Merhaba arkadaşlar.
Dün paylaşılan filesten söktüğüm bu sistemi sizlerle paylaşmak istedim.
Bir teşekkürü çok görmeyip forumda paylaşım yapan kişileri daha fazla paylaşıma teşvik edebilirsiniz.
[CODE lang="cpp" title="common\CommonDefines.h"]//müsait bir yere ekle;
#define ENABLE_DICE_SYSTEM[/CODE]
[CODE lang="cpp" title="common\length.h"]//arat;
CHAT_TYPE_MONARCH_NOTICE,
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
CHAT_TYPE_DICE_INFO,
#endif[/CODE]
[CODE lang="cpp" title="game\src\char_battle.cpp"]//arat;
if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
{
item->SetOwnership(pkAttacker);
}
//değiştir;
if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
{
#ifdef ENABLE_DICE_SYSTEM
if (pkAttacker->GetParty())
{
FPartyDropDiceRoll f(item, pkAttacker);
f.Process(this);
}
else
item->SetOwnership(pkAttacker);
#else
item->SetOwnership(pkAttacker);
#endif
}
//tekrar arat;
if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
{
item->SetOwnership(ch);
}
//değiştir;
if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
{
#ifdef ENABLE_DICE_SYSTEM
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(this);
}
else
item->SetOwnership(ch);
#else
item->SetOwnership(ch);
#endif
}[/CODE]
[CODE lang="cpp" title="game\src\cmd_general.cpp"]//arat;
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
//değiştir;
#ifdef ENABLE_DICE_SYSTEM
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_DICE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
#else
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
#endif[/CODE]
[CODE lang="cpp" title="game\src\party.h"]//arat;
inline int CParty::ComputePartyBonusDefenseGrade()
//fonksiyonun altına ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "item.h"
struct FPartyDropDiceRoll
{
const LPITEM m_itemDrop;
LPCHARACTER m_itemOwner;
int m_lastNumber;
FPartyDropDiceRoll(const LPITEM itemDrop, LPCHARACTER itemOwner) : m_itemDrop(itemDrop), m_itemOwner(itemOwner), m_lastNumber(0)
{
};
void Process(const LPCHARACTER mobVictim)
{
if ((!mobVictim || (mobVictim->GetMobRank() >= MOB_RANK_BOSS && mobVictim->GetMobRank() <= MOB_RANK_KING)) && m_itemOwner->GetParty() && m_itemOwner->GetParty()->GetNearMemberCount() > 1)
{
LPPARTY pParty = m_itemOwner->GetParty();
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** Rolling for the following item: %16s ***"), m_itemDrop->GetName());
pParty->ForEachNearMember(*this);
if (m_itemOwner)
{
m_itemDrop->SetOwnership(m_itemOwner);
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** Rolling of %s: %16s ***"), m_itemDrop->GetName(), m_itemOwner->GetName());
}
}
else
m_itemDrop->SetOwnership(m_itemOwner);
}
LPCHARACTER GetItemOwner()
{
return m_itemOwner;
}
const LPITEM GetItemDrop()
{
return m_itemDrop;
}
void operator () (LPCHARACTER ch)
{
if (!ch)
return;
LPPARTY pParty = ch->GetParty();
if (!pParty)
return;
while (true)
{
int pickedNumber = number(10000, 99999);
if (pickedNumber > m_lastNumber)
{
m_lastNumber = pickedNumber;
m_itemOwner = ch;
}
else if (pickedNumber == m_lastNumber)
{
continue;
}
else // if (pickedNumber < m_lastNumber)
{
}
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** -> %16s - Dice score: %05d ***"), ch->GetName(), pickedNumber);
break;
}
}
};
#endif[/CODE]
[CODE lang="cpp" title="game\src\questlua_game.cpp"]//include'lerin olduğu bölüme ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "party.h"
#endif
//arat;
