Teckman
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enum TextColor_t
{
TEXTCOLOR_BLUE = 5,
TEXTCOLOR_GREEN = 18,
TEXTCOLOR_TEAL = 35,
TEXTCOLOR_LIGHTGREEN = 66,
TEXTCOLOR_DARKBROWN = 78,
TEXTCOLOR_LIGHTBLUE = 89,
TEXTCOLOR_DARKPURPLE = 112,
TEXTCOLOR_BROWN = 120,
TEXTCOLOR_GREY = 129,
TEXTCOLOR_DARKRED = 144,
TEXTCOLOR_DARKPINK = 152,
TEXTCOLOR_PURPLE = 154,
TEXTCOLOR_DARKORANGE = 156,
TEXTCOLOR_RED = 180,
TEXTCOLOR_PINK = 190,
TEXTCOLOR_ORANGE = 192,
TEXTCOLOR_DARKYELLOW = 205,
TEXTCOLOR_YELLOW = 210,
TEXTCOLOR_WHITE = 215,
TEXTCOLOR_NONE = 255
};
switch(combatType)
{
case COMBAT_PHYSICALDAMAGE:
{
Item* splash = NULL;
switch(target->getRace())
{
case RACE_VENOM:
textColor = TEXTCOLOR_LIGHTGREEN;
hitEffect = NM_ME_POISON;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
break;
case RACE_BLOOD:
textColor = TEXTCOLOR_RED;
hitEffect = NM_ME_DRAW_BLOOD;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
break;
case RACE_UNDEAD:
textColor = TEXTCOLOR_GREY;
hitEffect = NM_ME_HIT_AREA;
break;
case RACE_FIRE:
textColor = TEXTCOLOR_ORANGE;
hitEffect = NM_ME_DRAW_BLOOD;
break;
default:
break;
}
if(splash)
{
internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
startDecay(splash);
}
break;
}
case COMBAT_ENERGYDAMAGE:
{
textColor = TEXTCOLOR_PURPLE;
hitEffect = NM_ME_ENERGY_DAMAGE;
break;
}
case COMBAT_EARTHDAMAGE:
{
textColor = TEXTCOLOR_LIGHTGREEN;
hitEffect = NM_ME_POISON_RINGS;
break;
}
case COMBAT_DROWNDAMAGE:
{
textColor = TEXTCOLOR_LIGHTBLUE;
hitEffect = NM_ME_LOSE_ENERGY;
break;
}
case COMBAT_FIREDAMAGE:
{
textColor = TEXTCOLOR_ORANGE;
hitEffect = NM_ME_HITBY_FIRE;
break;
}
case COMBAT_ICEDAMAGE:
{
textColor = TEXTCOLOR_TEAL;
hitEffect = NM_ME_ICEATTACK;
break;
}
case COMBAT_HOLYDAMAGE:
{
textColor = TEXTCOLOR_YELLOW;
hitEffect = NM_ME_HOLYDAMAGE;
break;
}
case COMBAT_DEATHDAMAGE:
{
textColor = TEXTCOLOR_DARKRED;
hitEffect = NM_ME_SMALLCLOUDS;
break;
}
case COMBAT_LIFEDRAIN:
{
textColor = TEXTCOLOR_RED;
hitEffect = NM_ME_MAGIC_BLOOD;
break;
}
default:
break;
}
const.h:
Code:enum TextColor_t { TEXTCOLOR_BLUE = 5, TEXTCOLOR_GREEN = 18, TEXTCOLOR_TEAL = 35, TEXTCOLOR_LIGHTGREEN = 66, TEXTCOLOR_DARKBROWN = 78, TEXTCOLOR_LIGHTBLUE = 89, TEXTCOLOR_DARKPURPLE = 112, TEXTCOLOR_BROWN = 120, TEXTCOLOR_GREY = 129, TEXTCOLOR_DARKRED = 144, TEXTCOLOR_DARKPINK = 152, TEXTCOLOR_PURPLE = 154, TEXTCOLOR_DARKORANGE = 156, TEXTCOLOR_RED = 180, TEXTCOLOR_PINK = 190, TEXTCOLOR_ORANGE = 192, TEXTCOLOR_DARKYELLOW = 205, TEXTCOLOR_YELLOW = 210, TEXTCOLOR_WHITE = 215, TEXTCOLOR_NONE = 255 };
game.cpp:
