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Transform System - C++

Oskar

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Transform system pisany w C++, ca?a konfiguracja sprowadza si? do jednego pliku w data/XML/transforms.xml, kt?ry wygl?da tak:
[xml]<?xml version="1.0" encoding="ISO-8859-1"?>
<transforms>
<!-- onDeathRevert="" // can be "revertToBase" or "revert" or just stay empty-->
<config transformRelog="1" revertToBase="1" onDeathRevert="" useDefaultOutfit="1" cooldown="500"/>
<transform id="5" baseLookType="250">
<trans id="1" requiedLevel="10" permanent="0" invisibleTicks="2000" transformEffect="65" storage="5000" storageValue="1" burnManaCount="0" burnManaTicks="2" lookType="300" effectOnCharacter="100" effectsTicks="2">
<attribute healthChange="100"/>
<attribute kiChange="100"/>
<attribute meleeDamage="16"/>
<attribute kiEffeciveness="20"/>
<attribute defense="2"/>
<attribute movementSpeed="50"/>
</trans>
<trans id="2" requiedLevel="8" transformEffect="21" onlyOne="0" invisibleTicks="400" burnManaCount="0" burnManaTicks="2" lookType="301" effectOnCharacter="101" effectsTicks="2">
<attribute healthChange="200"/>
<attribute kiChange="200"/>
<attribute meleeDamage="37"/>
<attribute kiEffeciveness="46"/>
<attribute defense="3"/>
<attribute movementSpeed="400"/>
</trans>
<trans id="3" requiedLevel="20" permanent="0" onlyOne="0" burnManaCount="0" burnManaTicks="2" lookType="302" effectOnCharacter="102" effectsTicks="2">
<attribute healthChange="300"/>
<attribute kiChange="300"/>
<attribute meleeDamage="64"/>
<attribute kiEffeciveness="80"/>
<attribute defense="4"/>
<attribute movementSpeed="28"/>
</trans>
<trans id="4" requiedLevel="25" burnManaCount="0" onlyOne="1" burnManaTicks="2" lookType="303" effectOnCharacter="103" effectsTicks="2">
<attribute healthChange="400"/>
<attribute kiChange="400"/>
<attribute meleeDamage="104"/>
<attribute kiEffeciveness="130"/>
<attribute defense="6"/>
<attribute movementSpeed="46"/>
</trans>
<trans id="5" requiedLevel="30" burnManaCount="0" burnManaTicks="2" lookType="204" effectOnCharacter="104" effectsTicks="2">
<attribute healthChange="500"/>
<attribute kiChange="500"/>
<attribute meleeDamage="160"/>
<attribute kiEffeciveness="200"/>
<attribute defense="8"/>
<attribute movementSpeed="70"/>
</trans>
</transform>
</transforms>[/xml]
W vocations.xml zostawiamy tylko bazowe profesje (s?ysza?em, ?e niekt?re serwery tworz? 300 profesji, dla ka?dego transa, co jest zupe?nie nieop?acalne i g?upie).
Dodane zosta?y sta?e transformacje, cooldown, mo?liwo?? revertu o jeden poziom lub do bazowej formy oraz zachowanie transa po relogu.

Cena za ca?y system + aktualizacje i pomoc w konfiguracji - 160z?.
Ch?tnie przyjm? sugestie co doda? b?d? zmieni? w samym kodzie.
 

Oskar

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Odp: Transform System - C++

Od?wie?am.
 

Oskar

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Odp: Transform System - C++

Tak, wci?? aktualne
 

Oskar

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Odp: Transform System - C++

Skrypt zaktualizowany.
 

Oskar

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Odp: Transform System - C++

Od?wie?am.
 

Oskar

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Odp: Transform System - C++

Od?wie?am.
 

Oskar

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Odp: Transform System - C++

Od?wie?am, skrypt dost?pny r?wnie? pod TFS 1.2
 

Oskar

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Odp: Transform System - C++

Od?wie?am.

---------- Tre?? dodana o 16:59 ----------

Od?wie?am.
 
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