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  1. boa noite pessoal, estou com um problema ao tentar fazer o login no servidor se alguem puder me ajudar agradeço
  2. -- Update -- Achei a classe da cronica Ertheia que tem essa function, o arquivo se chama DamageText.uc e tb leva functions de GfxDialog mas na hora de compilar ele da error, deixo aqui o code da function de Damage clear //------------------------------------------------------------------------------------------------------------------------ // // : DamageText - SCALEFORM UI - // //------------------------------------------------------------------------------------------------------------------------ class DamageText extends GFxUIScript; const FLASH_WIDTH = 800; const FLASH_HEIGHT = 600; var int currentScreenWidth, currentScreenHeight; enum EDamageTextType { NOMAKE, // NormalAttack, // ConsecutiveAttack, // Critical, // OverHit, // RecoverHP, // RecoverMP, // GetSP, // GetExp, // MagicDefiance, // ShieldGuard, // Dodge, // Immune, // SkillHit, // Etc // }; function OnRegisterEvent() { // RegisterEvent(EV_DamageTextCreate); RegisterEvent(EV_DamageTextUpdate); // // RegisterEvent(EV_SystemMessage); } function OnLoad() { registerState( "DamageText", "GamingState" ); // class'UIAPI_WINDOW'.static.SetAnchor( "", "DamageText", "TopLeft", "BottomLeft", 0, 0 ); SetAnchor("", EAnchorPointType.ANCHORPOINT_TopLeft, EAnchorPointType.ANCHORPOINT_TopLeft, 0, 0); } function OnShow() { // Debug("DamageText!!!! onShow"); } function OnFlashLoaded() { RegisterDelegateHandler(EDHandler_DamageText); SetAlwaysFullAlpha(true); IgnoreUIEvent(true); } function OnHide() { } function OnCallUCLogic( int logicID, string param ) { } // 5370 // clipName=111 unitType=1 valueType=1 value=500000 x=400 y=400 // clipName=111 unitType=2 bCritical=1 valueType=1 value=500000 x=400 y=400 // clipName=111 unitType=2 bCritical=0 valueType=1 value=500000 x=400 y=400 // clipName=111 unitType=2 bImmune bCritical=0 value=500000 x=400 y=400 // function OnEvent(int Event_ID, string param) { local string clipName; local int unitType; local int xLoc, yLoc; local int valueType, value, bCritical, bOverHit, bMagicDefense, bShieldDefense, bMiss, bContinuousAttack, bImmune, bSkillHit; local array<GFxValue> args; local GFxValue invokeResult; // local int nID; // debug("ConsecutiveAttack: " @ EDamageTextType.ConsecutiveAttack); // GetCurrentResolution (currentScreenWidth, currentScreenHeight); // if ( Event_ID == EV_DamageTextCreate) { // Debug(" EV DamageText" @ Event_ID); // Debug(" Param : " @ param); ShowWindow(); // // ParseString(param, "clipName" , clipName); ParseInt(param, "clipName" , nID); clipName = string(nID); //1 pc, 2 npc(target), 3 pet // ParseInt(param, "unitType" , unitType); ParseInt(param, "valueType" , valueType); ParseInt(param, "value" , value); ParseInt(param, "bCritical" , bCritical); ParseInt(param, "bOverHit" , bOverHit); ParseInt(param, "bMagicDefense" , bMagicDefense); ParseInt(param, "bShieldDefense" , bShieldDefense); ParseInt(param, "bMiss" , bMiss); ParseInt(param, "bContinuousAttack", bContinuousAttack); // ParseInt(param, "bImmune" , bImmune); // ParseInt(param, "bSkillHit", bSkillHit); // ParseInt(param, "x" , xLoc); ParseInt(param, "y" , yLoc); // conditionalDamageText(clipName, unitType, xLoc, yLoc, valueType, value, bCritical, bOverHit, bMagicDefense, bShieldDefense, bMiss, bContinuousAttack, bImmune, bSkillHit); // Debug("Damage Text param: " @ param); } else if ( Event_ID == EV_DamageTextUpdate ) { // Debug(" EV DamageText" @ Event_ID); // Debug(" Param : " @ param); // case 2 : updateMotion(data.clipName, data.x, data.y); break; ShowWindow(); // // // ParseString(param, "clipName" , clipName); ParseInt(param, "clipName" , nID); clipName = string(nID); // ParseInt(param, "x" , xLoc); ParseInt(param, "y" , yLoc); // AllocGFxValues(args, 