If GetPlayerWeaponSlot(Index) > 0 Then
add = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AddStr
End If
If GetPlayerArmorSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index))).AddStr
End If
If GetPlayerShieldSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index))).AddStr
End If
If GetPlayerHelmetSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index))).AddStr
End If
If GetPlayerRing1Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index))).AddStr
End If
If GetPlayerRing2Slot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index))).AddStr
End If
If GetPlayerGlovesSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index))).AddStr
End If
If GetPlayerAmuletSlot(Index) > 0 Then
add = add + Item(GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index))).AddStr
End If
GetPlayerstr = Player(Index).Char(Player(Index).CharNum).STR + add
End Function
Procure por:
- Código:
Sub SetPlayerArmorSlot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).ArmorSlot = InvNum
End Sub
Abaixo adicione:
- Código:
Sub SetPlayerRing1Slot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).Ring1Slot = InvNum
End Sub
Sub SetPlayerRing2Slot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).Ring2Slot = InvNum
End Sub
Sub SetPlayerGlovesSlot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).GlovesSlot = InvNum
End Sub
Sub SetPlayerLegsSlot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).LegsSlot = InvNum
End Sub
Sub SetPlayerAmuletSlot(ByVal Index As Long, _
InvNum As Long)
Player(Index).Char(Player(Index).CharNum).AmuletSlot = InvNum
End Sub
Procure por:
- Código:
If GetPlayerHelmetSlot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerHelmetSlot(Attacker))).AddEXP
End If
Abaixo adicione:
- Código:
If GetPlayerRing1Slot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerRing1Slot(Attacker))).AddEXP
End If
If GetPlayerRing2Slot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerRing2Slot(Attacker))).AddEXP
End If
If GetPlayerGlovesSlot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerGlovesSlot(Attacker))).AddEXP
End If
If GetPlayerLegsSlot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerLegsSlot(Attacker))).AddEXP
End If
If GetPlayerAmuletSlot(Attacker) > 0 Then
add = add + Item(GetPlayerInvItemNum(Attacker, GetPlayerAmuletSlot(Attacker))).AddEXP
End If
Procure por:
- Código:
If GetPlayerShieldSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerShieldSlot(Victim), 0)
End If
Abaixo adicione
- Código:
If GetPlayerRing1Slot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerRing1Slot(Victim), 0)
End If
If GetPlayerRing2Slot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerRing2Slot(Victim), 0)
End If
If GetPlayerGlovesSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerGlovesSlot(Victim), 0)
End If
If GetPlayerLegsSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerLegsSlot(Victim), 0)
End If
If GetPlayerAmuletSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerAmuletSlot(Victim), 0)
End If
Procure por:
- Código:
Slot = GetPlayerShieldSlot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_SHIELD Then
Call SetPlayerShieldSlot(Index, 0)
End If
Else
Call SetPlayerShieldSlot(Index, 0)
End If
End If
Abaixo adicione:
- Código:
Slot = GetPlayerRing1Slot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_RING1 Then
Call SetPlayerRing1Slot(Index, 0)
End If
Else
Call SetPlayerRing1Slot(Index, 0)
End If
End If
Slot = GetPlayerRing2Slot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_RING2 Then
Call SetPlayerRing2Slot(Index, 0)
End If
Else
Call SetPlayerRing2Slot(Index, 0)
End If
End If
Slot = GetPlayerGlovesSlot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_GLOVES Then
Call SetPlayerGlovesSlot(Index, 0)
End If
Else
Call SetPlayerGlovesSlot(Index, 0)
End If
End If
Slot = GetPlayerLegsSlot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_LEGS Then
Call SetPlayerLegsSlot(Index, 0)
