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[SOURCE]Problem with alignment


jma96

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This is what i found in InstanceBaseEffect

void CInstanceBase::UpdateTextTailLevel(DWORD level)
{
//static D3DXCOLOR s_kLevelColor = D3DXCOLOR(119.0f/255.0f, 246.0f/255.0f, 168.0f/255.0f, 1.0f);
static D3DXCOLOR s_kLevelColor = D3DXCOLOR(152.0f/255.0f, 255.0f/255.0f, 51.0f/255.0f, 1.0f);


char szText[256];
sprintf(szText, "Lv %d", level);
CPythonTextTail::Instance().AttachLevel(GetVirtualID(), szText, s_kLevelColor);
}


void CInstanceBase::RefreshTextTail()
{
CPythonTextTail::Instance().SetCharacterTextTailColor(GetVirtualID(), GetNameColor());


int iAlignmentGrade = GetAlignmentGrade();
if (TITLE_NONE == iAlignmentGrade)
{
CPythonTextTail::Instance().DetachTitle(GetVirtualID());
}
else
{
std::map<int, std::string>::iterator itor = g_TitleNameMap.find(iAlignmentGrade);
if (g_TitleNameMap.end() != itor)
{
const std::string & c_rstrTitleName = itor->second;
CPythonTextTail::Instance().AttachTitle(GetVirtualID(), c_rstrTitleName.c_str(), GetTitleColor());
}
}
}
 
No reason to compile the binary again for this :? , however , it's something from root 100%.
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Go to char_battle.cpp and search

if (GetRealAlignment() >= 120000)

You must create a new index for your alignment. 

 

For client:

- Unpack locale and go to locale_game.txt

- Add the PVP_LEVEL(x) [ 9 in case you don't have other )

- Unpack root and go to locale.py

- Search def GetAlignmentTitleName(alignment) , and add your new align index.

- Search TITLE_NAME_LIST and add your new align ( PVP_LEVEL(x) ) 

- Edit colors in colorinfo.py

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