Postado Seg maio 05, 2014 11:03 pm
Testado em tfs 0.3.6pl1
Nas Sources:
Em House.cpp:
Procure:
Substitua por:
Procure:
Subistitua por:
Procure:
Em resources.h:
Procure:
Substitua por:
Em itemloader.h:
Procure:
Em items.cpp:
Procure:
Em protocolgame.cpp:
Procure:
Também procure:
Substitua por:
Em spells.cpp (somente em spells.cpp)
Procure:
Substitua por:
Em tools.cpp:
Procure:
Substitua por:
Em const.h:
Procure:
Substitua por:
Em game.cpp:
Procure:
Substitua por:
Em npc.cpp:
Procure:
Embaixo adicione:
Também procure:
Embaixo adicione:
Em item.cpp:
Procure:
Embaixo adicione:
Em luascript.cpp:
Procure por:
Embaixo adicione:
Também procure por:
Substitua por:
Procure por:
Pasta Data:
Na pasta data\actions\scripts\liquids\potions.lua:
Delete tudo e adicione:
Na pasta data\lib\000-constant.lua:
Procure
Subistitua por:
Em Data\xml\outfit.xml:
Delete tudo e Adicione
Em data\items\items.xml:
Delete onde estão configurada as runas a seguinte linha (Em Todas)
X: Qualquer numero
Arquivos para procurar e repassar:
Bom gente eu não gravei como era o antigo desse então procure uma frase e repasse
Em container.cpp:
Procure e repasse:
Em item.cpp:
Procure e repasse:
Em player.cpp:
Procure e repasse:
Use o o item.otb e item.xml do 8.6
Creditos á:
darkhaos - Sources
Tauku - Sources
BlueSilver - Sources
Doidin - Data
Cykotitan (O do xtibia) - Sources/Data
Kuuhaku - Data/Sources
Outros - Data/Sources
A cor do texto dentro do "code" esta branca por padrão da skin do forumeiros, então é só selecionar o texto que vai da pra ver.
Nas Sources:
Em House.cpp:
Procure:
- Código:
std::string metachars = ".[{}()\\+|^{:content:}quot;;
Substitua por:
- Código:
std::string metachars = ".[{}()\\+|^$*?";
Procure:
- Código:
if(metachars.find(*it) != std::string::npos)
outExp += "\\";
Subistitua por:
- Código:
if(metachars.find(*it) != std::string::npos)
outExp += "";
Procure:
- Código:
replaceString(outExp, "*", ".*");
replaceString(outExp, "?", ".?");Subistitua por:
replaceString(outExp, "*", "");
replaceString(outExp, "?", "");
Em resources.h:
Procure:
- Código:
#define CLIENT_VERSION_MIN 854
#define CLIENT_VERSION_MAX 854
#define CLIENT_VERSION_STRING "Only clients with protocol 8.54 are allowed!"
#define STATUS_SERVER_NAME "TheForgottenServer"
#define STATUS_SERVER_VERSION "0.3.6"
#define STATUS_SERVER_CODENAME "Crying Damson"
#define STATUS_SERVER_PROTOCOL "8.54"
Substitua por:
- Código:
#define CLIENT_VERSION_MIN 860
#define CLIENT_VERSION_MAX 860
#define CLIENT_VERSION_STRING "Only clients with protocol 8.60 are allowed!"
