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esnio12

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  1. Gostei
    esnio12 recebeu reputação de DiigooMix em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  2. Gostei
    esnio12 recebeu reputação de DiigooMix em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Modulo de Seleção de Level para Dungeon de um servidor de Dungeon ni Deai que estou elaborando.
  3. Obrigado
    esnio12 recebeu reputação de Rogex Joyz em (Resolvido)Adicionar função neste script :c > 8.60 <   
    Segue
     
  4. Gostei
    esnio12 recebeu reputação de jbrenner em Outfits animadas   
    Olá a todos, existe a possibilidade de fazer um script ou alguma função que ao andar mude a outfit e quando ficar parado mudar a outfit denovo.
     
    estilo as outfits novas do tibia global que possuem animação ao ficar parado e ao andar
  5. Curtir
    esnio12 recebeu reputação de jbrenner em Outfits animadas   
    Mas na versão 8.60 não tem isso
  6. Curtir
    Modulo de Seleção de Level para Dungeon de um servidor de Dungeon ni Deai que estou elaborando.
  7. Gostei
    esnio12 recebeu reputação de vine96 em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  8. Gostei
    esnio12 recebeu reputação de samlecter em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  9. Gostei
    esnio12 recebeu reputação de ITALOx em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  10. Gostei
    Adição de informação do jogador na interface.
    Avatar do jogador (Alterando automaticamente conforme o Outfit)
    Name, Level, Health, Mana, Experience. (Atualizando corretamente.)
    Inventário do jogador com equipamentos em nova disposição, exibindo o outfit atual e descrições do personagem.
     

  11. Gostei
    Modulo de Seleção de Level para Dungeon de um servidor de Dungeon ni Deai que estou elaborando.
  12. Gostei
    Look de equipamentos e armas do otc custom que estou elaborando

  13. Gostei
    esnio12 recebeu reputação de Cat em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  14. Curtir
    Look de equipamentos e armas do otc custom que estou elaborando

  15. Gostei
    esnio12 recebeu reputação de Endless em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Look de equipamentos e armas do otc custom que estou elaborando

  16. Gostei
    esnio12 recebeu reputação de Endless em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Modulo de Seleção de Level para Dungeon de um servidor de Dungeon ni Deai que estou elaborando.
  17. Gostei
    esnio12 recebeu reputação de Cat em [OTClient Showoff] Mostre seu Projeto/Módulo/Interface do seu OTClient   
    Modulo de Seleção de Level para Dungeon de um servidor de Dungeon ni Deai que estou elaborando.
  18. Obrigado
    esnio12 recebeu reputação de WooX em Trade Offline V2.0   
    Um bug que aconteceu, quando tento adicionar container que possui mais bps, ele bloqueia de adicionar, porém ele adiciona na db a query e fica exibindo no site a bp a venda, só que sem nada
     

     
    Obs: não da erro no console e nem remove o item nem nada
    E fica constando como oferta ativa do vendedor
  19. Gostei
    esnio12 recebeu reputação de L3K0T em Fade Tile OTCliente 0.6.6   
    Deu certo, vlw, top demais
  20. Obrigado
    esnio12 deu reputação a L3K0T em Fade Tile OTCliente 0.6.6   
    by L3K0T
     
    Fade Tile
    Bom galera hoje vou ensina a vocês como deixar seu mapa com a alteração fade tile, exatamente igual ao vídeo do meu canal abaixo, com apenas algumas "alterações" na SOURCE do seu Otclient 0.6.6.
     
    VÍDEO;;
     
    TUTORIALBY L3K0T
     
     
     
    1° VÁ EM  na source do seu otcliente src\client e abra o mapview.cpp e ache;;
     