End If
Else
Call SetPlayerLegsSlot(Index, 0)
End If
End If
Slot = GetPlayerAmuletSlot(Index)
If Slot > 0 Then
ItemNum = GetPlayerInvItemNum(Index, Slot)
If ItemNum > 0 Then
If Item(ItemNum).Type <> ITEM_TYPE_AMULET Then
Call SetPlayerAmuletSlot(Index, 0)
End If
Else
Call SetPlayerAmuletSlot(Index, 0)
End If
End If
Procure por:
- Código:
Sub GiveItem
Mude tudo para:
- Código:
Sub GiveItem(ByVal Index As Long, _
ByVal ItemNum As Long, _
ByVal ItemVal As Long)
Dim i As Long
' Checar por subscript out of range
If IsPlaying(Index) = False Or ItemNum <= 0 Or ItemNum > MAX_ITEMS Then
Exit Sub
End If
i = FindOpenInvSlot(Index, ItemNum)
' Checar se o inventário está cheio
If i <> 0 Then
Call SetPlayerInvItemNum(Index, i, ItemNum)
Call SetPlayerInvItemValue(Index, i, GetPlayerInvItemValue(Index, i) + ItemVal)
If (Item(ItemNum).Type = ITEM_TYPE_ARMOR) Or (Item(ItemNum).Type = ITEM_TYPE_WEAPON) Or (Item(ItemNum).Type = ITEM_TYPE_HELMET) Or (Item(ItemNum).Type = ITEM_TYPE_SHIELD) Or (Item(ItemNum).Type = ITEM_TYPE_RING1) Or (Item(ItemNum).Type = ITEM_TYPE_RING2) Or (Item(ItemNum).Type = ITEM_TYPE_GLOVES) Or (Item(ItemNum).Type = ITEM_TYPE_LEGS) Or (Item(ItemNum).Type = ITEM_TYPE_AMULET) Then
Call SetPlayerInvItemDur(Index, i, Item(ItemNum).Data1)
End If
Call SendInventoryUpdate(Index, i)
Else
Call PlayerMsg(Index, "Seu inventário está cheio.", BrightRed)
End If
End Sub
Procure por:
- Código:
If GetPlayerShieldSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerShieldSlot(Victim), 0)
End If
abaixo adicione:
- Código:
If GetPlayerRing1Slot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerRing1Slot(Victim), 0)
End If
If GetPlayerRing2Slot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerRing2Slot(Victim), 0)
End If
If GetPlayerGlovesSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerGlovesSlot(Victim), 0)
End If
If GetPlayerLegsSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerLegsSlot(Victim), 0)
End If
If GetPlayerAmuletSlot(Victim) > 0 Then
Call PlayerMapDropItem(Victim, GetPlayerAmuletSlot(Victim), 0)
End If
Procure por:
- Código:
Case ITEM_TYPE_SHIELD
If GetPlayerShieldSlot(Index) > 0 Then
If i = GetPlayerShieldSlot(Index) Then
Call SetPlayerShieldSlot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
abaixo adicione:
- Código:
Case ITEM_TYPE_RING1
If GetPlayerRing1Slot(Index) > 0 Then
If i = GetPlayerRing1Slot(Index) Then
Call SetPlayerRing1Slot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerRing1Slot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
Case ITEM_TYPE_RING2
If GetPlayerRing1Slot(Index) > 0 Then
If i = GetPlayerRing2Slot(Index) Then
Call SetPlayerRing2Slot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerRing2Slot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
Case ITEM_TYPE_GLOVES
If GetPlayerRing1Slot(Index) > 0 Then
If i = GetPlayerGlovesSlot(Index) Then
Call SetPlayerGlovesSlot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerGlovesSlot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
Case ITEM_TYPE_LEGS
If GetPlayerRing1Slot(Index) > 0 Then
If i = GetPlayerLegsSlot(Index) Then
Call SetPlayerLegsSlot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerLegsSlot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
Case ITEM_TYPE_AMULET
If GetPlayerRing1Slot(Index) > 0 Then
If i = GetPlayerAmuletSlot(Index) Then
Call SetPlayerAmuletSlot(Index, 0)
Call SendWornEquipment(Index)
TakeItem = True
Else
' Ver se o item que estamos pegando já está equipado
If ItemNum <> GetPlayerInvItemNum(Index, GetPlayerAmuletSlot(Index)) Then
TakeItem = True
End If
End If
Else
TakeItem = True
End If
Procure por:
- Código:
' Checar se já não é uma arma equipavel, caso sim, não pegar ela.
If (N <> ITEM_TYPE_WEAPON) And (N <> ITEM_TYPE_ARMOR) And (N <> ITEM_TYPE_HELMET) And (N <> ITEM_TYPE_SHIELD) Then
Mude para
- Código:
' Checar se já não é uma arma equipavel, caso sim, não pegar ela.