#define STATUS_SERVER_NAME "TheForgottenServer"
#define STATUS_SERVER_VERSION "0.3.6"
#define STATUS_SERVER_CODENAME "Crying Damson"
#define STATUS_SERVER_PROTOCOL "8.60"
Em itemloader.h:
Procure:
- Código:
CLIENT_VERSION_854 = 16
Substitua e adicione por:
CLIENT_VERSION_854 = 16,
CLIENT_VERSION_855 = 17,
CLIENT_VERSION_856 = 18,
CLIENT_VERSION_857 = 19,
CLIENT_VERSION_860 = 20
Em items.cpp:
Procure:
- Código:
else if(Items::dwMinorVersion != CLIENT_VERSION_854)
Substitua e adicione por:
else if(Items::dwMinorVersion != 19)
Em protocolgame.cpp:
Procure:
- Código:
void ProtocolGame::parseAttack(NetworkMessage& msg)
{
uint32_t creatureId = msg.GetU32();
addGameTask(&Game::playerSetAttackedCreature, player->getID(), creatureId);
}Substitua por:
void ProtocolGame::parseAttack(NetworkMessage& msg)
{
uint32_t creatureId = msg.GetU32();
msg.GetU32();
msg.GetU32();
addGameTask(&Game::playerSetAttackedCreature, player->getID(), creatureId);
}
Também procure:
- Código:
void ProtocolGame::sendCancelTarget()
{
NetworkMessage_ptr msg = getOutputBuffer();
if(msg)
{
TRACK_MESSAGE(msg);
msg->AddByte(0xA3);
}
}
Substitua por:
- Código:
void ProtocolGame::sendCancelTarget()
{
NetworkMessage_ptr msg = getOutputBuffer();
if(msg)
{
TRACK_MESSAGE(msg);
msg->AddByte(0xA3);
msg->AddU32(0);
}
}
Em spells.cpp (somente em spells.cpp)
Procure:
- Código:
g_game.transformItem(item, item->getID(), std::max((int32_t)0, ((int32_t)item->getCharges()) - 1));
Substitua por:
- Código:
g_game.transformItem(item, item->getID(), std::max((int32_t)0, ((int32_t)item->getItemCount()) - 1));
Em tools.cpp:
Procure:
- Código:
{"insects", MAGIC_EFFECT_INSECTS}
Substitua por:
- Código:
{"insects", MAGIC_EFFECT_INSECTS},
{"dragonhead", MAGIC_EFFECT_DRAGONHEAD}
Em const.h:
Procure:
- Código:
MAGIC_EFFECT_INSECTS = 0x44, //68
MAGIC_EFFECT_LAST = MAGIC_EFFECT_INSECTS,
Substitua por:
- Código:
MAGIC_EFFECT_INSECTS = 0x44, //68,
MAGIC_EFFECT_DRAGONHEAD = 0x45, //69
MAGIC_EFFECT_LAST = MAGIC_EFFECT_DRAGONHEAD,
Em game.cpp:
Procure:
- Código:
void Game::showHotkeyUseMessage(Player* player, Item* item)
{
int32_t subType = -1;
if(item->hasSubType() && !item->hasCharges())
subType = item->getSubType();
const ItemType& it = Item::items[item->getID()];
uint32_t count = player->__getItemTypeCount(item->getID(), subType, false);
char buffer[40 + it.name.size()];
if(count == 1)
sprintf(buffer, "Using the last %s...", it.name.c_str());
else
sprintf(buffer, "Using one of %d %s...", count, it.pluralName.c_str());
player->sendTextMessage(MSG_INFO_DESCR, buffer);
}
Substitua por:
- Código:
void Game::showHotkeyUseMessage(Player* player, Item* item)
{
const ItemType& it = Item::items[item->getID()];
uint32_t count = player->__getItemTypeCount(item->getID(), -1);
char buffer[40 + it.name.size()];
if(count == 1)
sprintf(buffer, "Using the last %s...", it.name.c_str());
else
sprintf(buffer, "Using one of %d %s...", count, it.pluralName.c_str());
player->sendTextMessage(MSG_INFO_DESCR, buffer);
}
Em npc.cpp:
Procure:
- Código:
li.itemId = intValue;
Embaixo adicione:
- Código:
const ItemType& it = Item::items[li.itemId];
Também procure:
- Código:
if(readXMLInteger(tmpNode, "subtype", intValue))
li.subType = intValue;
Embaixo adicione:
- Código:
else
{
if(it.stackable)
li.subType = 1;
else if(it.isFluidContainer() || it.isSplash())
li.subType = 0;
}
Em item.cpp:
Procure:
- Código:
s << "(";
if(!it.runeSpellName.empty())
s << "\"" << it.runeSpellName << "\", ";
s << "Charges:" << subType <<")";
Embaixo adicione:
- Código:
if(!it.runeSpellName.empty())
s << "(\"" << it.runeSpellName << "\")";
Em luascript.cpp:
Procure por:
- Código:
//getCreatureHealth(cid)
