Code: Show/Hide OutFile=kill.lvz
; Ships : 1 File=war.bmp File=jav.bmp File=spi.bmp File=lev.bmp File=ter.bmp File=wea.bmp File=lan.bmp File=sha.bmp ; Alpha : Uppercase : 2 File=a.bmp File=b.bmp File=c.bmp File=d.bmp File=e.bmp File=f.bmp File=g.bmp File=h.bmp File=i.bmp File=j.bmp File=k.bmp File=l.bmp File=m.bmp File=n.bmp File=o.bmp File=p.bmp File=q.bmp File=r.bmp File=s.bmp File=t.bmp File=u.bmp File=v.bmp File=w.bmp File=x.bmp File=y.bmp File=z.bmp ; Alpha : Lowercase : 3 File=al.bmp File=bl.bmp File=cl.bmp File=dl.bmp File=el.bmp File=fl.bmp File=gl.bmp File=hl.bmp File=il.bmp File=jl.bmp File=kl.bmp File=ll.bmp File=ml.bmp File=nl.bmp File=ol.bmp File=pl.bmp File=ql.bmp File=rl.bmp File=sl.bmp File=tl.bmp File=ul.bmp File=vl.bmp File=wl.bmp File=xl.bmp File=yl.bmp File=zl.bmp ; Num : 4 File=0.bmp File=1.bmp File=2.bmp File=3.bmp File=4.bmp File=5.bmp File=6.bmp File=7.bmp File=8.bmp File=9.bmp ; Char : 5 File=`.bmp File=~.bmp File=!.bmp File=@.bmp File=#.bmp File=$.bmp File=%.bmp File=^.bmp File=&.bmp File=asteric.bmp File=(.bmp File=).bmp File=-.bmp File=_.bmp File=+.bmp File==.bmp File=[.bmp File={.bmp File=].bmp File=}.bmp File=backslash.bmp File=line.bmp File=;.bmp File=colon.bmp File='.bmp File=quotation.bmp File=,.bmp File=lessthan.bmp File=period.bmp File=greaterthan.bmp File=slash.bmp File=question.bmp [objectimages] ; Ships : 1-8 IMAGE1=war.bmp IMAGE2=jav.bmp IMAGE3=spi.bmp IMAGE4=lev.bmp IMAGE5=ter.bmp IMAGE6=wea.bmp IMAGE7=lan.bmp IMAGE8=sha.bmp ; Alpha : Uppercase : 9-34 IMAGE9=a.bmp IMAGE10=b.bmp IMAGE11=c.bmp IMAGE12=d.bmp IMAGE13=e.bmp IMAGE14=f.bmp IMAGE15=g.bmp IMAGE16=h.bmp IMAGE17=i.bmp IMAGE18=j.bmp IMAGE19=k.bmp IMAGE20=l.bmp IMAGE21=m.bmp IMAGE22=n.bmp IMAGE23=o.bmp IMAGE24=p.bmp IMAGE25=q.bmp IMAGE26=r.bmp IMAGE27=s.bmp IMAGE28=t.bmp IMAGE29=u.bmp IMAGE30=v.bmp IMAGE31=w.bmp IMAGE32=x.bmp IMAGE33=y.bmp IMAGE34=z.bmp ; Alpha : Lowercase : 35-60 IMAGE35=al.bmp IMAGE36=bl.bmp IMAGE37=cl.bmp IMAGE38=dl.bmp IMAGE39=el.bmp IMAGE40=fl.bmp IMAGE41=gl.bmp IMAGE42=hl.bmp IMAGE43=il.bmp IMAGE44=jl.bmp IMAGE45=kl.bmp IMAGE46=ll.bmp IMAGE47=ml.bmp IMAGE48=nl.bmp IMAGE49=ol.bmp IMAGE50=pl.bmp IMAGE51=ql.bmp IMAGE52=rl.bmp IMAGE53=sl.bmp IMAGE54=tl.bmp IMAGE55=ul.bmp IMAGE56=vl.bmp IMAGE57=wl.bmp IMAGE58=xl.bmp IMAGE59=yl.bmp IMAGE60=zl.bmp ; Num : 61-70 IMAGE61=0.bmp IMAGE62=1.bmp IMAGE63=2.bmp IMAGE64=3.bmp IMAGE65=4.bmp IMAGE66=5.bmp IMAGE67=6.bmp IMAGE68=7.bmp IMAGE69=8.bmp IMAGE70=9.bmp ; Char : 71-102 IMAGE71=`.bmp IMAGE72=~.bmp IMAGE73=!.bmp IMAGE74=@.bmp IMAGE75=#.bmp IMAGE76=$.bmp IMAGE77=%.bmp IMAGE78=^.bmp IMAGE79=&.bmp IMAGE80=ateric.bmp IMAGE81=(.bmp IMAGE82=).bmp IMAGE83=-.bmp IMAGE84=_.bmp IMAGE85==.bmp IMAGE86=+.bmp IMAGE87=[.bmp IMAGE88={.bmp IMAGE89=].bmp IMAGE90=}.bmp IMAGE91=backslash.bmp IMAGE92=line.bmp IMAGE93='.bmp IMAGE94=quotation.bmp IMAGE95=;.bmp IMAGE96=colon.bmp IMAGE97=,.bmp IMAGE98=lessthan.bmp IMAGE99=period.bmp IMAGE100=greaterthan.bmp