If (N <> ITEM_TYPE_WEAPON) And (N <> ITEM_TYPE_ARMOR) And (N <> ITEM_TYPE_HELMET) And (N <> ITEM_TYPE_SHIELD) And (N <> ITEM_TYPE_RING1) And (N <> ITEM_TYPE_RING2) And (N <> ITEM_TYPE_GLOVES) And (N <> ITEM_TYPE_LEGS) And (N <> ITEM_TYPE_AMULET) Then
Procure por:
- Código:
Case ITEM_TYPE_SHIELD
If InvNum <> GetPlayerShieldSlot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerShieldSlot(Index, InvNum)
Else
Call SetPlayerShieldSlot(Index, 0)
End If
Call SendWornEquipment(Index)
Abaixo adicione:
- Código:
Case ITEM_TYPE_RING1
If InvNum <> GetPlayerRing1Slot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerRing1Slot(Index, InvNum)
Else
Call SetPlayerRing1Slot(Index, 0)
End If
Call SendWornEquipment(Index)
Case ITEM_TYPE_RING2
If InvNum <> GetPlayerRing1Slot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerRing2Slot(Index, InvNum)
Else
Call SetPlayerRing2Slot(Index, 0)
End If
Call SendWornEquipment(Index)
Case ITEM_TYPE_GLOVES
If InvNum <> GetPlayerGlovesSlot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerGlovesSlot(Index, InvNum)
Else
Call SetPlayerGlovesSlot(Index, 0)
End If
Call SendWornEquipment(Index)
Case ITEM_TYPE_LEGS
If InvNum <> GetPlayerLegsSlot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerLegsSlot(Index, InvNum)
Else
Call SetPlayerLegsSlot(Index, 0)
End If
Call SendWornEquipment(Index)
Case ITEM_TYPE_AMULET
If InvNum <> GetPlayerAmuletSlot(Index) Then
If n4 > 0 Then
If GetPlayerClass(Index) <> n4 Then
Call PlayerMsg(Index, "Você precisa ser classe " & GetClassName(n4) & " para usar esse item!", BrightRed)
Exit Sub
End If
End If
If GetPlayerAccess(Index) < n5 Then
Call PlayerMsg(Index, "Seu acesso precisa ser maior que " & n5 & "!", BrightRed)
Exit Sub
End If
If Int(GetPlayerstr(Index)) < n1 Then
Call PlayerMsg(Index, "Sua força é muito baixa para equipar esse item! Força requerida:(" & n1 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerDEF(Index)) < n2 Then
Call PlayerMsg(Index, "Sua defesa é muito baixa para equipar esse item! Defesa requerida: (" & n2 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerSPEED(Index)) < n3 Then
Call PlayerMsg(Index, "Sua velocidade é muito baixa para equipar esse item! Velocidade requerida: (" & n3 & ")", BrightRed)
Exit Sub
ElseIf Int(GetPlayerMAGI(Index)) < n6 Then
Call PlayerMsg(Index, "Sua magia é muito baixa para equipar esse item! Magia requerida: (" & n6 & ")", BrightRed)
Exit Sub
End If
Call SetPlayerAmuletSlot(Index, InvNum)
Else
Call SetPlayerAmuletSlot(Index, 0)
End If
Call SendWornEquipment(Index)
Procure:
- Código:
If GetPlayerWeaponSlot(Index) <> i And GetPlayerArmorSlot(Index) <> i And GetPlayerShieldSlot(Index) <> i And GetPlayerHelmetSlot(Index) <> i Then
Call SetPlayerInvItemNum(Index, i, 0)
Call PlayerMsg(Index, "You have bought a new sprite!", BrightGreen)
Call SetPlayerSprite(Index, Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Data1)
Call SendDataToMap(GetPlayerMap(Index), "checksprite" & SEP_CHAR & Index & SEP_CHAR & GetPlayerSprite(Index) & END_CHAR)
Call SendInventory(Index)
End If
End If
If GetPlayerWeaponSlot(Index) <> i And GetPlayerArmorSlot(Index) <> i And GetPlayerShieldSlot(Index) <> i And GetPlayerHelmetSlot(Index) <> i Then
Exit Sub
End If
End If
Mude tudo para:
- Código:
If GetPlayerWeaponSlot(Index) <> i And GetPlayerArmorSlot(Index) <> i And GetPlayerShieldSlot(Index) <> i And GetPlayerHelmetSlot(Index) <> i And GetPlayerRing1Slot(Index) <> i And GetPlayerRing2Slot(Index) <> i And GetPlayerGlovesSlot(Index) <> i And GetPlayerLegsSlot(Index) <> i And GetPlayerAmuletSlot(Index) <> i Then
Call SetPlayerInvItemNum(Index, i, 0)
Call PlayerMsg(Index, "You have bought a new sprite!", BrightGreen)
Call SetPlayerSprite(Index, Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Data1)
Call SendDataToMap(GetPlayerMap(Index), "checksprite" & SEP_CHAR & Index & SEP_CHAR & GetPlayerSprite(Index) & END_CHAR)
Call SendInventory(Index)
End If
End If
If GetPlayerWeaponSlot(Index) <> i And GetPlayerArmorSlot(Index) <> i And GetPlayerShieldSlot(Index) <> i And GetPlayerHelmetSlot(Index) <> i And GetPlayerRing1Slot(Index) <> i And GetPlayerRing2Slot(Index) <> i And GetPlayerGlovesSlot(Index) <> i And GetPlayerLegsSlot(Index) <> i And GetPlayerAmuletSlot(Index) <> i Then
Exit Sub
End If
End If
Procure por:
- Código:
Sub SendWornEquipment