lua_register(m_luaState, "getCreatureHealth", LuaScriptInterface::luaGetCreatureHealth);
Embaixo adicione:
- Código:
//getItemParent(uid)
lua_register(m_luaState, "getItemParent", LuaScriptInterface::luaGetItemParent);
Também procure por:
- Código:
int32_t LuaScriptInterface::luaGetCreatureHealth(lua_State* L)
{
//getCreatureHealth(cid)
ScriptEnviroment* env = getEnv();
if(Creature* creature = env->getCreatureByUID(popNumber(L)))
lua_pushnumber(L, creature->getHealth());
else
{
errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND));
lua_pushboolean(L, false);
}
return 1;
}
Substitua por:
- Código:
int32_t LuaScriptInterface::luaGetItemParent(lua_State* L)
{
//getItemParent(uid)
ScriptEnviroment* env = getEnv();
Item* item = env->getItemByUID(popNumber(L));
if(!item)
{
errorEx(getError(LUA_ERROR_ITEM_NOT_FOUND));
lua_pushnil(L);
return 1;
}
Item* container = item->getParent()->getItem();
pushThing(L, container, env->addThing(container));
return 1;
}
Procure por:
- Código:
static int32_t luaDoRemoveItem(lua_State* L);
Embaixo adicione:
static int32_t luaGetItemParent(lua_State* L);
Pasta Data:
Na pasta data\actions\scripts\liquids\potions.lua:
Delete tudo e adicione:
- Código:
local config = {
removeOnUse = "no",
usableOnTarget = "yes", -- can be used on target? (fe. healing friend)
splashable = "no",
realAnimation = "no", -- make text effect visible only for players in range 1x1
healthMultiplier = 1.0,
manaMultiplier = 1.0
}
config.removeOnUse = getBooleanFromString(config.removeOnUse)
config.usableOnTarget = getBooleanFromString(config.usableOnTarget)
config.splashable = getBooleanFromString(config.splashable)
config.realAnimation = getBooleanFromString(config.realAnimation)
local POTIONS = {
[8704] = {empty = 7636, splash = 2, health = {50, 100}}, -- small health potion
[7618] = {empty = 7636, splash = 2, health = {100, 200}}, -- health potion
[7588] = {empty = 7634, splash = 2, health = {200, 400}, level = 50, vocations = {3, 4, 7, 8}, vocStr = "knights and paladins"}, -- strong health potion
[7591] = {empty = 7635, splash = 2, health = {500, 700}, level = 80, vocations = {4, 8}, vocStr = "knights"}, -- great health potion
[8473] = {empty = 7635, splash = 2, health = {800, 1000}, level = 130, vocations = {4, 8}, vocStr = "knights"}, -- ultimate health potion
[7620] = {empty = 7636, splash = 7, mana = {70, 130}}, -- mana potion
[7589] = {empty = 7634, splash = 7, mana = {110, 190}, level = 50, vocations = {1, 2, 3, 5, 6, 7}, vocStr = "sorcerers, druids and paladins"}, -- strong mana potion
[7590] = {empty = 7635, splash = 7, mana = {200, 300}, level = 80, vocations = {1, 2, 5, 6}, vocStr = "sorcerers and druids"}, -- great mana potion
[8472] = {empty = 7635, splash = 3, health = {200, 400}, mana = {110, 190}, level = 80, vocations = {3, 7}, vocStr = "paladins"} -- great spirit potion
}
local exhaust = createConditionObject(CONDITION_EXHAUST)
setConditionParam(exhaust, CONDITION_PARAM_TICKS, (getConfigInfo('timeBetweenExActions') - 100))
function onUse(cid, item, fromPosition, itemEx, toPosition)
local potion = POTIONS[item.itemid]
if(not potion) then
return false
end
if(not isPlayer(itemEx.uid) or (not config.usableOnTarget and cid ~= itemEx.uid)) then
if(not config.splashable) then
return false
end
if(toPosition.x == CONTAINER_POSITION) then
toPosition = getThingPos(item.uid)
end
doDecayItem(doCreateItem(2016, potion.splash, toPosition))
doTransformItem(item.uid, potion.empty)
return true
end
if(hasCondition(cid, CONDITION_EXHAUST_HEAL)) then
doPlayerSendDefaultCancel(cid, RETURNVALUE_YOUAREEXHAUSTED)
return true
end
if(((potion.level and getPlayerLevel(cid) < potion.level) or (potion.vocations and not isInArray(potion.vocations, getPlayerVocation(cid)))) and
