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tacticalrpg
lemeilleurjeudumonde
Commits
27a486bb
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Commit
27a486bb
authored
8 years ago
by
Romain Jegat
Browse files
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Ajout de parametres des effets d'attaques
parent
eb1af765
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Pipeline
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Changes
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2 changed files
resources/Classes.xml
+16
-16
16 additions, 16 deletions
resources/Classes.xml
src/ClassesXML.c
+7
-5
7 additions, 5 deletions
src/ClassesXML.c
with
23 additions
and
21 deletions
resources/Classes.xml
+
16
−
16
View file @
27a486bb
...
@@ -3,14 +3,14 @@
...
@@ -3,14 +3,14 @@
<Classe
id=
"C_MAGE"
name=
"Mage"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Le feu, ça brûle "
>
<Classe
id=
"C_MAGE"
name=
"Mage"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Le feu, ça brûle "
>
<Skills>
<Skills>
<Skill
id=
"S_FIREBALL"
name=
"Boule du feu"
RG=
"4"
MN=
"30"
>
<Skill
id=
"S_FIREBALL"
name=
"Boule du feu"
RG=
"4"
MN=
"30"
>
<Effect
id=
"E_FB_1"
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
"E_FB_1"
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
<Effect
id=
"E_FB_
1
"
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
"E_FB_
2
"
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_FREEZE"
name=
"Gel"
RG=
"4"
MN=
"30"
>
<Skill
id=
"S_FREEZE"
name=
"Gel"
RG=
"4"
MN=
"30"
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_MANA"
name=
"Vol de mana"
RG=
"4"
MN=
"30"
>
<Skill
id=
"S_MANA"
name=
"Vol de mana"
RG=
"4"
MN=
"30"
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
10"
PARA=
"
PARA
_NO
"
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
"
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA
=
"
"
/>
</Skill>
</Skill>
</Skills>
</Skills>
<Skin
id=
"SP_MAGE"
f_default=
"../resources/Skins/mage.bmp"
f_selected=
"../resources/Skins/mage_selected.bmp"
f_healed=
"../resources/Skins/mage_healed.bmp"
f_damaged=
"../resources/Skins/mage_damaged.bmp"
>
<Skin
id=
"SP_MAGE"
f_default=
"../resources/Skins/mage.bmp"
f_selected=
"../resources/Skins/mage_selected.bmp"
f_healed=
"../resources/Skins/mage_healed.bmp"
f_damaged=
"../resources/Skins/mage_damaged.bmp"
>
...
@@ -19,13 +19,13 @@
...
@@ -19,13 +19,13 @@
<Classe
id=
"C_WAR"
name=
"Guerrier"
PV=
"200"
PM=
"150"
MV=
"2"
Desc=
"Aime beaucoup le street art"
>
<Classe
id=
"C_WAR"
name=
"Guerrier"
PV=
"200"
PM=
"150"
MV=
"2"
Desc=
"Aime beaucoup le street art"
>
<Skills>
<Skills>
<Skill
id=
"S_BASH"
name=
"Coup d'épée"
RG=
""
MN=
""
>
<Skill
id=
"S_BASH"
name=
"Coup d'épée"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_SHIELD"
name=
"Renforcement"
RG=
""
MN=
""
>
<Skill
id=
"S_SHIELD"
name=
"Renforcement"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_SKIN"
name=
"Ecorchement"
RG=
""
MN=
""
>
<Skill
id=
"S_SKIN"
name=
"Ecorchement"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
10"
PARA=
"
PARA
_NO
"
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
"
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA
=
"
"
/>
</Skill>
</Skill>
</Skills>
</Skills>
<Skin
id=
"SP_WAR"
f_default=
"../resources/Skins/guerrier.bmp"
f_selected=
"../resources/Skins/guerrier_selected.bmp"
f_healed=
"../resources/Skins/guerrier_healed.bmp"
f_damaged=
"../resources/Skins/guerrier_damaged.bmp"
>
<Skin
id=
"SP_WAR"
f_default=
"../resources/Skins/guerrier.bmp"
f_selected=
"../resources/Skins/guerrier_selected.bmp"
f_healed=
"../resources/Skins/guerrier_healed.bmp"
f_damaged=
"../resources/Skins/guerrier_damaged.bmp"
>
...
@@ -34,13 +34,13 @@
...
@@ -34,13 +34,13 @@
<Classe
id=
"C_HEAL"
name=
"Guerrisseur"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Heal est des notres"
>
<Classe
id=
"C_HEAL"
name=
"Guerrisseur"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Heal est des notres"
>
<Skills>
<Skills>
<Skill
id=
"S_HEAL"
name=
"Soin"
RG=
""
MN=
""
>
<Skill
id=
"S_HEAL"
name=
"Soin"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_RECOV"
name=
"Recouvrement"
RG=
""
MN=
""
>
<Skill
id=
"S_RECOV"
name=
"Recouvrement"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_PURIFY"
name=
"Purifier"
RG=
""
MN=
""
>
<Skill
id=
"S_PURIFY"
name=
"Purifier"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
10"
PARA=
"
PARA
_NO
"
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
"
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA
=
"
"
/>
</Skill>
</Skill>
</Skills>
</Skills>
<Skin
id=
"SP_HEAL"
f_default=
"../resources/Skins/guerisseur.bmp"
f_selected=
"../resources/Skins/guerisseur_selected.bmp"
f_healed=
"../resources/Skins/guerisseur_healed.bmp"
f_damaged=
"../resources/Skins/guerisseur_damaged.bmp"
>
<Skin
id=
"SP_HEAL"
f_default=
"../resources/Skins/guerisseur.bmp"
f_selected=
"../resources/Skins/guerisseur_selected.bmp"
f_healed=
"../resources/Skins/guerisseur_healed.bmp"
f_damaged=
"../resources/Skins/guerisseur_damaged.bmp"
>
...