ALUA(game_drop_item_with_ownership)
//fonksiyondan sonra ekle;
#ifdef ENABLE_DICE_SYSTEM
ALUA(game_drop_item_with_ownership_and_dice)
{
LPITEM item = NULL;
switch (lua_gettop(L))
{
case 1:
item = ITEM_MANAGER::instance().CreateItem((DWORD)lua_tonumber(L, 1));
break;
case 2:
case 3:
item = ITEM_MANAGER::instance().CreateItem((DWORD)lua_tonumber(L, 1), (int)lua_tonumber(L, 2));
break;
default:
return 0;
}
if (item == NULL)
{
return 0;
}
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(NULL);
}
if (lua_isnumber(L, 3))
{
int sec = (int)lua_tonumber(L, 3);
if (sec <= 0)
{
item->SetOwnership(ch);
}
else
{
item->SetOwnership(ch, sec);
}
}
else
item->SetOwnership(ch);
PIXEL_POSITION pos;
pos.x = ch->GetX() + number(-200, 200);
pos.y = ch->GetY() + number(-200, 200);
item->AddToGround(ch->GetMapIndex(), pos);
item->StartDestroyEvent();
return 0;
}
#endif
//tekrar arat;
{ "drop_item_with_ownership", game_drop_item_with_ownership },
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
{ "drop_item_with_ownership_and_dice", game_drop_item_with_ownership_and_dice },
#endif[/CODE]
[CODE lang="cpp" title="game\src\questlua_pc.cpp"]//include'lerin olduğu bölüme ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "party.h"
#endif
//arat;
ALUA(pc_give_or_drop_item)
//fonksiyondan sonra ekle;
#ifdef ENABLE_DICE_SYSTEM
ALUA(pc_give_or_drop_item_with_dice)
{
if (!lua_isstring(L, 1) && !lua_isnumber(L, 1))
{
sys_err("QUEST Make item call error : wrong argument");
lua_pushnumber(L, 0);
return 1;
}
DWORD dwVnum;
if (lua_isnumber(L, 1))
{
dwVnum = (int)lua_tonumber(L, 1);
}
else if (!ITEM_MANAGER::instance().GetVnum(lua_tostring(L, 1), dwVnum))
{
sys_err("QUEST Make item call error : wrong item name : %s", lua_tostring(L, 1));
lua_pushnumber(L, 0);
return 1;
}
int icount = 1;
if (lua_isnumber(L, 2) && lua_tonumber(L, 2) > 0)
{
icount = (int)rint(lua_tonumber(L, 2));
if (icount <= 0)
{
sys_err("QUEST Make item call error : wrong item count : %g", lua_tonumber(L, 2));
lua_pushnumber(L, 0);
return 1;
}
}
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
LPITEM item = ITEM_MANAGER::instance().CreateItem(dwVnum, icount);
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(NULL);
f.GetItemOwner()->AutoGiveItem(item);
}
else
ch->AutoGiveItem(item);
sys_log(0, "QUEST [REWARD] item %s to %s", lua_tostring(L, 1), ch->GetName());
LogManager::instance().QuestRewardLog(CQuestManager::instance().GetCurrentPC()->GetCurrentQuestName().c_str(), ch->GetPlayerID(), ch->GetLevel(), dwVnum, icount);
lua_pushnumber(L, (item) ? item->GetID() : 0);
return 1;
}
#endif
//tekrar arat;
{ "give_item2", pc_give_or_drop_item },
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
{ "give_item2_with_dice", pc_give_or_drop_item_with_dice },
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\Locale_inc.h"]//müsait bir yere ekle;
#define ENABLE_DICE_SYSTEM[/CODE]
[CODE lang="cpp" title="UserInterface\Packet.h"]//arat;
CHAT_TYPE_MONARCH_NOTICE,
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
CHAT_TYPE_DICE_INFO,
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonApplicationModule.cpp"]//arat;
#ifdef ENABLE_COSTUME_SYSTEM
PyModule_AddIntConstant(poModule, "ENABLE_COSTUME_SYSTEM", 1);
#else
PyModule_AddIntConstant(poModule, "ENABLE_COSTUME_SYSTEM", 0);
#endif
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
PyModule_AddIntConstant(poModule, "ENABLE_DICE_SYSTEM", 1);