Mude tudo para:
- Código:
Sub SendWornEquipment(ByVal Index As Long)
Dim Packet As String
If IsPlaying(Index) Then
Packet = "PLAYERWORNEQ" & SEP_CHAR & Index & SEP_CHAR & GetPlayerArmorSlot(Index) & SEP_CHAR & GetPlayerWeaponSlot(Index) & SEP_CHAR & GetPlayerHelmetSlot(Index) & SEP_CHAR & GetPlayerShieldSlot(Index) & SEP_CHAR & GetPlayerRing1Slot(Index) & SEP_CHAR & GetPlayerRing2Slot(Index) & SEP_CHAR & GetPlayerGlovesSlot(Index) & SEP_CHAR & GetPlayerLegsSlot(Index) & SEP_CHAR & GetPlayerAmuletSlot(Index) & END_CHAR
Call SendDataToMap(GetPlayerMap(Index), Packet)
End If
End Sub
Procure por:
- Código:
Function GetPlayerArmorSlot(ByVal Index As Long) As Long
GetPlayerArmorSlot = Player(Index).Char(Player(Index).CharNum).ArmorSlot
End Function
Sub SetPlayerArmorSlot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).ArmorSlot = InvNum
End Sub
abaixo adicione:
- Código:
Function GetPlayerRing1Slot(ByVal Index As Long) As Long
GetPlayerRing1Slot = Player(Index).Char(Player(Index).CharNum).Ring1Slot
End Function
Sub SetPlayerRing1Slot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).Ring1Slot = InvNum
End Sub
Function GetPlayerRing2Slot(ByVal Index As Long) As Long
GetPlayerRing2Slot = Player(Index).Char(Player(Index).CharNum).Ring2Slot
End Function
Sub SetPlayerRing2Slot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).Ring2Slot = InvNum
End Sub
Function GetPlayerGlovesSlot(ByVal Index As Long) As Long
GetPlayerGlovesSlot = Player(Index).Char(Player(Index).CharNum).GlovesSlot
End Function
Sub SetPlayerGlovesSlot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).GlovesSlot = InvNum
End Sub
Function GetPlayerLegsSlot(ByVal Index As Long) As Long
GetPlayerLegsSlot = Player(Index).Char(Player(Index).CharNum).LegsSlot
End Function
Sub SetPlayerLegsSlot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).LegsSlot = InvNum
End Sub
Function GetPlayerAmuletSlot(ByVal Index As Long) As Long
GetPlayerAmuletSlot = Player(Index).Char(Player(Index).CharNum).AmuletSlot
End Function
Sub SetPlayerAmuletSlot(ByVal Index As Long, InvNum As Long)
Player(Index).Char(Player(Index).CharNum).AmuletSlot = InvNum
End Sub
Procure por:
- Código:
Case ITEM_TYPE_SHIELD
If InvNum = GetPlayerShieldSlot(Index) Then
Call SetPlayerShieldSlot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Abaixo adicione:
- Código:
Case ITEM_TYPE_RING1
If InvNum = GetPlayerRing1Slot(Index) Then
Call SetPlayerRing1Slot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Case ITEM_TYPE_RING2
If InvNum = GetPlayerRing2Slot(Index) Then
Call SetPlayerRing2Slot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Case ITEM_TYPE_GLOVES
If InvNum = GetPlayerGlovesSlot(Index) Then
Call SetPlayerGlovesSlot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Case ITEM_TYPE_LEGS
If InvNum = GetPlayerLegsSlot(Index) Then
Call SetPlayerLegsSlot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Case ITEM_TYPE_AMULET
If InvNum = GetPlayerAmuletSlot(Index) Then
Call SetPlayerAmuletSlot(Index, 0)
Call SendWornEquipment(Index)
End If
MapItem(GetPlayerMap(Index), i).Dur = GetPlayerInvItemDur(Index, InvNum)
Procure por:
- Código:
Sub SendWornEquipment
Mude para:
- Código:
Sub SendWornEquipment(ByVal Index As Long)
Dim Packet As String
If IsPlaying(Index) Then
Packet = "PLAYERWORNEQ" & SEP_CHAR & Index & SEP_CHAR & GetPlayerArmorSlot(Index) & SEP_CHAR & GetPlayerWeaponSlot(Index) & SEP_CHAR & GetPlayerHelmetSlot(Index) & SEP_CHAR & GetPlayerShieldSlot(Index) & SEP_CHAR & GetPlayerRing1Slot(Index) & SEP_CHAR & GetPlayerRing2Slot(Index) & SEP_CHAR & GetPlayerGlovesSlot(Index) & SEP_CHAR & GetPlayerLegsSlot(Index) & SEP_CHAR & GetPlayerAmuletSlot(Index) & END_CHAR
Call SendDataToMap(GetPlayerMap(Index), Packet)
End If
End Sub
Creditos:LosT - Style por desenvolver o sistema
Creditos: Guilherme por fazer sistema original "Liberaçao de slot "Ring1"
Creditos: MMORPGBR por deixar eu conpartilha com voces
Última edição por Lucas Roberto em Sáb 22 Jan 2011, 14:03, editado 4 vez(es)
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Muito bom, vo testa ;D
Shadow- Novato
- Mensagens : 42
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
nossaaaa o.o +1
Akatsukyi- Membro Junior
- Mensagens : 75
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Adiciona slots de equipamento!