not getPlayerCustomFlagValue(cid, PLAYERCUSTOMFLAG_GAMEMASTERPRIVILEGES))
then
doCreatureSay(itemEx.uid, "Only " .. potion.vocStr .. (potion.level and (" of level " .. potion.level) or "") .. " or above may drink this fluid.", TALKTYPE_ORANGE_1)
return true
end
local health = potion.health
if(health and not doCreatureAddHealth(itemEx.uid, math.ceil(math.random(health[1], health[2]) * config.healthMultiplier))) then
return false
end
local mana = potion.mana
if(mana and not doPlayerAddMana(itemEx.uid, math.ceil(math.random(mana[1], mana[2]) * config.manaMultiplier))) then
return false
end
doSendMagicEffect(getThingPos(itemEx.uid), CONST_ME_MAGIC_BLUE)
if(not realAnimation) then
doCreatureSay(itemEx.uid, "Aaaah...", TALKTYPE_ORANGE_1)
else
for i, tid in ipairs(getSpectators(getCreaturePosition(cid), 1, 1)) do
if(isPlayer(tid)) then
doCreatureSay(itemEx.uid, "Aaaah...", TALKTYPE_ORANGE_1, false, tid)
end
end
end
doAddCondition(cid, exhaust)
local v = getItemParent(item.uid)
if(not potion.empty or config.removeOnUse) then
return true
end
if fromPosition.x == CONTAINER_POSITION then
for _, slot in ipairs({CONST_SLOT_LEFT, CONST_SLOT_RIGHT, CONST_SLOT_AMMO}) do
local tmp = getPlayerSlotItem(cid, slot)
if tmp.itemid == potion.empty and tmp.type < 100 then
doChangeTypeItem(item.uid, item.type - 1)
return getPlayerFreeCap(cid) >= getItemInfo(potion.empty).weight and doChangeTypeItem(tmp.uid, tmp.type + 1) or doPlayerAddItem(cid, potion.empty, 1)
end
end
else
doChangeTypeItem(item.uid, item.type - 1)
doCreateItem(potion.empty, 1, fromPosition)
return true
end
if v.uid == 0 then
if item.type == 1 and isInArray({CONST_SLOT_LEFT, CONST_SLOT_RIGHT, CONST_SLOT_AMMO}, fromPosition.y) then
doTransformItem(item.uid, potion.empty)
else
-- serversided autostack should take care of this
doPlayerAddItem(cid, potion.empty, 1)
doChangeTypeItem(item.uid, item.type - 1)
end
return true
else
doChangeTypeItem(item.uid, item.type - 1)
local size = getContainerSize(v.uid)
for i = 0, size-1 do
local tmp = getContainerItem(v.uid, i)
if tmp.itemid == potion.empty and tmp.type < 100 then
return getPlayerFreeCap(cid) >= getItemInfo(potion.empty).weight and doChangeTypeItem(tmp.uid, tmp.type + 1) or doPlayerAddItem(cid, potion.empty, 1)
end
end
if getContainerSize(v.uid) < getContainerCap(v.uid) then
doAddContainerItem(v.uid, potion.empty)
else
doPlayerAddItem(cid, potion.empty, 1)
end
end
return true
end
Na pasta data\lib\000-constant.lua:
Procure
- Código:
maleOutfits = {128, 129, 130, 131, 132, 133, 134, 143, 144, 145, 146, 151, 152, 153, 154, 251, 268, 273, 278, 289, 325, 328, 335}
femaleOutfits = {136, 137, 138, 139, 140, 141, 142, 147, 148, 149, 150, 155, 156, 157, 158, 252, 269, 270, 279, 288, 324, 329, 336}
Subistitua por:
- Código:
maleOutfits = {128, 129, 130, 131, 132, 133, 134, 143, 144, 145, 146, 151, 152, 153, 154, 251, 268, 273, 278, 289, 325, 328, 335, 367}
femaleOutfits = {136, 137, 138, 139, 140, 141, 142, 147, 148, 149, 150, 155, 156, 157, 158, 252, 269, 270, 279, 288, 324, 329, 336, 366}
Em Data\xml\outfit.xml:
Delete tudo e Adicione
- Código:
<?xml version="1.0"?>
<outfits>
<outfit id="1">
<list gender="0" lookType="136" name="Citizen"/>
<list gender="1" lookType="128" name="Citizen"/>
</outfit>
<outfit id="2">
<list gender="0" lookType="137" name="Hunter"/>
<list gender="1" lookType="129" name="Hunter"/>
</outfit>
<outfit id="3">
<list gender="0" lookType="138" name="Mage"/>
<list gender="1" lookType="130" name="Mage"/>
</outfit>
<outfit id="4">
<list gender="0" lookType="139" name="Knight"/>
<list gender="1" lookType="131" name="Knight"/>
</outfit>
<outfit id="5" premium="yes">