#else
PyModule_AddIntConstant(poModule, "ENABLE_DICE_SYSTEM", 0);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonChat.cpp"]//arat;
m_akD3DXClrChat[CHAT_TYPE_MONARCH_NOTICE] = D3DXCOLOR(1.0f, 0.902f, 0.730f, 1.0f);
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
m_akD3DXClrChat[CHAT_TYPE_DICE_INFO] = D3DXCOLOR(0xFFcc00cc);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonChatModule.cpp"]//arat;
PyModule_AddIntConstant(poModule, "CHAT_TYPE_MONARCH_NOTICE", CHAT_TYPE_MONARCH_NOTICE);
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
PyModule_AddIntConstant(poModule, "CHAT_TYPE_DICE_INFO", CHAT_TYPE_DICE_INFO);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonNetworkStreamPhaseGame.cpp"]//arat;
case CHAT_TYPE_BIG_NOTICE:
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
case CHAT_TYPE_DICE_INFO:
#endif[/CODE]
[CODE lang="python" title="root\uichat.py"]#arat;
chat.CHAT_TYPE_WHISPER : colorInfo.CHAT_RGB_WHISPER,
}
#altına ekle;
if app.ENABLE_DICE_SYSTEM:
CHAT_COLOR_DICT.update({chat.CHAT_TYPE_DICE_INFO : colorInfo.CHAT_RGB_DICE_INFO,})
#tekrar arat;
chat.CHAT_TYPE_NOTICE, ]
#altına ekle;
if app.ENABLE_DICE_SYSTEM:
CHAT_MODE_NAME.append(localeInfo.CHAT_DICE_INFO)
CHAT_MODE_INDEX.append(chat.CHAT_TYPE_DICE_INFO)[/CODE]
[CODE lang="c" title="quest_functions"]//arat;
game.drop_item_with_ownership
//altına ekle;
game.drop_item_with_ownership_and_dice
//tekrar arat;
pc.give_item2_select
//altına ekle;
pc.give_item2_with_dice[/CODE]
Ekte verdiğim dosyanın içindekileri locale_string.txt'nize geçirmeyi unutmayın.
İyi forumlar.
Virüs Taraması
Dün paylaşılan filesten söktüğüm bu sistemi sizlerle paylaşmak istedim.
Bir teşekkürü çok görmeyip forumda paylaşım yapan kişileri daha fazla paylaşıma teşvik edebilirsiniz.
[CODE lang="cpp" title="common\CommonDefines.h"]//müsait bir yere ekle;
#define ENABLE_DICE_SYSTEM[/CODE]
[CODE lang="cpp" title="common\length.h"]//arat;
CHAT_TYPE_MONARCH_NOTICE,
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
CHAT_TYPE_DICE_INFO,
#endif[/CODE]
[CODE lang="cpp" title="game\src\char_battle.cpp"]//arat;
if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
{
item->SetOwnership(pkAttacker);
}
//değiştir;
if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
{
#ifdef ENABLE_DICE_SYSTEM
if (pkAttacker->GetParty())
{
FPartyDropDiceRoll f(item, pkAttacker);
f.Process(this);
}
else
item->SetOwnership(pkAttacker);
#else
item->SetOwnership(pkAttacker);
#endif
}
//tekrar arat;
if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
{
item->SetOwnership(ch);
}
//değiştir;
if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
{
#ifdef ENABLE_DICE_SYSTEM
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(this);
}
else
item->SetOwnership(ch);
#else
item->SetOwnership(ch);
#endif
}[/CODE]
[CODE lang="cpp" title="game\src\cmd_general.cpp"]//arat;
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
//değiştir;
#ifdef ENABLE_DICE_SYSTEM
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_DICE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
#else
if (ch->GetParty())
ch->GetParty()->ChatPacketToAllMember(CHAT_TYPE_INFO, LC_TEXT("%s님이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), ch->GetName(), n, start, end);
else
ch->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("당신이 주사위를 굴려 %d가 나왔습니다. (%d-%d)"), n, start, end);
#endif[/CODE]
[CODE lang="cpp" title="game\src\party.h"]//arat;