    m_optimizedSize = Size(g_map.getAwareRange().horizontal(), g_map.getAwareRange().vertical()) * Otc::TILE_PIXELS; abaixo coloque;;
    m_fadeL3K0TTime = 150; ache;;
    void MapView::draw(const Rect& rect) { // update visible tiles cache when needed if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0) updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos); float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS; Position cameraPosition = getCameraPosition(); int drawFlags = 0; if(unlikely(g_map.isForcingAnimations()) || (likely(g_map.isShowingAnimations()) && m_viewMode == NEAR_VIEW)) drawFlags = Otc::DrawAnimations; if(m_viewMode == NEAR_VIEW) drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles; else drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems; if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) { m_framebuffer->bind(); if(m_mustCleanFramebuffer) { Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize); g_painter->setColor(Color::black); g_painter->drawFilledRect(clearRect); if(m_drawLights) { m_lightView->reset(); m_lightView->resize(m_framebuffer->getSize()); Light ambientLight; if(cameraPosition.z <= Otc::SEA_FLOOR) { ambientLight = g_map.getLight(); } else { ambientLight.color = 215; ambientLight.intensity = 0; } ambientLight.intensity = std::max<int>(m_minimumAmbientLight*255, ambientLight.intensity); m_lightView->setGlobalLight(ambientLight); } } g_painter->setColor(Color::white); auto it = m_cachedVisibleTiles.begin(); auto end = m_cachedVisibleTiles.end(); for(int z=m_cachedLastVisibleFloor;z>=m_cachedFirstVisibleFloor;--z) { while(it != end) { const TilePtr& tile = *it; Position tilePos = tile->getPosition(); if(tilePos.z != z) break; else ++it; if (g_map.isCovered(tilePos, m_cachedFirstVisibleFloor)) tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags); else tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags, m_lightView.get()); } if(drawFlags & Otc::DrawMissiles) { for(const MissilePtr& missile : g_map.getFloorMissiles(z)) { missile->draw(transformPositionTo2D(missile->getPosition(), cameraPosition), scaleFactor, drawFlags & Otc::DrawAnimations, m_lightView.get()); } } } m_framebuffer->release(); // generating mipmaps each frame can be slow in older cards //m_framebuffer->getTexture()->buildHardwareMipmaps(); m_mustDrawVisibleTilesCache = false; } altere para;;
    void MapView::draw(const Rect& rect) { // update visible tiles cache when needed if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0) updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos); float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS; Position cameraPosition = getCameraPosition(); int drawFlags = 0; if(unlikely(g_map.isForcingAnimations()) || (likely(g_map.isShowingAnimations()) && m_viewMode == NEAR_VIEW)) drawFlags = Otc::DrawAnimations; if(m_viewMode == NEAR_VIEW) drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles; else drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems; if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) { m_framebuffer->bind(); if(m_mustCleanFramebuffer) { Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize); g_painter->setColor(Color::black); g_painter->drawFilledRect(clearRect); if(m_drawLights) { m_lightView->reset(); m_lightView->resize(m_framebuffer->getSize()); Light ambientLight; if(cameraPosition.z <= Otc::SEA_FLOOR) { ambientLight = g_map.getLight(); } else { ambientLight.color = 215; ambientLight.intensity = 0; } ambientLight.intensity = std::max<int>(m_minimumAmbientLight*255, ambientLight.intensity); m_lightView->setGlobalLight(ambientLight); } } g_painter->setColor(Color::white); int ms = stdext::millis(); auto it = m_cachedVisibleTiles.begin(); auto end = m_cachedVisibleTiles.end(); for(int z=m_cachedLastVisibleFloor;z>=m_cachedFirstVisibleFloor;--z) { while(it != end) { const TilePtr& tile = *it; Position tilePos = tile->getPosition(); if(tilePos.z != z) break; else ++it; if (m_mustDrawFadeInTilesCache && ((ms - m_fadeStart) / (float)m_fadeL3K0TTime) < 1.0 && z <= m_fadeCachedLastVisibleFloor) g_painter->setOpacity(((float)((int)(ms - m_fadeStart) % m_fadeL3K0TTime) / (float)m_fadeL3K0TTime)); if (g_map.isCovered(tilePos, m_cachedFirstVisibleFloor)) tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags); else tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags, m_lightView.get()); if (m_mustDrawFadeInTilesCache) g_painter->resetOpacity(); } if(drawFlags & Otc::DrawMissiles) { for(const MissilePtr& missile : g_map.getFloorMissiles(z)) { missile->draw(transformPositionTo2D(missile->getPosition(), cameraPosition), scaleFactor, drawFlags & Otc::DrawAnimations, m_lightView.get()); } } } if (m_mustDrawFadeOutTilesCache && ((ms - m_fadeStart) / (float)m_fadeL3K0TTime) < 1.0) { g_painter->setOpacity(1.0 - ((float)((int)(ms - m_fadeStart) % m_fadeL3K0TTime) / (float)m_fadeL3K0TTime)); auto f_it = m_cachedFadeTiles.begin(); auto f_end = m_cachedFadeTiles.end(); for (int z = m_fadeCachedLastVisibleFloor; z >= m_fadeCachedFirstVisibleFloor; --z) { while (f_it != f_end) { const TilePtr& tile = *f_it; Position tilePos = tile->getPosition(); if (tilePos.z != z) break; else ++f_it; if (g_map.isCovered(tilePos, m_fadeCachedFirstVisibleFloor)) tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags); else tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags, m_lightView.get()); } } g_painter->setOpacity(1); } m_framebuffer->release(); // generating mipmaps each frame can be slow in older cards //m_framebuffer->getTexture()->buildHardwareMipmaps(); m_mustDrawVisibleTilesCache = false; } float fadeOpacity = 1.0f; if(!m_shaderSwitchDone && m_fadeOutTime > 0) { fadeOpacity = 1.0f - (m_fadeTimer.timeElapsed() / m_fadeOutTime); if(fadeOpacity < 0.0f) { m_shader = m_nextShader; m_nextShader = nullptr; m_shaderSwitchDone = true; m_fadeTimer.restart(); } } if(m_shaderSwitchDone && m_shader && m_fadeInTime > 0) fadeOpacity = std::min<float>(m_fadeTimer.timeElapsed() / m_fadeInTime, 1.0f); Rect srcRect = calcFramebufferSource(rect.size()); Point drawOffset = srcRect.topLeft(); if(m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders() && m_viewMode == NEAR_VIEW) { Rect framebufferRect = Rect(0,0, m_drawDimension * m_tileSize); Point center = srcRect.center(); Point globalCoord = Point(cameraPosition.x - m_drawDimension.width()/2, -(cameraPosition.y - m_drawDimension.height()/2)) * m_tileSize; m_shader->bind(); m_shader->setUniformValue(ShaderManager::MAP_CENTER_COORD, center.x / (float)framebufferRect.width(), 1.0f - center.y / (float)framebufferRect.height()); m_shader->setUniformValue(ShaderManager::MAP_GLOBAL_COORD, globalCoord.x / (float)framebufferRect.height(), globalCoord.y / (float)framebufferRect.height()); m_shader->setUniformValue(ShaderManager::MAP_ZOOM, scaleFactor); g_painter->setShaderProgram(m_shader); } g_painter->setColor(Color::white); g_painter->setOpacity(fadeOpacity); glDisable(GL_BLEND); #if 0 // debug source area g_painter->saveAndResetState(); m_framebuffer->bind(); g_painter->setColor(Color::green); g_painter->drawBoundingRect(srcRect, 2); m_framebuffer->release(); g_painter->restoreSavedState(); m_framebuffer->draw(rect); #else m_framebuffer->draw(rect, srcRect); #endif g_painter->resetShaderProgram(); g_painter->resetOpacity(); glEnable(GL_BLEND); // this could happen if the player position is not known yet if(!cameraPosition.isValid()) return; float horizontalStretchFactor = rect.width() / (float)srcRect.width(); float verticalStretchFactor = rect.height() / (float)srcRect.height(); // avoid drawing texts on map in far zoom outs if(m_viewMode == NEAR_VIEW) { for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) { if(!creature->canBeSeen()) continue; PointF jumpOffset = creature->getJumpOffset() * scaleFactor; Point creatureOffset = Point(16 - creature->getDisplacementX(), - creature->getDisplacementY() - 2); Position pos = creature->getPosition(); Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p += (creature->getDrawOffset() + creatureOffset) * scaleFactor - Point(stdext::round(jumpOffset.x), stdext::round(jumpOffset.y)); p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); int flags = 0; if(m_drawNames){ flags = Otc::DrawNames; } if(m_drawHealthBars) { flags |= Otc::DrawBars; } creature->drawInformation(p, g_map.isCovered(pos, m_cachedFirstVisibleFloor), rect, flags); } } // lights are drawn after names and before texts if(m_drawLights) m_lightView->draw(rect, srcRect); if(m_viewMode == NEAR_VIEW && m_drawTexts) { for(const StaticTextPtr& staticText : g_map.getStaticTexts()) { Position pos = staticText->getPosition(); // ony draw static texts from current camera floor, unless yells //if(pos.z != cameraPosition.z && !staticText->isYell()) // continue; if(pos.z != cameraPosition.z && staticText->getMessageMode() == Otc::MessageNone) continue; Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); staticText->drawText(p, rect); } for(const AnimatedTextPtr& animatedText : g_map.getAnimatedTexts()) { Position pos = animatedText->getPosition(); /* // only draw animated texts from visible floors if(pos.z < m_cachedFirstVisibleFloor || pos.z > m_cachedLastVisibleFloor) continue; // dont draw animated texts from covered tiles if(pos.z != cameraPosition.z && g_map.isCovered(pos, m_cachedFirstVisibleFloor)) continue; */ if(pos.z != cameraPosition.z) continue; Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); animatedText->drawText(p, rect); } } } ache;;
