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InstanceBase.h
Rákeresel erre:
NAMECOLOR_WAYPOINT,Ezt írod alá:
NAMECOLOR_BOSS,Rákeresel erre:
BOOL IsEnemy();Írd alá ezt:
///boss
BOOL IsBoss();InstanceBase.cpp
Keresd ezt:
BOOL CInstanceBase::IsFlag()A tömb alá másold ezt:
///boss
BOOL CInstanceBase::IsBoss()
{
const CPythonNonPlayer::TMobTable *pkTab = CPythonNonPlayer::Instance().GetTable(GetRace());
if(pkTab != nullptr)
{
if (pkTab->bRank >= 4 && !IsStone() && pkTab->bType == 0)
return TRUE;
}
return FALSE;
}
///////////////
///////////////InstanceBaseEffect.cpp
Rákeresel erre:
else if (IsEnemy())
{
return NAMECOLOR_MOB;
}Módosítod erre:
else if (IsEnemy())
{
if (IsBoss())
return NAMECOLOR_BOSS;
return NAMECOLOR_MOB;
}PythonCharacterManagerModule.cpp
Keresd meg ezt a sort:
PyModule_AddIntConstant(poModule, "NAMECOLOR_WAYPOINT", CInstanceBase::NAMECOLOR_WAYPOINT);Alá másolod ezt:
PyModule_AddIntConstant(poModule, "NAMECOLOR_BOSS", CInstanceBase::NAMECOLOR_BOSS);PythonMinimap.h
Rákeresel erre:
TInstanceMarkPositionVector m_NPCPositionVector;Alá írod ezt:
TInstanceMarkPositionVector m_BossPositionVector;PythonMinimap.cpp
Rákeresel erre:
m_NPCPositionVector.clear();Írd alá ezt:
m_BossPositionVector.clear();Keresd ezt a tömböt:
// NPC
STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC));
aIterator = m_NPCPositionVector.begin();
while (aIterator != m_NPCPositionVector.end())
{
TMarkPosition & rPosition = *aIterator;
m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
m_WhiteMark.Render();
++aIterator;
}Másold alá ezt:
// Boss
STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_BOSS));
aIterator = m_BossPositionVector.begin();
while (aIterator != m_BossPositionVector.end())
{
TMarkPosition & rPosition = *aIterator;
m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
m_WhiteMark.Render();
++aIterator;
}Rákeresel erre a tömbre is:
else if (pkInstEach->IsEnemy())
{
aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;
m_MonsterPositionVector.push_back(aMarkPosition);
}Fölé írod ezt:
else if (pkInstEach->IsBoss())
{
aMarkPosition.m_fX = ( m_fWidth - (float)m_WhiteMark.GetWidth() ) / 2.0f + fDistanceFromCenterX + m_fScreenX;
aMarkPosition.m_fY = ( m_fHeight - (float)m_WhiteMark.GetHeight() ) / 2.0f + fDistanceFromCenterY + m_fScreenY;
m_BossPositionVector.push_back(aMarkPosition);
}colorInfo.py-ba
CHR_NAME_RGB_BOSS = (9, 22, 255)Itt tudod módosítani a színét a BOSS-oknak.
introloading.py
Keresd meg ezt a sort:
chrmgr.NAMECOLOR_WAYPOINT : colorInfo.CHR_NAME_RGB_WAYPOINT,Írd alá ezt a sort:
chrmgr.NAMECOLOR_BOSS : colorInfo.CHR_NAME_RGB_BOSS,Üdv, Pisti95