2); AllocGFxValue(invokeResult); // args[0].SetInt(2); CreateObject(args[1]); args[1].SetMemberString("clipName", clipName); // args[1].SetMemberInt ("x", xLoc - ((currentScreenWidth - FLASH_WIDTH) / 2)); // args[1].SetMemberInt ("y", yLoc - ((currentScreenHeight - FLASH_HEIGHT) / 2)); args[1].SetMemberInt ("x", xLoc); args[1].SetMemberInt ("y", yLoc); Invoke("_root.onEvent", args, invokeResult); DeallocGFxValue(invokeResult); DeallocGFxValues(args); } } /* // // // // // */ function makeDamageText(string clipName, int unitType, int textType, int xLoc, int yLoc, string messageStr) { local array<GFxValue> args; local GFxValue invokeResult; if (textType != -1) { // AllocGFxValues(args, 2); AllocGFxValue(invokeResult); // args[0].SetInt(1); CreateObject(args[1]); args[1].SetMemberString("clipName", clipName); args[1].SetMemberInt ("unitType", unitType); args[1].SetMemberInt ("textType", textType); args[1].SetMemberInt ("x", xLoc); args[1].SetMemberInt ("y", yLoc); args[1].SetMemberString("messageStr", messageStr); Invoke("_root.onEvent", args, invokeResult); DeallocGFxValue(invokeResult); DeallocGFxValues(args); } } // // // // // function conditionalDamageText(string clipName, int unitType, int xLoc, int yLoc, int valueType, int value, int bCritical, int bOverHit, int bMagicDefense, int bShieldDefense, int bMiss, int bContinuousAttack, int bImmune, int bSkillHit) { local int damageTextType; damageTextType = -1; // ValueType // 0:None, 1:sp, 2:exp, 3:hp, 4:mp // hp , + if (valueType == 3) { if (value >= 0) { // damageTextType = EDamageTextType.RecoverHP; // 5 } else { // damageTextType = EDamageTextType.NormalAttack; // 1 } // if (value != 0) makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value)); } // else if (valueType == 4) { damageTextType = EDamageTextType.RecoverMP; // 6; } // else if (valueType == 1) { damageTextType = EDamageTextType.GetSP; // 7 } // else if (valueType == 2) { damageTextType = EDamageTextType.GetExp; // 8 } // if (value > 0 && valueType != 3) makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); // // if (bContinuousAttack == 1) { damageTextType = EDamageTextType.ConsecutiveAttack; makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bOverHit == 1) { damageTextType = EDamageTextType.OverHit; makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bCritical == 1) { damageTextType = EDamageTextType.Critical; makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bMagicDefense == 1) { damageTextType = EDamageTextType.MagicDefiance; // 9; makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bShieldDefense == 1) { damageTextType = EDamageTextType.ShieldGuard; // 10; makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bMiss == 1) { damageTextType = EDamageTextType.Dodge; // 11 makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bImmune == 1) { damageTextType = EDamageTextType.Immune; // 12 makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } // if (bSkillHit != 0) { damageTextType = EDamageTextType.SkillHit; // 13 makeDamageText(clipName, unitType, damageTextType, xLoc, yLoc, string(value) ); } } defaultproperties { }
  3. Oi boa tarde pessoal, queria saber si alguem tem algum jeito ou conhecemento pra adaptar o texto do damage como o cliente classic pra a cronica IL. To falando dessa aqui : Só preciso da function de damage na tela, espero alguem possa me ajudar. Desde já obrigado. @Dwbryel @Onã @DemonikaBR-Marcos @Grundor @MrRees
  4. Muito obrigado pela atencao, já solucionei. Salute!
  5. oi galera, eu tenho um problema aí com o sistema de vote reward que vem com o datapack, eu posso recever só a recompenza de topzone. aí eu to precissando de um code atualizado pros outros rewards, si voces poden me ajudar com isso eu vou ficar mt grato perdon pelo meu portugues má rs, muito brigado gente bump
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