<list gender="0" lookType="140" name="Noblewoman"/>
<list gender="1" lookType="132" name="Nobleman"/>
</outfit>
<outfit id="6" premium="yes">
<list gender="0" lookType="141" name="Summoner"/>
<list gender="1" lookType="133" name="Summoner"/>
</outfit>
<outfit id="7" premium="yes">
<list gender="0" lookType="142" name="Warrior"/>
<list gender="1" lookType="134" name="Warrior"/>
</outfit>
<outfit id="8" premium="yes">
<list gender="0" lookType="147" name="Barbarian"/>
<list gender="1" lookType="143" name="Barbarian"/>
</outfit>
<outfit id="9" premium="yes">
<list gender="0" lookType="148" name="Druid"/>
<list gender="1" lookType="144" name="Druid"/>
</outfit>
<outfit id="10" premium="yes">
<list gender="0" lookType="149" name="Wizard"/>
<list gender="1" lookType="145" name="Wizard"/>
</outfit>
<outfit id="11" premium="yes">
<list gender="0" lookType="150" name="Oriental"/>
<list gender="1" lookType="146" name="Oriental"/>
</outfit>
<outfit id="12" premium="yes">
<list gender="0" lookType="155" name="Pirate"/>
<list gender="1" lookType="151" name="Pirate"/>
</outfit>
<outfit id="13" premium="yes">
<list gender="0" lookType="156" name="Assassin"/>
<list gender="1" lookType="152" name="Assassin"/>
</outfit>
<outfit id="14" premium="yes">
<list gender="0" lookType="157" name="Beggar"/>
<list gender="1" lookType="153" name="Beggar"/>
</outfit>
<outfit id="15" premium="yes">
<list gender="0" lookType="158" name="Shaman"/>
<list gender="1" lookType="154" name="Shaman"/>
</outfit>
<outfit id="16" premium="yes">
<list gender="0" lookType="252" name="Norsewoman"/>
<list gender="1" lookType="251" name="Norseman"/>
</outfit>
<outfit id="17" premium="yes">
<list gender="0" lookType="269" name="Nightmare"/>
<list gender="1" lookType="268" name="Nightmare"/>
</outfit>
<outfit id="18" premium="yes">
<list gender="0" lookType="270" name="Jester"/>
<list gender="1" lookType="273" name="Jester"/>
</outfit>
<outfit id="19" premium="yes">
<list gender="0" lookType="279" name="Brotherhood"/>
<list gender="1" lookType="278" name="Brotherhood"/>
</outfit>
<outfit id="20" premium="yes">
<list gender="0" lookType="288" name="Demonhunter"/>
<list gender="1" lookType="289" name="Demonhunter"/>
</outfit>
<outfit id="21" premium="yes">
<list gender="0" lookType="324" name="Yalaharian"/>
<list gender="1" lookType="325" name="Yalaharian"/>
</outfit>
<outfit id="22" premium="yes">
<list gender="0" lookType="336" name="Warmaster"/>
<list gender="1" lookType="335" name="Warmaster"/>
</outfit>
<outfit id="23" default="0">
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>
<outfit id="24" premium="yes">
<list gender="0" lookType="366" name="Wayfarer"/>
<list gender="1" lookType="367" name="Wayfarer"/>
</outfit>
</outfits>
Em data\items\items.xml:
Delete onde estão configurada as runas a seguinte linha (Em Todas)
- Código:
<attribute key="charges" value="x" />
X: Qualquer numero
Arquivos para procurar e repassar:
Bom gente eu não gravei como era o antigo desse então procure uma frase e repasse
Em container.cpp:
Procure e repasse:
- Código:
Cylinder* Container::__queryDestination(int32_t& index, const Thing* thing, Item** destItem,
uint32_t&)
{
if(index == 254 /*move up*/)
{
index = INDEX_WHEREEVER;
*destItem = NULL;
Container* parentContainer = dynamic_cast<Container*>(getParent());
if(parentContainer)
return parentContainer;
return this;
}
else if(index == 255 /*add wherever*/){
index = INDEX_WHEREEVER;
*destItem = NULL;
}
else if(index >= (int32_t)capacity()){
/*
if you have a container, maximize it to show all 20 slots
then you open a bag that is inside the container you will have a bag with 8 slots
and a "grey" area where the other 12 slots where from the container