inline int CParty::ComputePartyBonusDefenseGrade()
//fonksiyonun altına ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "item.h"
struct FPartyDropDiceRoll
{
const LPITEM m_itemDrop;
LPCHARACTER m_itemOwner;
int m_lastNumber;
FPartyDropDiceRoll(const LPITEM itemDrop, LPCHARACTER itemOwner) : m_itemDrop(itemDrop), m_itemOwner(itemOwner), m_lastNumber(0)
{
};
void Process(const LPCHARACTER mobVictim)
{
if ((!mobVictim || (mobVictim->GetMobRank() >= MOB_RANK_BOSS && mobVictim->GetMobRank() <= MOB_RANK_KING)) && m_itemOwner->GetParty() && m_itemOwner->GetParty()->GetNearMemberCount() > 1)
{
LPPARTY pParty = m_itemOwner->GetParty();
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** Rolling for the following item: %16s ***"), m_itemDrop->GetName());
pParty->ForEachNearMember(*this);
if (m_itemOwner)
{
m_itemDrop->SetOwnership(m_itemOwner);
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** Rolling of %s: %16s ***"), m_itemDrop->GetName(), m_itemOwner->GetName());
}
}
else
m_itemDrop->SetOwnership(m_itemOwner);
}
LPCHARACTER GetItemOwner()
{
return m_itemOwner;
}
const LPITEM GetItemDrop()
{
return m_itemDrop;
}
void operator () (LPCHARACTER ch)
{
if (!ch)
return;
LPPARTY pParty = ch->GetParty();
if (!pParty)
return;
while (true)
{
int pickedNumber = number(10000, 99999);
if (pickedNumber > m_lastNumber)
{
m_lastNumber = pickedNumber;
m_itemOwner = ch;
}
else if (pickedNumber == m_lastNumber)
{
continue;
}
else // if (pickedNumber < m_lastNumber)
{
}
pParty->ChatPacketToAllMember(CHAT_TYPE_DICE_INFO, LC_TEXT("*** -> %16s - Dice score: %05d ***"), ch->GetName(), pickedNumber);
break;
}
}
};
#endif[/CODE]
[CODE lang="cpp" title="game\src\questlua_game.cpp"]//include'lerin olduğu bölüme ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "party.h"
#endif
//arat;
ALUA(game_drop_item_with_ownership)
//fonksiyondan sonra ekle;
#ifdef ENABLE_DICE_SYSTEM
ALUA(game_drop_item_with_ownership_and_dice)
{
LPITEM item = NULL;
switch (lua_gettop(L))
{
case 1:
item = ITEM_MANAGER::instance().CreateItem((DWORD)lua_tonumber(L, 1));
break;
case 2:
case 3:
item = ITEM_MANAGER::instance().CreateItem((DWORD)lua_tonumber(L, 1), (int)lua_tonumber(L, 2));
break;
default:
return 0;
}
if (item == NULL)
{
return 0;
}
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(NULL);
}
if (lua_isnumber(L, 3))
{
int sec = (int)lua_tonumber(L, 3);
if (sec <= 0)
{
item->SetOwnership(ch);
}
else
{
item->SetOwnership(ch, sec);
}
}
else
item->SetOwnership(ch);
PIXEL_POSITION pos;
pos.x = ch->GetX() + number(-200, 200);
pos.y = ch->GetY() + number(-200, 200);
item->AddToGround(ch->GetMapIndex(), pos);
item->StartDestroyEvent();
return 0;
}
#endif
//tekrar arat;
{ "drop_item_with_ownership", game_drop_item_with_ownership },
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
{ "drop_item_with_ownership_and_dice", game_drop_item_with_ownership_and_dice },
#endif[/CODE]
[CODE lang="cpp" title="game\src\questlua_pc.cpp"]//include'lerin olduğu bölüme ekle;
#ifdef ENABLE_DICE_SYSTEM
#include "party.h"
#endif
//arat;
ALUA(pc_give_or_drop_item)
//fonksiyondan sonra ekle;
#ifdef ENABLE_DICE_SYSTEM
ALUA(pc_give_or_drop_item_with_dice)
{
if (!lua_isstring(L, 1) && !lua_isnumber(L, 1))
{
sys_err("QUEST Make item call error : wrong argument");
lua_pushnumber(L, 0);
return 1;
}
DWORD dwVnum;
if (lua_isnumber(L, 1))
{
dwVnum = (int)lua_tonumber(L, 1);
}
