Olá eu venho trazer ao Xtibia á função OnMove, bom sem mais delongas vamos ao código.
Vá em creatureevent.h e procure por:
CREATURE_EVENT_DIRECTION ,
Embaixo do texto acima cole:
CREATURE_EVENT_MOVE ,
Depois procure por:
uint32_t executeDirection(Creature* creature, Direction old, Direction current);
Embaixo do texto acima cole:
uint32_t executeMove(Creature* creature, const Position& fromPosition, const Position& toPosition);
Vá em creatureevent.cpp e procure por:
else if(tmpStr == "direction") m_type = CREATURE_EVENT_DIRECTION;
Embaixo do texto acima cole:
else if(tmpStr == "move") m_type = CREATURE_EVENT_MOVE;
Depois procure por:
case CREATURE_EVENT_DIRECTION: return "onDirection";
Embaixo do texto acima cole:
case CREATURE_EVENT_MOVE: return "onMove";
Depois procure por:
case CREATURE_EVENT_OUTFIT: return "cid, old, current";
Embaixo do texto acima cole:
case CREATURE_EVENT_MOVE: return "cid, fromPosition, toPosition";
Agora encima da função:
uint32_t CreatureEvent::executeDirection(Creature* creature, Direction old, Direction current)
Coloque:
uint32_t CreatureEvent::executeMove(Creature* creature, const Position& fromPosition, const Position& toPosition){ //onMove(cid, old, current) if(m_interface->reserveEnv()) { ScriptEnviroment* env = m_interface->getEnv(); if(m_scripted == EVENT_SCRIPT_BUFFER) { env->setRealPos(creature->getPosition()); std::stringstream scriptstream; scriptstream << "local cid = " << env->addThing(creature) << std::endl; env->streamPosition(scriptstream, "fromPosition", fromPosition, 0); env->streamPosition(scriptstream, "toPosition", toPosition, 0); scriptstream << m_scriptData; bool result = true; if(m_interface->loadBuffer(scriptstream.str())) { lua_State* L = m_interface->getState(); result = m_interface->getGlobalBool(L, "_result", true); } m_interface->releaseEnv(); return result; } else { #ifdef __DEBUG_LUASCRIPTS__ char desc[30]; sprintf(desc, "%s", creature->getName().c_str()); env->setEventDesc(desc); #endif env->setScriptId(m_scriptId, m_interface); env->setRealPos(creature->getPosition()); lua_State* L = m_interface->getState(); m_interface->pushFunction(m_scriptId); lua_pushnumber(L, env->addThing(creature)); LuaScriptInterface::pushPosition(L, fromPosition); LuaScriptInterface::pushPosition(L, toPosition); bool result = m_interface->callFunction(3); m_interface->releaseEnv(); return result; } } else { std::cout << "[Error - CreatureEvent::executeMove] Call stack overflow." << std::endl; return 0; }}
Agora em game.cpp procure por:
else if(currentPos.z != 7 && (!(tmpTile = map->getTile(destPos)) || (!tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID))) && (tmpTile = map->getTile(Position( destPos.x, destPos.y, destPos.z + 1))) && tmpTile->hasHeight(3)) //try go down { flags = flags | FLAG_IGNOREBLOCKITEM | FLAG_IGNOREBLOCKCREATURE; destPos.z++; } }
Embaixo do ultimo " } " cole isso:
bool deny = false; CreatureEventList moveEvents = creature->getCreatureEvents(CREATURE_EVENT_MOVE); for(CreatureEventList::iterator it = moveEvents.begin(); it != moveEvents.end(); ++it) if(!(*it)->executeMove(creature, currentPos, destPos)) deny = true; if(deny) return RET_NOTPOSSIBLE;
Pronto, Basta compilar e utilizar.
Créditos
Darkhaos (Por postar em outro fórum)Error404 (Por trazer ao Xtibia)