    void MapView::updateVisibleTilesCache(int start) { if(start == 0) { m_cachedFirstVisibleFloor = calcFirstVisibleFloor(); m_cachedLastVisibleFloor = calcLastVisibleFloor(); assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 && m_cachedFirstVisibleFloor <= Otc::MAX_Z && m_cachedLastVisibleFloor <= Otc::MAX_Z); if(m_cachedLastVisibleFloor < m_cachedFirstVisibleFloor) m_cachedLastVisibleFloor = m_cachedFirstVisibleFloor; m_cachedFloorVisibleCreatures.clear(); m_cachedVisibleTiles.clear(); m_mustCleanFramebuffer = true; m_mustDrawVisibleTilesCache = true; m_mustUpdateVisibleTilesCache = false; m_updateTilesPos = 0; } else m_mustCleanFramebuffer = false; // there is no tile to render on invalid positions Position cameraPosition = getCameraPosition(); if(!cameraPosition.isValid()) return; bool stop = false; // clear current visible tiles cache m_cachedVisibleTiles.clear(); m_mustDrawVisibleTilesCache = true; m_updateTilesPos = 0; // cache visible tiles in draw order // draw from last floor (the lower) to first floor (the higher) for(int iz = m_cachedLastVisibleFloor; iz >= m_cachedFirstVisibleFloor && !stop; --iz) { if(m_viewMode <= FAR_VIEW) { const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1; // loop through / diagonals beginning at top left and going to top right for(int diagonal = 0; diagonal < numDiagonals && !stop; ++diagonal) { // loop current diagonal tiles int advance = std::max<int>(diagonal - m_drawDimension.height(), 0); for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) { // only start really looking tiles in the desired start if(m_updateTilesPos < start) { m_updateTilesPos++; continue; } // avoid rendering too much tiles at once if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS && m_viewMode >= HUGE_VIEW) { stop = true; break; } // position on current floor //TODO: check position limits Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { // skip tiles that have nothing if(!tile->isDrawable()) continue; // skip tiles that are completely behind another tile if(g_map.isCompletelyCovered(tilePos, m_cachedFirstVisibleFloor)) continue; m_cachedVisibleTiles.push_back(tile); } m_updateTilesPos++; } } } else { // cache tiles in spiral mode static std::vector<Point> m_spiral; if(start == 0) { m_spiral.resize(m_drawDimension.area()); int width = m_drawDimension.width(); int height = m_drawDimension.height(); int tpx = width/2 - 2; int tpy = height/2 - 2; int count = 0; Rect area(0, 0, m_drawDimension); m_spiral[count++] = Point(tpx+1,tpy+1); for(int step = 1; tpx >= 0 || tpy >= 0; ++step, --tpx, --tpy) { int qs = 2*step; Rect lines[4] = { Rect(tpx, tpy, qs, 1), Rect(tpx + qs, tpy, 1, qs), Rect(tpx + 1, tpy + qs, qs, 1), Rect(tpx, tpy + 1, 1, qs), }; for(int i=0;i<4;++i) { int sx = std::max<int>(lines[i].left(), area.left()); int ex = std::min<int>(lines[i].right(), area.right()); int sy = std::max<int>(lines[i].top(), area.top()); int ey = std::min<int>(lines[i].bottom(), area.bottom()); for(int qx=sx;qx<=ex;++qx) for(int qy=sy;qy<=ey;++qy) m_spiral[count++] = Point(qx, qy); } } } for(m_updateTilesPos = start; m_updateTilesPos < (int)m_spiral.size(); ++m_updateTilesPos) { // avoid rendering too much tiles at once if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS) { stop = true; break; } const Point& p = m_spiral[m_updateTilesPos]; Position tilePos = cameraPosition.translated(p.x - m_virtualCenterOffset.x, p.y - m_virtualCenterOffset.y); tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { if(tile->isDrawable()) m_cachedVisibleTiles.push_back(tile); } } } } if(!stop) { m_updateTilesPos = 0; m_spiral.clear(); } if(start == 0 && m_viewMode <= NEAR_VIEW) m_cachedFloorVisibleCreatures = g_map.getSightSpectators(cameraPosition, false); } altere para;;
    void MapView::updateVisibleTilesCache(int start) { int m_oldCachedFirstVisibleFloor = m_cachedFirstVisibleFloor; int m_oldCachedLastVisibleFloor = m_cachedLastVisibleFloor; bool m_mustUpdateFadeTilesCache = false; if(start == 0) { m_cachedFirstVisibleFloor = calcFirstVisibleFloor(); m_cachedLastVisibleFloor = calcLastVisibleFloor(); if (m_drawFadeEffect && m_oldCachedFirstVisibleFloor != m_cachedFirstVisibleFloor) m_mustUpdateFadeTilesCache = true; assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 && m_cachedFirstVisibleFloor <= Otc::MAX_Z && m_cachedLastVisibleFloor <= Otc::MAX_Z); if(m_cachedLastVisibleFloor < m_cachedFirstVisibleFloor) m_cachedLastVisibleFloor = m_cachedFirstVisibleFloor; m_cachedFloorVisibleCreatures.clear(); m_cachedVisibleTiles.clear(); m_mustCleanFramebuffer = true; m_mustDrawVisibleTilesCache = true; m_mustUpdateVisibleTilesCache = false; m_updateTilesPos = 0; } else m_mustCleanFramebuffer = false; // there is no tile to render on invalid positions Position cameraPosition = getCameraPosition(); if(!cameraPosition.isValid()) return; bool stop = false; // clear current visible tiles cache m_cachedVisibleTiles.clear(); m_mustDrawVisibleTilesCache = true; m_updateTilesPos = 0; // cache fade visible tiles // draw from first floor that is currently visible (the higher) to the last seen visible floor // effect is only present in view mode lower than FAR_VIEW. if (m_viewMode <= FAR_VIEW && m_mustUpdateFadeTilesCache) { m_cachedFadeTiles.clear(); if (m_oldCachedFirstVisibleFloor < m_cachedFirstVisibleFloor) { m_fadeCachedLastVisibleFloor = m_cachedFirstVisibleFloor-1; // The lowest floor will be the highest floor in cache, at least one floor above it. m_fadeCachedFirstVisibleFloor = m_oldCachedFirstVisibleFloor; // The highest floor will be the old highest visible floor. m_mustDrawFadeOutTilesCache = true; m_mustDrawFadeInTilesCache = false; } else { m_fadeCachedLastVisibleFloor = m_oldCachedFirstVisibleFloor - 1; // The lowest floor will be the highest floor in cache, at least one floor above it. m_fadeCachedFirstVisibleFloor = m_cachedFirstVisibleFloor; // The highest floor will be the old highest visible floor. m_mustDrawFadeOutTilesCache = false; m_mustDrawFadeInTilesCache = true; } if (m_lastCameraFloor != cameraPosition.z) { m_lastCameraFloor = cameraPosition.z; m_fadeStart = 0; } else { m_fadeStart = stdext::millis(); } for (int iz = m_fadeCachedLastVisibleFloor; iz >= m_fadeCachedFirstVisibleFloor; --iz) { const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1; // loop through / diagonals beginning at top left and going to top right for (int diagonal = 0; diagonal < numDiagonals; ++diagonal) { // loop current diagonal tiles int advance = std::max<int>(diagonal - m_drawDimension.height(), 0); for (int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width(); --iy, ++ix) { // position on current floor // TODO: check position limits Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if (const TilePtr& tile = g_map.getTile(tilePos)) { //skip tiles that have nothing if (!tile->isDrawable()) continue; //skip tiles that are completely behind another tile if (g_map.isCompletelyCovered(tilePos, m_fadeCachedFirstVisibleFloor)) continue; m_cachedFadeTiles.push_back(tile); } } } } } // cache visible tiles in draw order // draw from last floor (the lower) to first floor (the higher) for(int iz = m_cachedLastVisibleFloor; iz >= m_cachedFirstVisibleFloor && !stop; --iz) { if(m_viewMode <= FAR_VIEW) { const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1; // loop through / diagonals beginning at top left and going to top right for(int diagonal = 0; diagonal < numDiagonals && !stop; ++diagonal) { // loop current diagonal tiles int advance = std::max<int>(diagonal - m_drawDimension.height(), 0); for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) { // only start really looking tiles in the desired start if(m_updateTilesPos < start) { m_updateTilesPos++; continue; } // avoid rendering too much tiles at once if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS && m_viewMode >= HUGE_VIEW) { stop = true; break; } // position on current floor //TODO: check position limits Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { // skip tiles that have nothing if(!tile->isDrawable()) continue; // skip tiles that are completely behind another tile if(g_map.isCompletelyCovered(tilePos, m_cachedFirstVisibleFloor)) if (m_mustDrawFadeInTilesCache && tilePos.z < m_fadeCachedLastVisibleFloor + 1) continue; m_cachedVisibleTiles.push_back(tile); } m_updateTilesPos++; } } } else { // cache tiles in spiral mode static std::vector<Point> m_spiral; if(start == 0) { m_spiral.resize(m_drawDimension.area()); int width = m_drawDimension.width(); int height = m_drawDimension.height(); int tpx = width/2 - 2; int tpy = height/2 - 2; int count = 0; Rect area(0, 0, m_drawDimension); m_spiral[count++] = Point(tpx+1,tpy+1); for(int step = 1; tpx >= 0 || tpy >= 0; ++step, --tpx, --tpy) { int qs = 2*step; Rect lines[4] = { Rect(tpx, tpy, qs, 1), Rect(tpx + qs, tpy, 1, qs), Rect(tpx + 1, tpy + qs, qs, 1), Rect(tpx, tpy + 1, 1, qs), }; for(int i=0;i<4;++i) { int sx = std::max<int>(lines[i].left(), area.left()); int ex = std::min<int>(lines[i].right(), area.right()); int sy = std::max<int>(lines[i].top(), area.top()); int ey = std::min<int>(lines[i].bottom(), area.bottom()); for(int qx=sx;qx<=ex;++qx) for(int