else if (!ITEM_MANAGER::instance().GetVnum(lua_tostring(L, 1), dwVnum))
{
sys_err("QUEST Make item call error : wrong item name : %s", lua_tostring(L, 1));
lua_pushnumber(L, 0);
return 1;
}
int icount = 1;
if (lua_isnumber(L, 2) && lua_tonumber(L, 2) > 0)
{
icount = (int)rint(lua_tonumber(L, 2));
if (icount <= 0)
{
sys_err("QUEST Make item call error : wrong item count : %g", lua_tonumber(L, 2));
lua_pushnumber(L, 0);
return 1;
}
}
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
LPITEM item = ITEM_MANAGER::instance().CreateItem(dwVnum, icount);
if (ch->GetParty())
{
FPartyDropDiceRoll f(item, ch);
f.Process(NULL);
f.GetItemOwner()->AutoGiveItem(item);
}
else
ch->AutoGiveItem(item);
sys_log(0, "QUEST [REWARD] item %s to %s", lua_tostring(L, 1), ch->GetName());
LogManager::instance().QuestRewardLog(CQuestManager::instance().GetCurrentPC()->GetCurrentQuestName().c_str(), ch->GetPlayerID(), ch->GetLevel(), dwVnum, icount);
lua_pushnumber(L, (item) ? item->GetID() : 0);
return 1;
}
#endif
//tekrar arat;
{ "give_item2", pc_give_or_drop_item },
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
{ "give_item2_with_dice", pc_give_or_drop_item_with_dice },
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\Locale_inc.h"]//müsait bir yere ekle;
#define ENABLE_DICE_SYSTEM[/CODE]
[CODE lang="cpp" title="UserInterface\Packet.h"]//arat;
CHAT_TYPE_MONARCH_NOTICE,
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
CHAT_TYPE_DICE_INFO,
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonApplicationModule.cpp"]//arat;
#ifdef ENABLE_COSTUME_SYSTEM
PyModule_AddIntConstant(poModule, "ENABLE_COSTUME_SYSTEM", 1);
#else
PyModule_AddIntConstant(poModule, "ENABLE_COSTUME_SYSTEM", 0);
#endif
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
PyModule_AddIntConstant(poModule, "ENABLE_DICE_SYSTEM", 1);
#else
PyModule_AddIntConstant(poModule, "ENABLE_DICE_SYSTEM", 0);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonChat.cpp"]//arat;
m_akD3DXClrChat[CHAT_TYPE_MONARCH_NOTICE] = D3DXCOLOR(1.0f, 0.902f, 0.730f, 1.0f);
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
m_akD3DXClrChat[CHAT_TYPE_DICE_INFO] = D3DXCOLOR(0xFFcc00cc);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonChatModule.cpp"]//arat;
PyModule_AddIntConstant(poModule, "CHAT_TYPE_MONARCH_NOTICE", CHAT_TYPE_MONARCH_NOTICE);
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
PyModule_AddIntConstant(poModule, "CHAT_TYPE_DICE_INFO", CHAT_TYPE_DICE_INFO);
#endif[/CODE]
[CODE lang="cpp" title="UserInterface\PythonNetworkStreamPhaseGame.cpp"]//arat;
case CHAT_TYPE_BIG_NOTICE:
//altına ekle;
#ifdef ENABLE_DICE_SYSTEM
case CHAT_TYPE_DICE_INFO:
#endif[/CODE]
[CODE lang="python" title="root\uichat.py"]#arat;
chat.CHAT_TYPE_WHISPER : colorInfo.CHAT_RGB_WHISPER,
}
#altına ekle;
if app.ENABLE_DICE_SYSTEM:
CHAT_COLOR_DICT.update({chat.CHAT_TYPE_DICE_INFO : colorInfo.CHAT_RGB_DICE_INFO,})
#tekrar arat;
chat.CHAT_TYPE_NOTICE, ]
#altına ekle;
if app.ENABLE_DICE_SYSTEM:
CHAT_MODE_NAME.append(localeInfo.CHAT_DICE_INFO)
CHAT_MODE_INDEX.append(chat.CHAT_TYPE_DICE_INFO)[/CODE]
[CODE lang="c" title="quest_functions"]//arat;
game.drop_item_with_ownership
//altına ekle;
game.drop_item_with_ownership_and_dice
//tekrar arat;
pc.give_item2_select
//altına ekle;
pc.give_item2_with_dice[/CODE]
Ekte verdiğim dosyanın içindekileri locale_string.txt'nize geçirmeyi unutmayın.
İyi forumlar.
Virüs Taraması
