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VL em Grupo

Postado

Boa Tarde Galera !

Minha Sacer só manda VL se clicar no Personagem especificio. Gostaria de colocar para mandar para todo o grupo de uma vez que estiver perto igual skill do Valor por exemplo.
Procurei bastante na Source já mas ainda não encontrei como copiar a ideia do Valor.

Source Base FrozenPK

Featured Replies

Postado
Em SkillSub.cpp remove isso da skill da sacer !lpCharSelPlayer &&

case SKILL_VIRTUAL_LIFE:

	if (GetAssaUseEffect(lpCurPlayer, SKILL_VIRTUAL_LIFE) == FALSE && lpSkill->Skill_Info.FuncPointer() == TRUE) {

		lpCurPlayer->AttackSkil = SKILL_PLAY_VIRTUAL_LIFE;
		lpCurPlayer->AttackSkil |= (lpSkill->Point << 8);
		lpCurPlayer->BeginSkill(lpCurPlayer->AttackSkil, 0, 0, 0, 0, 0);
		lpCurPlayer->SetMotionFromCode(CHRMOTION_STATE_SKILL);
		
		SendProcessSKillToServer(SKILL_PLAY_VIRTUAL_LIFE, lpSkill->Point, 0, 0);
		
		cSkill.SetVirtualLife(Virtual_Life_Time[lpSkill->Point - 1], lpSkill->Point);
		lpCurPlayer->chrAttackTarget = 0;

		return TRUE;
	}

	return TRUE;

No onServer.cpp no server

case SKILL_PLAY_VIRTUAL_LIFE:
{
	if(lpPlayInfo->smCharInfo.JOB_CODE == JOBCODE_PRIESTESS)
	{		
		// Range fixo. Se quiser depois podemos adicionar no Sacer.ini.
		const int VirtualLifeRange = 350;
		const int VirtualLifeRangeSize = VirtualLifeRange * VirtualLifeRange;
		
		if(lpPlayInfo->dwSkill_VirtualLife_Time <= dwPlayServTime ||
			lpPlayInfo->dwSkill_VirtualLife_Param <= Virtual_Life_Percent[point])
		{
			lpPlayInfo->dwSkill_VirtualLife_Time = dwPlayServTime + Virtual_Life_Time[point] * 1000;
			lpPlayInfo->dwSkill_VirtualLife_Param = Virtual_Life_Percent[point];
		}
		
		if(lpPlayInfo->dwPartyInfo && lpPlayInfo->lpPartyMaster)
		{
			rsPLAYINFO *lpPartyMaster = lpPlayInfo->lpPartyMaster;

			for(cnt = 0; cnt < PARTY_PLAYER_MAX; cnt++)
			{
				lpPlayInfo2 = lpPartyMaster->lpPartyPlayers[cnt];

				if(!lpPlayInfo2 || !lpPlayInfo2->lpsmSock)
					continue;
				
				if(lpPlayInfo2 == lpPlayInfo)
					continue;
				
				if(lpPlayInfo2->Position.Area != lpPlayInfo->Position.Area)
					continue;

				x = (lpPlayInfo->Position.x - lpPlayInfo2->Position.x) >> FLOATNS;
				y = (lpPlayInfo->Position.y - lpPlayInfo2->Position.y) >> FLOATNS;
				z = (lpPlayInfo->Position.z - lpPlayInfo2->Position.z) >> FLOATNS;

				dist = x * x + z * z;
				
				if(dist < VirtualLifeRangeSize && abs(y) < 80)
				{					
					if(lpPlayInfo2->dwSkill_VirtualLife_Time > dwPlayServTime &&
						lpPlayInfo2->dwSkill_VirtualLife_Param > Virtual_Life_Percent[point])
					{
						continue;
					}

					lpPlayInfo2->dwSkill_VirtualLife_Time = dwPlayServTime + Virtual_Life_Time[point] * 1000;
					lpPlayInfo2->dwSkill_VirtualLife_Param = Virtual_Life_Percent[point];