if you drop the item on that grey area
the client calculates the slot position as if the bag has 20 slots
*/
index = INDEX_WHEREEVER;
*destItem = NULL;
}
const Item* item = thing->getItem();
if(item == NULL){
return this;
}
if(item->isStackable()){
if(item->getParent() != this){
//try find a suitable item to stack with
uint32_t n = 0;
for(ItemList::iterator cit = itemlist.begin(); cit != itemlist.end(); ++cit){
if((*cit) != item && (*cit)->getID() == item->getID() && (*cit)->getItemCount() < 100){
*destItem = (*cit);
index = n;
return this;
}
++n;
}
}
}
if(index != INDEX_WHEREEVER){
Thing* destThing = __getThing(index);
if(destThing)
*destItem = destThing->getItem();
Cylinder* subCylinder = dynamic_cast<Cylinder*>(*destItem);
if(subCylinder){
index = INDEX_WHEREEVER;
*destItem = NULL;
return subCylinder;
}
}
return this;
}
Em item.cpp:
Procure e repasse:
- Código:
void Item::setDefaultSubtype()
{
setItemCount(1);
const ItemType& it = items[id];
if(it.charges)
setCharges(it.charges);
}
Em player.cpp:
Procure e repasse:
- Código:
Cylinder* Player::__queryDestination(int32_t& index, const Thing* thing, Item** destItem,
uint32_t& flags)
{
if(index == 0 /*drop to capacity window*/ || index == INDEX_WHEREEVER){
*destItem = NULL;
const Item* item = thing->getItem();
if(item == NULL){
return this;
}
//find an appropiate slot
std::list<Container*> containerList;
for(int i = SLOT_FIRST; i < SLOT_LAST; ++i){
Item* inventoryItem = inventory[i];
if(inventoryItem == tradeItem){
continue;
}
if(inventoryItem == tradeItem){
continue;
}
if(inventoryItem){
//try find an already existing item to stack with
if(inventoryItem != item && item->isStackable() && inventoryItem->getID() == item->getID() && inventoryItem->getItemCount() < 100){
*destItem = inventoryItem;
index = i;
return this;
}
//check sub-containers
else if(Container* subContainer = inventoryItem->getContainer()){
Cylinder* tmpCylinder = NULL;
int32_t tmpIndex = INDEX_WHEREEVER;
Item* tmpDestItem = NULL;
tmpCylinder = subContainer->__queryDestination(tmpIndex, item, &tmpDestItem, flags);
if(tmpCylinder && tmpCylinder->__queryAdd(tmpIndex, item, item->getItemCount(), flags) == RET_NOERROR){
index = tmpIndex;
*destItem = tmpDestItem;
return tmpCylinder;
}
containerList.push_back(subContainer);
}
}
//empty slot
else if(__queryAdd(i, item, item->getItemCount(), flags) == RET_NOERROR){
index = i;
*destItem = NULL;
return this;
}
}
//check deeper in the containers
for(std::list<Container*>::iterator it = containerList.begin(); it != containerList.end(); ++it){
for(ContainerIterator iit = (*it)->begin(); iit != (*it)->end(); ++iit){
if(Container* subContainer = (*iit)->getContainer()){
if(subContainer == tradeItem){
continue;
}
Cylinder* tmpCylinder = NULL;
int32_t tmpIndex = INDEX_WHEREEVER;
Item* tmpDestItem = NULL;
tmpCylinder = subContainer->__queryDestination(tmpIndex, item, &tmpDestItem, flags);
if(tmpCylinder && tmpCylinder->__queryAdd(tmpIndex, item, item->getItemCount(), flags) == RET_NOERROR){
index = tmpIndex;
*destItem = tmpDestItem;
return tmpCylinder;
}
}
}
}
return this;
}
Thing* destThing = __getThing(index);
if(destThing)
*destItem = destThing->getItem();
Cylinder* subCylinder = dynamic_cast<Cylinder*>(destThing);
if(subCylinder){
index = INDEX_WHEREEVER;
*destItem = NULL;
return subCylinder;
}
else
return this;
}
Use o o item.otb e item.xml do 8.6
Creditos á:
darkhaos - Sources
Tauku - Sources
BlueSilver - Sources
Doidin - Data
Cykotitan (O do xtibia) - Sources/Data
Kuuhaku - Data/Sources
Outros - Data/Sources
A cor do texto dentro do "code" esta branca por padrão da skin do forumeiros, então é só selecionar o texto que vai da pra ver.