#256 function needed to reward status from spawns via lua

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This function should only work if the mob is still con

This function should only work if the mob is still con
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status_points is a UInt in the info struct.. SetInfoStructUInt(Player, "status_points", x)

the position of status_points in the 60114 char sheet was wrong

<Data ElementName="unknownx527_1" Type="int32" Size="1" />
<Data ElementName="unknownx527_2" Type="int32" Size="1" />

->

<Data ElementName="status_points" Type="int32" Size="1" />
<Data ElementName="guild_status" Type="int32" Size="1" />

also the original position for status_points and guild_status get padded as 36-37 (after the 34/35 existing)


<Data ElementName="unknownx526_34" Type="int32" Size="1" />
<Data ElementName="unknownx526_35" Type="int32" Size="1" />
<Data ElementName="unknownx526_36" Type="int32" Size="1" />
<Data ElementName="unknownx526_37" Type="int32" Size="1" />

we also didn't update the DB, so thats now a thing, character_details status_points syncs to the info struct

status_points is a UInt in the info struct.. ```SetInfoStructUInt(Player, "status_points", x)``` the position of status_points in the 60114 char sheet was wrong ``` <Data ElementName="unknownx527_1" Type="int32" Size="1" /> <Data ElementName="unknownx527_2" Type="int32" Size="1" /> ``` -> ``` <Data ElementName="status_points" Type="int32" Size="1" /> <Data ElementName="guild_status" Type="int32" Size="1" /> ``` also the original position for status_points and guild_status get padded as 36-37 (after the 34/35 existing) ``` <Data ElementName="unknownx526_34" Type="int32" Size="1" /> <Data ElementName="unknownx526_35" Type="int32" Size="1" /> <Data ElementName="unknownx526_36" Type="int32" Size="1" /> <Data ElementName="unknownx526_37" Type="int32" Size="1" /> ``` we also didn't update the DB, so thats now a thing, character_details status_points syncs to the info struct
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GetArrowColor and GetTSArrowColor need lua commands it seems

GetArrowColor and GetTSArrowColor need lua commands it seems
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level is the opponent/target whatever you want it to be, will compare to player level.

GetArrowColor(Player, level) GetTSArrowColor(Player, level)

will return one of these values:

#define ARROW_COLOR_GRAY 0 // 3
#define ARROW_COLOR_GREEN 1 // 1
#define ARROW_COLOR_BLUE 2
#define ARROW_COLOR_WHITE 3 // 3
#define ARROW_COLOR_YELLOW 4 // 4
#define ARROW_COLOR_ORANGE 5 // 5
#define ARROW_COLOR_RED 6
level is the opponent/target whatever you want it to be, will compare to player level. GetArrowColor(Player, level) GetTSArrowColor(Player, level) will return one of these values: ``` #define ARROW_COLOR_GRAY 0 // 3 #define ARROW_COLOR_GREEN 1 // 1 #define ARROW_COLOR_BLUE 2 #define ARROW_COLOR_WHITE 3 // 3 #define ARROW_COLOR_YELLOW 4 // 4 #define ARROW_COLOR_ORANGE 5 // 5 #define ARROW_COLOR_RED 6 ```
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