| Universo Games Suporte e Desenvolvimento só no Universo Games |
Ola Convidado, Seja Bem vindo a equipe lhe deseja boa sorte no seu projeto! |
| | [ALL]Liberando todas as Slot | |
| | Autor | Mensagem |
---|
Lucas Roberto Administrador
Mensagens : 711
| Assunto: [ALL]Liberando todas as Slot Dom 29 Ago 2010, 20:31 | |
| Olha pessoal esse Tuturial vai fazer que liberada Todos as Slot Entao vamos la
Client~Side 1º de tudo vai na frmItemEditor e proucure na Properts por ... List .. no final dela adicione - Código:
-
Ring1 Ring2 Gloves Legs Amulet vamos começar na frmMirage ... va na picture onde fica os equipamentos ... e proucure por... - Código:
-
Ring1Image Ring2Image GlovesImage LegsImage AmuletImage achano isso na Properties ... proucure por .. Visible ... ela vai estar como
- Código:
-
False Mude para - Código:
-
True certo isso fara com que ela apareça ... agora vamos ter que fazer uma coisa que é meia complicada .. vai na picInv3 ... e dentro da caixinha roxa tera uma pic chamada - Código:
-
Picture9 dentro dela tem aqueles quadradinhos amarelos ... copie o quadradinho amarelo chamado - Código:
-
EquipS(3) e depois cole pelo menos uma 5 veses e nem presisa mecher para ferificar olha se o ultimo quadradinho amarelo eo? - Código:
-
EquipS(8) Se tiver assim ^^ ... pronto pela parte mais dificil jah passamos ... vamos agora para parte um poco mais facil ... programer XD...
- Código:
-
' :::::::::::::::::::::::::::::::::: ' :: Player worn equipment packet :: ' ::::::::::::::::::::::::::::::::::
Abaixo de - Código:
-
Call SetPlayerShieldSlot(z, Val(Parse(5))) Adicione: - Código:
-
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))) agora proucure por ... - Código:
-
' Worn equipmentArmorSlot As Long WeaponSlot As Long HelmetSlot As Long ShieldSlot As Long abaixo do ShieldSlot As Long adicione ...
- Código:
-
Ring1Slot As Long Ring2Slot As Long GlovesSlot As Long LegsSlot As Long AmuletSlot As Long agora proucure por ... - Código:
-
Player(Index).ArmorSlot = 0 Player(Index).WeaponSlot = 0 Player(Index).HelmetSlot = 0 Player(Index).ShieldSlot = 0 abaixo do Shield Slot = 0 coloque ... - Código:
-
Player(Index).Ring1Slot = 0 Player(Index).Ring2Slot = 0 Player(Index).GlovesSlot = 0 Player(Index).LegsSlot = 0 Player(Index).AmuletSlot = 0 agora na modTypes adicione isso no final dela ...
- 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 SetPlayerGlovesSlot(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 GetPlayerRing2Slot = Player(Index).AmuletSlot End Function
Sub SetPlayerAmuletSlot(ByVal Index As Long, InvNum As Long) Player(Index).AmuletSlot = InvNum End Sub proucure 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:
-
If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_PET) Then Abaixo do End If coloque: - 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: [code]Public Sub UpdateTradeInventory()[/code]
Mude a Sub Intera Por: [code]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 "" End If Next I
frmPlayerTrade.PlayerInv1.ListIndex = 0 End Sub[/code]
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 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 dEnd Sub
na modClientTPC proucure por
' :: Player Stats Packet ::[/code]
dentro desses codigo proucure 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 proucure agora por... - Código:
-
Sub cmbType Mude a Sub Intera para: - 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 agora vá na - Código:
-
Sub cmdUpdate_Click() e troque ela por essa... - 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_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 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 = 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 Procure por: - Código:
-
Private Sub picInv_MouseMove(Index As Integer, Button As Integer, Shift As Integer, x As Single, y As Single) Mude a Sub Interira 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) & ")" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) Else If GetPlayerWeaponSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerArmorSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerHelmetSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerShieldSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerRing1Slot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerRing2Slot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerGlovesSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerLegsSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) ElseIf GetPlayerAmuletSlot(MyIndex) = d + 1 Then descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) & " (equipado)" descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) Else descName.Caption = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Name) descName.ForeColor = Trim(Item(GetPlayerInvItemNum(MyIndex, d + 1)).Rarity) 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
Última edição por Leon em Ter 07 Dez 2010, 11:56, editado 4 vez(es) | |
| | | Lucas Roberto Administrador
Mensagens : 711
| Assunto: Continuaçao do Tuturial Dom 29 Ago 2010, 21:12 | |