IMAGE101=slash.bmp IMAGE102=question.bmp [screenobjects] ; Ships F-7900,F-8000,IMAGE1,TopMost,ServerControlled,700,111187 F-7900,F-8000,IMAGE2,TopMost,ServerControlled,700,121187 F-7900,F-8000,IMAGE3,TopMost,ServerControlled,700,131187 F-7900,F-8000,IMAGE4,TopMost,ServerControlled,700,141187 F-7900,F-8000,IMAGE5,TopMost,ServerControlled,700,151187 F-7900,F-8000,IMAGE6,TopMost,ServerControlled,700,161187 F-7900,F-8000,IMAGE7,TopMost,ServerControlled,700,171187 F-7900,F-8000,IMAGE8,TopMost,ServerControlled,700,181187 ; A Player F-7840,F-7990,IMAGE9,TopMost,ServerControlled,700,2111187 F-7828,F-7990,IMAGE9,TopMost,ServerControlled,700,2211187 F-7816,F-7990,IMAGE9,TopMost,ServerControlled,700,2311187 F-7804,F-7990,IMAGE9,TopMost,ServerControlled,700,2411187 F-7792,F-7990,IMAGE9,TopMost,ServerControlled,700,2511187 F-7780,F-7990,IMAGE9,TopMost,ServerControlled,700,2611187 F-7768,F-7990,IMAGE9,TopMost,ServerControlled,700,2711187 F-7756,F-7990,IMAGE9,TopMost,ServerControlled,700,2811187 F-7744,F-7990,IMAGE9,TopMost,ServerControlled,700,2911187 F-7732,F-7990,IMAGE9,TopMost,ServerControlled,700,21011187 F-7720,F-7990,IMAGE9,TopMost,ServerControlled,700,21111187 F-7708,F-7990,IMAGE9,TopMost,ServerControlled,700,21211187 F-7696,F-7990,IMAGE9,TopMost,ServerControlled,700,21311187 F-7684,F-7990,IMAGE9,TopMost,ServerControlled,700,21411187 F-7672,F-7990,IMAGE9,TopMost,ServerControlled,700,21511187 F-7660,F-7990,IMAGE9,TopMost,ServerControlled,700,21611187 F-7648,F-7990,IMAGE9,TopMost,ServerControlled,700,21711187 F-7636,F-7990,IMAGE9,TopMost,ServerControlled,700,21811187 F-7624,F-7990,IMAGE9,TopMost,ServerControlled,700,21911187 F-7612,F-7990,IMAGE9,TopMost,ServerControlled,700,22011187 ; B Player F-7840,F-7990,IMAGE10,TopMost,ServerControlled,700,2121187 F-7828,F-7990,IMAGE10,TopMost,ServerControlled,700,2221187 F-7816,F-7990,IMAGE10,TopMost,ServerControlled,700,2321187 F-7804,F-7990,IMAGE10,TopMost,ServerControlled,700,2421187 F-7792,F-7990,IMAGE10,TopMost,ServerControlled,700,2521187 F-7780,F-7990,IMAGE10,TopMost,ServerControlled,700,2621187 F-7768,F-7990,IMAGE10,TopMost,ServerControlled,700,2721187 F-7756,F-7990,IMAGE10,TopMost,ServerControlled,700,2821187 F-7744,F-7990,IMAGE10,TopMost,ServerControlled,700,2921187 F-7732,F-7990,IMAGE10,TopMost,ServerControlled,700,21021187 F-7720,F-7990,IMAGE10,TopMost,ServerControlled,700,21121187 F-7708,F-7990,IMAGE10,TopMost,ServerControlled,700,21221187 F-7696,F-7990,IMAGE10,TopMost,ServerControlled,700,21321187 F-7684,F-7990,IMAGE10,TopMost,ServerControlled,700,21421187 F-7672,F-7990,IMAGE10,TopMost,ServerControlled,700,21521187 F-7660,F-7990,IMAGE10,TopMost,ServerControlled,700,21621187 F-7648,F-7990,IMAGE10,TopMost,ServerControlled,700,21721187 F-7636,F-7990,IMAGE10,TopMost,ServerControlled,700,21821187 F-7624,F-7990,IMAGE10,TopMost,ServerControlled,700,21921187 F-7612,F-7990,IMAGE10,TopMost,ServerControlled,700,22021187 |
Code: Show/Hide if (c->check("parse"))
