Usando as sprites do conversor de sprites de Elysium/Eclipse para EclipseOrigins

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    Thales12
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    Localização : Rio de Janeiro

    default Usando as sprites do conversor de sprites de Elysium/Eclipse para EclipseOrigins

    Mensagem por Thales12 em Seg Fev 13, 2012 1:00 am

    Client~Side

    Na Public Sub BltPlayer, procure por:

    Código:
        ' Reset frame
        If Player(Index).Step = 3 Then
            Anim = 0
        ElseIf Player(Index).Step = 1 Then
            Anim = 2
        End If

    E apague

    Ainda na Sub procure por:

    Código:
        ' Check for attacking animation
        If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then
            If Player(Index).Attacking = 1 Then
                Anim = 3
            End If

    E mude para:

    Código:
        ' Check for attacking animation
        If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then
            If Player(Index).Attacking = 1 Then
                Anim = 2
            End If

    Ainda na Sub procure por:

    Código:
        With rec
            .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
            .Left = Anim * (DDSD_Character(Sprite).lWidth / 4)
            .Right = .Left + (DDSD_Character(Sprite).lWidth / 4)
        End With

        ' Calculate the X
        x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 4 - 32) / 2)

    E mude para:

    Código:
        With rec
            .top = spritetop * (DDSD_Character(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Character(Sprite).lHeight / 4)
            .Left = Anim * (DDSD_Character(Sprite).lWidth / 3)
            .Right = .Left + (DDSD_Character(Sprite).lWidth / 3)
        End With

        ' Calculate the X
        x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 3 - 32) / 2)

    Agora na Public Sub BltPaperdoll, procure por:

    Código:
        With rec
            .top = spritetop * (DDSD_Paperdoll(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Paperdoll(Sprite).lHeight / 4)
            .Left = Anim * (DDSD_Paperdoll(Sprite).lWidth / 4)
            .Right  .Left + (DDSD_Paperdoll(Sprite).lWidth / 4)
        End With

    E mude para:

    Código:
        With rec
            .top = spritetop * (DDSD_Paperdoll(Sprite).lHeight / 4)
            .Bottom = .top + (DDSD_Paperdoll(Sprite).lHeight / 4)
            .Left = Anim * (DDSD_Paperdoll(Sprite).lWidth / 3)
            .Right = .Left + (DDSD_Paperdoll(Sprite).lWidth / 3)
        End With

    Procure por:

    Código:
        ' Check if completed walking over to the next tile
        If Player(Index).Moving > 0 Then
            If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then
                If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 3
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            Else
                If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 3
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            End If
        End If

    E mude para:

    Código:
        ' Check if completed walking over to the next tile
        If Player(Index).Moving > 0 Then
            If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then
                If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 0
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            Else
                If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 0
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            End If
        End If

    Agora procure por:

    Código:
            ' Check if completed walking over to the next tile
            If MapNpc(MapNpcNum).Moving > 0 Then
                If MapNpc(MapNpcNum).Dir = DIR_RIGHT Or MapNpc(MapNpcNum).Dir = DIR_DOWN Then
                    If (MapNpc(MapNpcNum).XOffset >= 0) And (MapNpc(MapNpcNum).YOffset >= 0) Then
                        MapNpc(MapNpcNum).Moving = 0
                        If MapNpc(MapNpcNum).Step = 1 Then
                            MapNpc(MapNpcNum).Step = 3
                        Else
                            MapNpc(MapNpcNum).Step = 1
                        End If
                    End If
                Else
                    If (MapNpc(MapNpcNum).XOffset <= 0) And (MapNpc(MapNpcNum).YOffset <= 0) Then
                        MapNpc(MapNpcNum).Moving = 0
                        If MapNpc(MapNpcNum).Step = 1 Then
                            MapNpc(MapNpcNum).Step = 3
                        Else
                            MapNpc(MapNpcNum).Step = 1
                        End If
                    End If
                End If
            End If
        End If

    E mude para:

    Código:
            ' Check if completed walking over to the next tile
            If MapNpc(MapNpcNum).Moving > 0 Then
                If MapNpc(MapNpcNum).Dir = DIR_RIGHT Or MapNpc(MapNpcNum).Dir = DIR_DOWN Then
                    If (MapNpc(MapNpcNum).XOffset >= 0) And (MapNpc(MapNpcNum).YOffset >= 0) Then
                        MapNpc(MapNpcNum).Moving = 0
                        If MapNpc(MapNpcNum).Step = 1 Then
                            MapNpc(MapNpcNum).Step = 0
                        Else
                            MapNpc(MapNpcNum).Step = 1
                        End If
                    End If
                Else
                    If (MapNpc(MapNpcNum).XOffset <= 0) And (MapNpc(MapNpcNum).YOffset <= 0) Then
                        MapNpc(MapNpcNum).Moving = 0
                        If MapNpc(MapNpcNum).Step = 1 Then
                            MapNpc(MapNpcNum).Step = 0
                        Else
                            MapNpc(MapNpcNum).Step = 1
                        End If
                    End If
                End If
            End If
        End If

    Creditos:

    Ricardo

      Data/hora atual: Seg Dez 17, 2018 7:40 am