1. Гость, мы просим Вас ознакомиться с Правилами Форума и Отказом от ответственности!

Последнее сообщение от BeySoft

  1. BeySoft
  2. BeySoft
    I suppose you are referring to the skills such as the following example? #ifndef __CPPGEN_GNET_SKILL1 #define __CPPGEN_GNET_SKILL1 namespace GNET { #ifdef _SKILL_SERVER class Skill1:public Skill { public: enum { SKILL_ID = 1 }; Skill1 ():Skill (SKILL_ID) { } }; #endif class Skill1Stub:public SkillStub { public: #ifdef _SKILL_SERVER class State1:public SkillStub::State { public: int GetTime (Skill * skill) const { return 400; } bool Quit (Skill * skill) const { return false; } bool Loop (Skill * skill) const { return false; } bool Bypass (Skill * skill) const { return false; } void Calculate (Skill * skill) const { skill->GetPlayer ()->SetDecmp (0.2 * (-5 + 7 * skill->GetLevel ())); skill->GetPlayer ()->SetPray (1); } bool Interrupt (Skill * skill) const { return false; } bool Cancel (Skill * skill) const { return 1; } bool Skip (Skill * skill) const { return 0; } }; #endif #ifdef _SKILL_SERVER class State2:public SkillStub::State { public: int GetTime (Skill * skill) const { return 700; } bool Quit (Skill * skill) const { return false; } bool Loop (Skill * skill) const { return false; } bool Bypass (Skill * skill) const { return false; } void Calculate (Skill * skill) const { skill->GetPlayer ()->SetDecmp (0.8 * (-5 + 7 * skill->GetLevel ())); skill->SetPlus (3.9 * skill->GetLevel () * skill->GetLevel () + 52.2 * skill->GetLevel () - 45.3); skill->SetRatio (0); skill->SetDamage (skill->GetAttack ()); skill->GetPlayer ()->SetPerform (1); } bool Interrupt (Skill * skill) const { return false; } bool Cancel (Skill * skill) const { return 0; } bool Skip (Skill * skill) const { return 0; } }; #endif #ifdef _SKILL_SERVER class State3:public SkillStub::State { public: int GetTime (Skill * skill) const { return 0; } bool Quit (Skill * skill) const { return false; } bool Loop (Skill * skill) const { return false; } bool Bypass (Skill * skill) const { return false; } void Calculate (Skill * skill) const { } bool Interrupt (Skill * skill) const { return false; } bool Cancel (Skill * skill) const { return 0; } bool Skip (Skill * skill) const { return 0; } }; #endif Skill1Stub ():SkillStub (1) { cls = 0; name = L"虎击"; nativename = "虎击"; icon = "虎击.dds"; max_level = 10; type = 1; apcost = 0; arrowcost = 0; apgain = 10; attr = 1; rank = 0; eventflag = 0; pre_id = 0; pre_level = 1; time_type = 0; showorder = 1101; allow_land = 1; allow_air = 1; allow_water = 1; allow_ride = 0; auto_attack = 1; long_range = 0; restrict_corpse = 0; allow_forms = 1; { restrict_weapons.push_back (0); } { restrict_weapons.push_back (1); } { restrict_weapons.push_back (182); } { restrict_weapons.push_back (5); } { restrict_weapons.push_back (292); } { restrict_weapons.push_back (9); } effect = "虎击.sgc"; range.type = 0; doenchant = false; dobless = false; #ifdef _SKILL_SERVER statestub.push_back (new State1 ()); statestub.push_back (new State2 ()); statestub.push_back (new State3 ()); #endif } virtual ~ Skill1Stub () { } float GetMpcost (Skill * skill) const { return (float) (-5 + 7 * skill->GetLevel ()); } int GetExecutetime (Skill * skill) const { return 700; } int GetCoolingtime (Skill * skill) const { return 3000; } int GetEnmity (Skill * skill) const { return 0; } int GetRequiredLevel (Skill * skill) const { static int array[10] = { 0, 5, 10, 15, 20, 25, 30, 35, 40, 45 }; return array[skill->GetLevel () - 1]; } int GetRequiredSp (Skill * skill) const { static int array[10] = { 0, 300, 1200, 2800, 5200, 8400, 12800, 18600, 26300, 36500 }; return array[skill->GetLevel () - 1]; } int GetRequiredMoney (Skill * skill) const { static int array[10] = { 0, 290, 1300, 3300, 6300, 10000, 16000, 24000, 34000, 48000 }; return array[skill->GetLevel () - 1]; } float GetRadius (Skill * skill) const { return (float) (0); } float GetAttackdistance (Skill * skill) const { return (float) (0); } float GetAngle (Skill * skill) const { return (float) (1 - 0.0111111 * (0)); } float GetPraydistance (Skill * skill) const { return (float) (skill->GetPlayer ()->GetRange ()); } #ifdef _SKILL_CLIENT int GetIntroduction (Skill * skill, wchar_t * buffer, int length, wchar_t * format) const { return _snwprintf (buffer, length, format, skill->GetLevel (), -5 + 7 * skill->GetLevel (), 3.9 * skill->GetLevel () * skill->GetLevel () + 52.2 * skill->GetLevel () - 45.3); } #endif #ifdef _SKILL_SERVER bool TakeEffect (Skill * skill) const {; return true; } float GetEffectdistance (Skill * skill) const { return (float) (13.3); } int GetAttackspeed (Skill * skill) const { return 3; } float GetHitrate (Skill * skill) const { return (float) (1.2 + 0.05 * skill->GetLevel ()); } #endif }; } #endif
    Сообщение от: BeySoft, 12 июн 2019 в разделе: Продам
  3. BeySoft
  4. BeySoft
  5. BeySoft
    Regardless of the question that I misunderstood, the package is still complete and the sale is still valid. So I don't see the problem. If you need verification of anything you can simply ask. 4 people already purchased and they are 100% satisfied with the source code + the included Service Calls. How certain are you that it is complete as you say? How complete is the cskill directory? In the cskill directory you should have configs, dll, expr, gen, header, simulator, skill, skills and SKILLBASEDATA. The skills directory will contain the skill header files generated from the data from the SKILLBASEDATA directory as well as the stubs to create the libskill.a that is compiled with gs and elementskill.dll for the client side. From what I've read in this thread, your sources are incomplete and you don't even have the client side sources to complement the server side. Selling incomplete sources devalues the actual worth of these sources, especially complete ones like I have. There is a reason they have not been released into the public; because they have a high value and few people would know how to set up a Linux box correctly to work with and compile the server side code, let alone the client side. At any rate, I have roughly 220 GB of source code and resources for Wanmei (Angelica3D) based games including PW, Zhuxian, Shenmo, Wulin, Chibi, etc. Also, Shenmo (Forsaken World) Mobile client and server that I got directly from one of the developers of the game who was also one of the people that developed the AngelicaES engine. Even with all of this, I have NEVER sold so much as a single line of these sources that I have. And believe me, I am really hurting for cash. And then you selling incomplete PW server sources for $300? The sources are worth 10 times that amount. But I digress. When one has the complete server and client sources and fully understands the sources (which are VERY complex as well as outdated), it would be possible to upgrade them or use them as a guide to develop a new game from them. Of course, with a single person, expect it to take many years. Even with a team of 10 people it can take a year or more for just a basic game. Even Wanmei uses multiple teams to develop a game; a team to develop server side, client side, web side, resources, etc.
    Сообщение от: BeySoft, 10 июн 2019 в разделе: Продам
  6. BeySoft