qy=sy;qy<=ey;++qy) m_spiral[count++] = Point(qx, qy); } } } for(m_updateTilesPos = start; m_updateTilesPos < (int)m_spiral.size(); ++m_updateTilesPos) { // avoid rendering too much tiles at once if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS) { stop = true; break; } const Point& p = m_spiral[m_updateTilesPos]; Position tilePos = cameraPosition.translated(p.x - m_virtualCenterOffset.x, p.y - m_virtualCenterOffset.y); tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { if(tile->isDrawable()) m_cachedVisibleTiles.push_back(tile); } } } } if(!stop) { m_updateTilesPos = 0; m_spiral.clear(); } if(start == 0 && m_viewMode <= NEAR_VIEW) m_cachedFloorVisibleCreatures = g_map.getSightSpectators(cameraPosition, false); } ache;;
    void MapView::updateGeometry(const Size& visibleDimension, const Size& optimizedSize) { int tileSize = 0; Size bufferSize; int possiblesTileSizes[] = {1,2,4,8,16,32}; for(int candidateTileSize : possiblesTileSizes) { bufferSize = (visibleDimension + Size(3,3)) * candidateTileSize; if(bufferSize.width() > g_graphics.getMaxTextureSize() || bufferSize.height() > g_graphics.getMaxTextureSize()) break; tileSize = candidateTileSize; if(optimizedSize.width() < bufferSize.width() - 3*candidateTileSize && optimizedSize.height() < bufferSize.height() - 3*candidateTileSize) break; } if(tileSize == 0) { g_logger.traceError("reached max zoom out"); return; } Size drawDimension = visibleDimension + Size(3,3); Point virtualCenterOffset = (drawDimension/2 - Size(1,1)).toPoint(); Point visibleCenterOffset = virtualCenterOffset; ViewMode viewMode = m_viewMode; if(m_autoViewMode) { if(tileSize >= 32 && visibleDimension.area() <= NEAR_VIEW_AREA) viewMode = NEAR_VIEW; else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA) viewMode = MID_VIEW; else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA) viewMode = FAR_VIEW; else viewMode = HUGE_VIEW; if(viewMode >= FAR_VIEW) m_multifloor = false; else m_multifloor = true; } // draw actually more than what is needed to avoid massive recalculations on huge views /* if(viewMode >= HUGE_VIEW) { Size oldDimension = drawDimension; drawDimension = (m_framebuffer->getSize() / tileSize); virtualCenterOffset += (drawDimension - oldDimension).toPoint() / 2; } m_viewMode = viewMode; m_visibleDimension = visibleDimension; m_drawDimension = drawDimension; m_tileSize = tileSize; m_virtualCenterOffset = virtualCenterOffset; m_visibleCenterOffset = visibleCenterOffset; m_optimizedSize = optimizedSize; m_framebuffer->resize(bufferSize); requestVisibleTilesCacheUpdate(); } altere para;;
    void MapView::updateGeometry(const Size& visibleDimension, const Size& optimizedSize) { int tileSize = 0; Size bufferSize; int possiblesTileSizes[] = {1,2,4,8,16,32}; for(int candidateTileSize : possiblesTileSizes) { bufferSize = (visibleDimension + Size(3,3)) * candidateTileSize; if(bufferSize.width() > g_graphics.getMaxTextureSize() || bufferSize.height() > g_graphics.getMaxTextureSize()) break; tileSize = candidateTileSize; if(optimizedSize.width() < bufferSize.width() - 3*candidateTileSize && optimizedSize.height() < bufferSize.height() - 3*candidateTileSize) break; } if(tileSize == 0) { g_logger.traceError("reached max zoom out"); return; } Size drawDimension = visibleDimension + Size(3,3); Point virtualCenterOffset = (drawDimension/2 - Size(1,1)).toPoint(); Point visibleCenterOffset = virtualCenterOffset; ViewMode viewMode = m_viewMode; if(m_autoViewMode) { if(tileSize >= 32 && visibleDimension.area() <= NEAR_VIEW_AREA) viewMode = NEAR_VIEW; else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA) viewMode = MID_VIEW; else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA) viewMode = FAR_VIEW; else viewMode = HUGE_VIEW; if(viewMode >= FAR_VIEW) m_multifloor = false; else m_multifloor = true; } m_viewMode = viewMode; m_visibleDimension = visibleDimension; m_drawDimension = drawDimension; m_tileSize = tileSize; m_virtualCenterOffset = virtualCenterOffset; m_visibleCenterOffset = visibleCenterOffset; m_optimizedSize = optimizedSize; m_framebuffer->resize(bufferSize); requestVisibleTilesCacheUpdate(); } Agora em  mapview.h
    ache:;;
    stdext::boolean<true> m_shaderSwitchDone; abaixo adicione;;
    //efeito mapa by l3k0t stdext::boolean<true> m_drawFadeEffect; stdext::boolean<false> m_mustDrawFadeOutTilesCache; stdext::boolean<false> m_mustDrawFadeInTilesCache; std::vector<TilePtr> m_cachedFadeTiles; int m_fadeCachedFirstVisibleFloor; int m_lastCameraFloor; int m_fadeCachedLastVisibleFloor; ticks_t m_fadeStart; int m_fadeL3K0TTime;  
    Feito isso é só salvar e compilar com as alterações no modo REBUILDER e bom uso.
    Ajudei?? REP+  
     