Code:switch(combatType) { case COMBAT_PHYSICALDAMAGE: { Item* splash = NULL; switch(target->getRace()) { case RACE_VENOM: textColor = TEXTCOLOR_LIGHTGREEN; hitEffect = NM_ME_POISON; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN); break; case RACE_BLOOD: textColor = TEXTCOLOR_RED; hitEffect = NM_ME_DRAW_BLOOD; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD); break; case RACE_UNDEAD: textColor = TEXTCOLOR_GREY; hitEffect = NM_ME_HIT_AREA; break; case RACE_FIRE: textColor = TEXTCOLOR_ORANGE; hitEffect = NM_ME_DRAW_BLOOD; break; default: break; } if(splash) { internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT); startDecay(splash); } break; } case COMBAT_ENERGYDAMAGE: { textColor = TEXTCOLOR_PURPLE; hitEffect = NM_ME_ENERGY_DAMAGE; break; } case COMBAT_EARTHDAMAGE: { textColor = TEXTCOLOR_LIGHTGREEN; hitEffect = NM_ME_POISON_RINGS; break; } case COMBAT_DROWNDAMAGE: { textColor = TEXTCOLOR_LIGHTBLUE; hitEffect = NM_ME_LOSE_ENERGY; break; } case COMBAT_FIREDAMAGE: { textColor = TEXTCOLOR_ORANGE; hitEffect = NM_ME_HITBY_FIRE; break; } case COMBAT_ICEDAMAGE: { textColor = TEXTCOLOR_TEAL; hitEffect = NM_ME_ICEATTACK; break; } case COMBAT_HOLYDAMAGE: { textColor = TEXTCOLOR_YELLOW; hitEffect = NM_ME_HOLYDAMAGE; break; } case COMBAT_DEATHDAMAGE: { textColor = TEXTCOLOR_DARKRED; hitEffect = NM_ME_SMALLCLOUDS; break; } case COMBAT_LIFEDRAIN: { textColor = TEXTCOLOR_RED; hitEffect = NM_ME_MAGIC_BLOOD; break; } default: break; }
enum TextColor_t
{
TEXTCOLOR_BLUE = 5,
TEXTCOLOR_GREEN = 18,
TEXTCOLOR_TEAL = 143,
TEXTCOLOR_LIGHTGREEN = 66,
TEXTCOLOR_DARKBROWN = 78,
TEXTCOLOR_LIGHTBLUE = 89,
TEXTCOLOR_DARKPURPLE = 112,
TEXTCOLOR_BROWN = 120,
TEXTCOLOR_GREY = 129,
TEXTCOLOR_DARKRED = 108,
TEXTCOLOR_DARKPINK = 152,
TEXTCOLOR_PURPLE = 154,
TEXTCOLOR_DARKORANGE = 156,
TEXTCOLOR_RED = 180,
TEXTCOLOR_PINK = 190,
TEXTCOLOR_ORANGE = 198,
TEXTCOLOR_DARKYELLOW = 205,
TEXTCOLOR_YELLOW = 210,
TEXTCOLOR_WHITE = 215,
TEXTCOLOR_NONE = 255
};
switch(combatType)
{
case COMBAT_PHYSICALDAMAGE:
{
Item* splash = NULL;
switch(target->getRace())
{
case RACE_VENOM:
textColor = TEXTCOLOR_LIGHTGREEN;
hitEffect = NM_ME_POISON;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
break;
case RACE_BLOOD:
textColor = TEXTCOLOR_RED;
hitEffect = NM_ME_DRAW_BLOOD;
splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
break;
case RACE_UNDEAD:
textColor = TEXTCOLOR_GREY;
hitEffect = NM_ME_HIT_AREA;
break;
case RACE_FIRE:
textColor = TEXTCOLOR_ORANGE;
hitEffect = NM_ME_DRAW_BLOOD;
break;
default:
break;
}
if(splash)
{
internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
startDecay(splash);
}
break;
}
case COMBAT_ENERGYDAMAGE:
{
textColor = TEXTCOLOR_PURPLE;
hitEffect = NM_ME_ENERGY_DAMAGE;
break;
}
case COMBAT_EARTHDAMAGE:
{
textColor = TEXTCOLOR_LIGHTGREEN;
hitEffect = NM_ME_POISON_RINGS;
break;
}
case COMBAT_DROWNDAMAGE:
{
textColor = TEXTCOLOR_LIGHTBLUE;
hitEffect = NM_ME_LOSE_ENERGY;
break;
}
case COMBAT_FIREDAMAGE:
{
textColor = TEXTCOLOR_ORANGE;
hitEffect = NM_ME_HITBY_FIRE;
break;
}
case COMBAT_ICEDAMAGE:
{
textColor = TEXTCOLOR_TEAL;
hitEffect = NM_ME_ICEATTACK;
break;
}
case COMBAT_HOLYDAMAGE:
{
textColor = TEXTCOLOR_YELLOW;
hitEffect = NM_ME_HOLYDAMAGE;
break;
}
case COMBAT_DEATHDAMAGE:
{
textColor = TEXTCOLOR_DARKRED;
hitEffect = NM_ME_SMALLCLOUDS;
break;
}
case COMBAT_LIFEDRAIN:
{
textColor = TEXTCOLOR_RED;
hitEffect = NM_ME_MAGIC_BLOOD;
break;
}
default:
break;
}