maykel- Membro
- Mensagens : 133
MarcosVinicius158- Membro
- Mensagens : 132
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
P- escreveu:o que iso faz?
Oo sem ser desagradavel mais um cara que e Adiministrador de um Forum famoso
e nao saber o que e slot eo que ele faz e foda
Mais vamos la explicando
Ele libera todo o Equipamentos
Espricado
Foi Testado!
Sim ate esta no meus Projeto e tambem esta na engine nova que estoiu fazendo
http://www.mmorpgbr.com/utilitarios-relacionados-com-a-engine-f15/engine-ultra-power-t2556.htmhttp://www.mmorpgbr.com/utilitarios-relacionados-com-a-engine-f15/engine-ultra-power-t2556.htm
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Testado & AProvado
Rio Absolut- Membro Vitalicio
- Mensagens : 655
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
P- escreveu:foi mal eu postei no tópico errado
hsuahsau sei
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Gu1lh3rm3 escreveu:soh esqueceu de 1 kkkk
boots
SO liberei qual ja estava na engine mesmo
Se tudo ocorrer bem na meu jogo vai ter boots
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
ainda pelo que vi ou eu me enganei esta incompleto
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Gu1lh3rm3 escreveu:ainda pelo que vi ou eu me enganei esta incompleto
Hehe bem observado
Estava Olhando e Persebi tambem vou ageitar isso ae
Vlw ae Gu1lh3rm3
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Gu1lh3rm3 escreveu:quando arrumar avisa aew !
Ae meu chapa arrumado ^^
Vlw por Obsevar ^^
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
eu num li tudo soh fui vendo mais testa os items ... deixa o bixo da 1 hit para ver se nao vai dar erro !
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Esta tudo Ok fisso esse sistema Hoje 2 Veses estou ate cansadao hsuaa
Funfa sim testp e aprovado
Na engine vai ter esse sistema de liberaçao de slot
e no meu jogo tambem esta la nao deu nehum erro normal
pois no seu la na liberaçao de Slot Ring1 voce errou numa Sub la
so traduzi e adicionei as slot e corrigi o erro que tinha nele
Funfa sim testp e aprovado
Na engine vai ter esse sistema de liberaçao de slot
e no meu jogo tambem esta la nao deu nehum erro normal
pois no seu la na liberaçao de Slot Ring1 voce errou numa Sub la
so traduzi e adicionei as slot e corrigi o erro que tinha nele
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Ajuda uma coisa aki
eu fiz isso ai...
mais no meu n aparece quando item ta equipado....
e eu fiz tudo certo..
tipo da para mim criar o item certinho...
mais os slot n aprecem na tela so os antigos mesmo' alguem ajuda?
eu fiz isso ai...
mais no meu n aparece quando item ta equipado....
e eu fiz tudo certo..
tipo da para mim criar o item certinho...
mais os slot n aprecem na tela so os antigos mesmo' alguem ajuda?
willa- Membro Junior
- Mensagens : 80
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
Meu Na hora q faço tbm da erro 13
willa- Membro Junior
- Mensagens : 80
MarcosVinicius158- Membro
- Mensagens : 132
Re: [ALL]Liberando Todas as Slot "Completo" Sem Erros
willa na próxima é punição.
Lendário- Administrador Lendário
- Mensagens : 1958
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