    Créditos:
    Criadores do PokezRing
    ReyHammer (criador original)
     
     
     
     
  21. Curtir
    esnio12 deu reputação a Henrique Gaudard em [SOLUÇÃO] Bug da door que crasha jogo   
    Bug da door
     
    Olá pessoal, hoje venho trazer um script pra vocês, que traz uma solução de um bug que está detonando muitos servidores e dando muita dor de cabeça! Visto que tem sido recorrente que muitos servidores, tem sido nukados, principalmente os derivados, digo isso porque é minha praia... Trata-se da door de level crashando o servidor, o nuker, ao dar use na door, ficar dentro dela, taca muitos itens (geralmente moeda e dolar), e ao sair, ela se fechará e pronto! Crashou o servidor!
     
    Funcionamento: soluciona o bug, e ainda o item que o nuker tacar, se ele sair da door e ela se fechar, ele perde os itens que ele tacar.
    Versão testada: TFS 0.4 - 8.60 (não garanto funcionamento em outras versões)
     
    A solução:
     
    Vá em data/movements/scripts, procuro por: "closingdoor.lua" e SUBSTITUA por:
     
    Como não é AddOn, é uma modificação de um script já existente, não é necessário adicionar tag!
    Espero que funcione no jogo de vocês, já que foi testado no meu projeto e deu certo!
     
    Obrigado ao @RicK Sanchez pelo vídeo provando a eficiência, o projeto dele se encontrava com o bug também!
     
    Se te ajudou? Rep+! Obrigado a todos até aqui!