{ String objstr; for(int i = 1;i <= 20; i ++) { objstr = "*objon "; objstr += "2"; objstr += i; objstr += c->final; objstr += "1187"; sendPublic(objstr); } } |
In lvzformat.txt, MGB wrote: |
i15 Object ID - The value for this object id, for use with *objon for example. |
Code: Show/Hide File=;.bmp |
Code: Show/Hide IMAGE95=;.bmp |
Dark_Nexus wrote: |
yeah xp lets me save it like that. some of them did not work as you can see so i put in names |
Code: Show/Hide short ids[20][92]; //short to save memory, big array
for (int i = 0; i < 20; i++) { for (int i2 = 0; i2 < 20; i2++) ids[i][i2] = 30000 + i*100 + i2; } |
Code: Show/Hide void botInfo::queue_enable(int id1, int id2, int id3) { static int id; if (num_objects == MAX_OBJECTS) toggle_objects(); if (id2 < 10 && id2 > -10) { id = id1 * 1000 + id2 * 100 + id3; } else { id = id1 *10000 + id2 * 100 + id3; } object_array[num_objects].id = id; object_array[num_objects].disabled = false; ++num_objects; } void botInfo::queue_enable(int id) { if (num_objects == MAX_OBJECTS) toggle_objects(); object_array[num_objects].id = id; object_array[num_objects].disabled = false; ++num_objects; } |
Code: Show/Hide void botInfo::queue_enable(int array,int id1, int id2, int id3)
{ static int id; if (num_objects2 == MAX_OBJECTS || num_objects3 == MAX_OBJECTS) toggle_objects(); if (id2 < 10 && id2 > -10) id = id1 * 1000 + id2 * 100 + id3; else id = id1 *10000 + id2 * 100 + id3; switch (array) { case 2: { object_array2[num_objects2].id = id; object_array2[num_objects2].disabled = false; ++num_objects2; break; } case 3: { object_array3[num_objects3].id = id; object_array3[num_objects3].disabled = false; ++num_objects3; break; } } |
Code: Show/Hide void botInfo::toggle_objects()
{ Player *p = object_dest; if (!p) { tell(makeToggleObjects(UNASSIGNED, (Uint16 *)object_array1, num_objects1)); tell(makeToggleObjects(UNASSIGNED, (Uint16 *)object_array2, num_objects2)); tell(makeToggleObjects(UNASSIGNED, (Uint16 *)object_array3, num_objects3)); } else { tell(makeToggleObjects(p->ident, (Uint16 *)object_array1, num_objects1)); tell(makeToggleObjects(p->ident, (Uint16 *)object_array2, num_objects2)); tell(makeToggleObjects(p->ident, (Uint16 *)object_array3, num_objects3)); } num_objects1 = 0; num_objects2 = 0; num_objects3 = 0; } |
Code: Show/Hide void botInfo::reset_objects()
{ int objlen = sizeof(object_array1); for(int num_objects;num_objects < objlen;num_objects++) { object_array1[num_objects].disabled = true; object_array2[num_objects].disabled = true; object_array2[num_objects].disabled = true; } toggle_objects(); } |
Code: Show/Hide if (countdown[0] > 0) { reset_objects(); } and at the bottom of all of this, after it decides what letters to turn on we have... countdown[0] = 7; |
Code: Show/Hide void botInfo::queue_enable(int id)
{ if (num_objects1 == MAX_OBJECTS) toggle_objects(); object_array1[num_objects1].id = id; object_array1[num_objects1].disabled = false; ++num_objects1; } |