					// Envia para o membro da party aplicar o buff no client dele.
					lpPlayInfo2->lpsmSock->Send2((char *)lpTransCommand, lpTransCommand->size, TRUE);
				}
			}
		}
	}

	break;
}


Postado
  • Autor
19 horas atrás, CPIban disse:
Em SkillSub.cpp remove isso da skill da sacer !lpCharSelPlayer &&

case SKILL_VIRTUAL_LIFE:

	if (GetAssaUseEffect(lpCurPlayer, SKILL_VIRTUAL_LIFE) == FALSE && lpSkill->Skill_Info.FuncPointer() == TRUE) {

		lpCurPlayer->AttackSkil = SKILL_PLAY_VIRTUAL_LIFE;
		lpCurPlayer->AttackSkil |= (lpSkill->Point << 8);
		lpCurPlayer->BeginSkill(lpCurPlayer->AttackSkil, 0, 0, 0, 0, 0);
		lpCurPlayer->SetMotionFromCode(CHRMOTION_STATE_SKILL);
		
		SendProcessSKillToServer(SKILL_PLAY_VIRTUAL_LIFE, lpSkill->Point, 0, 0);
		
		cSkill.SetVirtualLife(Virtual_Life_Time[lpSkill->Point - 1], lpSkill->Point);
		lpCurPlayer->chrAttackTarget = 0;

		return TRUE;
	}

	return TRUE;

No onServer.cpp no server

case SKILL_PLAY_VIRTUAL_LIFE:
{
	if(lpPlayInfo->smCharInfo.JOB_CODE == JOBCODE_PRIESTESS)
	{		
		// Range fixo. Se quiser depois podemos adicionar no Sacer.ini.
		const int VirtualLifeRange = 350;
		const int VirtualLifeRangeSize = VirtualLifeRange * VirtualLifeRange;
		
		if(lpPlayInfo->dwSkill_VirtualLife_Time <= dwPlayServTime ||
			lpPlayInfo->dwSkill_VirtualLife_Param <= Virtual_Life_Percent[point])
		{
			lpPlayInfo->dwSkill_VirtualLife_Time = dwPlayServTime + Virtual_Life_Time[point] * 1000;
			lpPlayInfo->dwSkill_VirtualLife_Param = Virtual_Life_Percent[point];
		}
		
		if(lpPlayInfo->dwPartyInfo && lpPlayInfo->lpPartyMaster)
		{
			rsPLAYINFO *lpPartyMaster = lpPlayInfo->lpPartyMaster;

			for(cnt = 0; cnt < PARTY_PLAYER_MAX; cnt++)
			{
				lpPlayInfo2 = lpPartyMaster->lpPartyPlayers[cnt];

				if(!lpPlayInfo2 || !lpPlayInfo2->lpsmSock)
					continue;
				
				if(lpPlayInfo2 == lpPlayInfo)
					continue;
				
				if(lpPlayInfo2->Position.Area != lpPlayInfo->Position.Area)
					continue;

				x = (lpPlayInfo->Position.x - lpPlayInfo2->Position.x) >> FLOATNS;
				y = (lpPlayInfo->Position.y - lpPlayInfo2->Position.y) >> FLOATNS;
				z = (lpPlayInfo->Position.z - lpPlayInfo2->Position.z) >> FLOATNS;

				dist = x * x + z * z;
				
				if(dist < VirtualLifeRangeSize && abs(y) < 80)
				{					
					if(lpPlayInfo2->dwSkill_VirtualLife_Time > dwPlayServTime &&
						lpPlayInfo2->dwSkill_VirtualLife_Param > Virtual_Life_Percent[point])
					{
						continue;
					}

					lpPlayInfo2->dwSkill_VirtualLife_Time = dwPlayServTime + Virtual_Life_Time[point] * 1000;
					lpPlayInfo2->dwSkill_VirtualLife_Param = Virtual_Life_Percent[point];

					// Envia para o membro da party aplicar o buff no client dele.
					lpPlayInfo2->lpsmSock->Send2((char *)lpTransCommand, lpTransCommand->size, TRUE);
				}
			}
		}
	}

	break;
}


Pow valeu em cara, eu só não tinha prestado atenção nessa parte !lpCharSelPlayer && no cliente rsrs.
Mas é vivendo e aprendendo. Muito obrigado pela ajuda tamo junto ^^

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