| Desculpe pelo Double mais o Tuturial e enorme entao vamos la Server.Cide
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, "Ring2Slot", 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 Mude para: - 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 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 Muda 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).ArmorSlot = 0 Player(Index).Char(CharNum).WeaponSlot = 0 Player(Index).Char(CharNum).HelmetSlot = 0 Player(Index).Char(CharNum).ShieldSlot = 0 Player(Index).Char(CharNum).Map = 0 Player(Index).Char(CharNum).x = 0 Player(Index).Char(CharNum).y = 0 Player(Index).Char(CharNum).Dir = 0 Player(Index).Char(CharNum).Resets = 0 End Sub Mude para: - Código:
-
Player(Index).Char(CharNum).ArmorSlot = 0 Player(Index).Char(CharNum).WeaponSlot = 0 Player(Index).Char(CharNum).HelmetSlot = 0 Player(Index).Char(CharNum).ShieldSlot = 0 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 Player(Index).Char(CharNum).Map = 0 Player(Index).Char(CharNum).x = 0 Player(Index).Char(CharNum).y = 0 Player(Index).Char(CharNum).Dir = 0 Player(Index).Char(CharNum).Resets = 0 End Sub Na mesma sub procure por: - Código:
-
Player(Index).Char(i).ArmorSlot = 0 Player(Index).Char(i).WeaponSlot = 0 Player(Index).Char(i).HelmetSlot = 0 Player(Index).Char(i).ShieldSlot = 0 Player(Index).Char(i).Map = 0 Player(Index).Char(i).x = 0 Player(Index).Char(i).y = 0 Player(Index).Char(i).Dir = 0 Mude para:
- Código:
-
Player(Index).Char(i).ArmorSlot = 0 Player(Index).Char(i).WeaponSlot = 0 Player(Index).Char(i).HelmetSlot = 0 Player(Index).Char(i).ShieldSlot = 0 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 Player(Index).Char(i).Map = 0 Player(Index).Char(i).x = 0 Player(Index).Char(i).y = 0 Player(Index).Char(i).Dir = 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 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 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 GetPlayerLegsSlot(Index) > 0 Then add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(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 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 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 GetPlayerstr Mude 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 GetPlayerLegsSlot(Index) > 0 Then add = add + Item(GetPlayerInvItemNum(Index, GetPlayerLegsSlot(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 GetPlayerRing2Slot(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 GetPlayerGlovesSlot(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 GetPlayerLegsSlot(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 GetPlayerAmuletSlot(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
Case ITEM_TYPE_RING2
If InvNum <> GetPlayerRing2Slot(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
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
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
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 Procure por: - 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
Última edição por Leon em Ter 07 Dez 2010, 11:54, editado 1 vez(es) | |
| | | Convidado Convidado
| | | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Dom 29 Ago 2010, 22:01 | |
| lol Isso è Grande Dé Mais + 1 De Cred |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Dom 29 Ago 2010, 22:11 | |
| - Citação :
- D'Blackem Diz: Seg Ago 30, 2010 1:01 am
lol Isso è Grande Dé Mais + 1 De Cred
Para Dar o CRED presisa Clicar no mais do lado direto do Forum Veja o Exemplo [Tens de ter uma conta e sessão iniciada para poderes visualizar esta imagem] |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Seg 30 Ago 2010, 12:20 | |
| lol malz esqueci de dar o credito |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Seg 29 Nov 2010, 14:08 | |
| Bom na MMORPGBR ja esta atualizado esse sistema e bom voce atualizar |
| | | Lucas Roberto Administrador
Mensagens : 711
| Assunto: Re: [ALL]Liberando todas as Slot Seg 29 Nov 2010, 14:18 | |
| Assim Vlw LosT Mais +1CRED | |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Dom 12 Dez 2010, 20:36 | |
| |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Qui 28 Jul 2011, 22:30 | |
| so falto a bota neh?^^ da uma atualizada ai e coloca a bota |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Dom 21 Ago 2011, 19:50 | |
| Lucas ja corrigiu o erro de não salvar o item? |
| | | Convidado Convidado
| Assunto: Re: [ALL]Liberando todas as Slot Qui 08 Set 2011, 13:13 | |
| Lucas OBS: Ta Faltando a Boots Então Não é Todas As Slots [Tens de ter uma conta e sessão iniciada para poderes visualizar esta imagem] ::Edit:: -1 Por Falta De Atenção ^^ Mais Vlw Pela Intenção ^^ |
| | | Lucas Roberto Administrador
Mensagens : 711
| Assunto: Re: [ALL]Liberando todas as Slot Dom 11 Set 2011, 11:36 | |
| ^^ lembrando... que existe alguns errinhos ai mais facil de resolver qualquer duvida so apostar e eu irei ajudar... | |
| | | Conteúdo patrocinado
| Assunto: Re: [ALL]Liberando todas as Slot | |
| |
| | | | [ALL]Liberando todas as Slot | |
|
| Permissões neste sub-fórum | Não podes responder a tópicos
| |
| |
| |
|