    Video provando.mp4
  22. Obrigado
    esnio12 deu reputação a Storm em (Resolvido)Check party item   
    @esnio12 Faz mais um for para remover todos os itens, se você não quiser remover na hora da verificação
    for index, var2 in pairs(party_id) do doPlayerRemoveItem(var2, itemid, count) end  
  23. Gostei
    esnio12 recebeu reputação de HSinhori em Boss spawna ao matar certa quantidade de bichos   
    Olá, fiz por sistema de task utilizando global storage, Testado em versão 8.60 TFS 0.4
     
    Siga os passos abaixo para instalar o sistema.
     
    Vá em creaturescripts/scripts e crie um arquivo chamado taskdemon.lua
     
    Coloque isso aqui e configure seguindo as linhas
     
    local config = { ['demon'] = {quantidade = 100, storage = 63006} --- NOME DO MONSTRO, QUANTIDADE DE MONSTROS QUE PRECISA MATAR PRA NASCER } local spawn = { bossdemon = {x= 101, y=52, z=7}, --- ONDE IRÁ SPAWNAR O ORSHABAAL APÓS MATAR A QUANTIDADE DE MONSTROS bossname = "Orshabaal" } --- Creditos by KloN --- É necessário ter o sistema de Storageglobal para funcionar o script. function onKill(cid, target) local monster = config[getCreatureName(target):lower()] if isPlayer(target) or not monster then return true end if (getGlobalStorageValue(monster.storage)+1) < monster.quantidade then setGlobalStorageValue(monster.storage, getGlobalStorageValue(monster.storage) + 1) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, 'Boss Spawning message: '..(getGlobalStorageValue(monster.storage)+1)..' of '..monster.quantidade..' '..getCreatureName(target)..'s killed to spawn boss.') --- CASO QUEIRA MUDAR A MENSAGEM DE QUANTIDADE DE MONTROS QUE JA MATOU E QT FALTA FIQUE A VONTADE end if (getGlobalStorageValue(monster.storage)+1) == monster.quantidade then broadcastMessage("Orshabaal has been spawned because one of yours seal has been destroyed.") --- MENSAGEM QUE APARECERÁ QUANDO SUMONAR O ORSHABAAL doCreateMonster(spawn.bossname, spawn.bossdemon) setGlobalStorageValue(monster.storage, -1) end return true end  
    Após fazer isso abra o seu arquivo login.lua na pasta do creaturescripts e adicione a linha respectiva antes do ultimo return true
    registerCreatureEvent(cid, "taskdemon")  
    Após feito isso basta adicionar a tag no creaturescripts.xml
    <event type="kill" name="taskdemon" event="script" value="taskdemon.lua"/>  
     
    Qualquer dúvida ou error, basta postar aqui
     
  24. Obrigado
    esnio12 recebeu reputação de leozincorsair em (Resolvido)Colocar Level Para Usar Essa Scroll   
    Olá,  boa noite, tente assim.
     
    function onUse(cid, item, frompos, item2, topos) if getPlayerLevel(cid) == 1 then else doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTENOUGHLEVEL) doSendMagicEffect(getPlayerPosition(cid), CONST_ME_POFF) return true end if getVocationInfo(getPlayerVocation(cid)).name == "Madara" then doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Voce ja é um madara!") doSendMagicEffect(getPlayerPosition(cid), CONST_ME_POFF) return true else doPlayerSetVocation(cid, 210) doCreatureSay(cid, "Madara Owns!!", 19) doSendMagicEffect(getCreaturePosition(cid), 224) doCreatureChangeOutfit(cid, {lookType = 368}) if getPlayerStorageValue(cid, 5) < 1 then setCreatureMaxHealth(cid, getCreatureMaxHealth(cid)+100) setCreatureMaxMana(cid, getCreatureMaxMana(cid)+100) setPlayerStorageValue(cid, 5, 1) end setPlayerStorageValue(cid, 16200, 1) setPlayerStorageValue(cid, 300, (getPlayerVocation(cid))) doRemoveItem(item.uid) end return true end  
  25. Obrigado
    esnio12 deu reputação a marcot em (Resolvido)Dúvida com a função FOR   
    Testei no ambiente interativo de LUA
    -- Input Lua 5.1.5 Copyright (C) 1994-2012 Lua.org, PUC-Rio > for i=10,0,-1 do >> print('Hello') >> end -- Output Hello Hello Hello Hello Hello Hello Hello Hello Hello Hello Hello A variável I começa com 10, o loop acaba em 0 e o incremento é de -1 a cada loop.
    Note que repetiu o Hello 11 vezes.

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