@@ -49,13 +49,13 @@
...
@@ -49,13 +49,13 @@
<Classe
id=
"C_ROGUE"
name=
"Voleur"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"60 minutes, ça vaut l'heure"
>
<Classe
id=
"C_ROGUE"
name=
"Voleur"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"60 minutes, ça vaut l'heure"
>
<Skills>
<Skills>
<Skill
id=
"S_EVIS"
name=
"Eviscération"
RG=
""
MN=
""
>
<Skill
id=
"S_EVIS"
name=
"Eviscération"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_POISON"
name=
"Lame empoisonnée"
RG=
""
MN=
""
>
<Skill
id=
"S_POISON"
name=
"Lame empoisonnée"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_CONCEAL"
name=
"Camouflage"
RG=
""
MN=
""
>
<Skill
id=
"S_CONCEAL"
name=
"Camouflage"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
10"
PARA=
"
PARA
_NO
"
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
"
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA
=
"
"
/>
</Skill>
</Skill>
</Skills>
</Skills>
<Skin
id=
"SP_ROGUE"
f_default=
"../resources/Skins/voleur.bmp"
f_selected=
"../resources/Skins/voleur_selected.bmp"
f_healed=
"../resources/Skins/voleur_healed.bmp"
f_damaged=
"../resources/Skins/voleur_damaged.bmp"
>
<Skin
id=
"SP_ROGUE"
f_default=
"../resources/Skins/voleur.bmp"
f_selected=
"../resources/Skins/voleur_selected.bmp"
f_healed=
"../resources/Skins/voleur_healed.bmp"
f_damaged=
"../resources/Skins/voleur_damaged.bmp"
>
...
@@ -64,13 +64,13 @@
...
@@ -64,13 +64,13 @@
<Classe
id=
"C_ARCHER"
name=
"Archer"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Gérard, de son prénom"
>
<Classe
id=
"C_ARCHER"
name=
"Archer"
PV=
"100"
PM=
"150"
MV=
"2"
Desc=
"Gérard, de son prénom"
>
<Skills>
<Skills>
<Skill
id=
"S_SHOT"
name=
"Tir puissant"
RG=
""
MN=
""
>
<Skill
id=
"S_SHOT"
name=
"Tir puissant"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_FLAME"
name=
"Tir emflammé"
RG=
""
MN=
""
>
<Skill
id=
"S_FLAME"
name=
"Tir emflammé"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
PARA=
""
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
""
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA=
""
/>
</Skill>
</Skill>
<Skill
id=
"S_PARA"
name=
"Tir paralysant"
RG=
""
MN=
""
>
<Skill
id=
"S_PARA"
name=
"Tir paralysant"
RG=
""
MN=
""
>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
10"
PARA=
"
PARA
_NO
"
/>
<Effect
id=
""
name=
""
TURNS=
""
DM=
"
"
DM_DUR=
""
HL=
""
HL_DUR=
""
PARA
=
"
"
/>
</Skill>
</Skill>
</Skills>
</Skills>
<Skin
id=
"SP_ARCHER"
f_default=
"../resources/Skins/voleurarcher.bmp"
f_selected=
"../resources/Skins/archer_selected.bmp"
f_healed=
"../resources/Skins/archer_healed.bmp"
f_damaged=
"../resources/Skins/archer_damaged.bmp"
>
<Skin
id=
"SP_ARCHER"
f_default=
"../resources/Skins/voleurarcher.bmp"
f_selected=
"../resources/Skins/archer_selected.bmp"
f_healed=
"../resources/Skins/archer_healed.bmp"
f_damaged=
"../resources/Skins/archer_damaged.bmp"
>
...
...
This diff is collapsed.
Click to expand it.
src/ClassesXML.c
+
7
−
5
View file @
27a486bb
...
@@ -149,6 +149,10 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
...
@@ -149,6 +149,10 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
Classe_en_cours
.
attaques
[
j
].
portee
=
RG_int
;
Classe_en_cours
.
attaques
[
j
].
portee
=
RG_int
;
Classe_en_cours
.
attaques
[
j
].
mana
=
MN_int
;
Classe_en_cours
.
attaques
[
j
].
mana
=
MN_int
;
/*-----------------------------------------------------------------------------------------*/
/*Chargement des effets de l'attaque en cours */
/*-----------------------------------------------------------------------------------------*/
for
(
k
=
0
;
k
<
nb_Effects
;
k
++
)
for
(
k
=
0
;
k
<
nb_Effects
;
k
++
)
{
{
char
*
id_Effect_text
,
*
name_Effect_text
;
char
*
id_Effect_text
,
*
name_Effect_text
;
...
@@ -162,9 +166,9 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
...
@@ -162,9 +166,9 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
name_Effect_text
=
roxml_get_content
(
roxml_get_attr
(
Effect
,
"name"
,
0
),
NULL
,
0
,
NULL
);
name_Effect_text
=
roxml_get_content
(
roxml_get_attr
(
Effect
,
"name"
,
0
),
NULL
,
0
,
NULL
);
TRNS_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"TURNS"
,
0
),
NULL
,
0
,
NULL
));
TRNS_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"TURNS"
,
0
),
NULL
,
0
,
NULL
));
DM_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"DM"
,
0
),
NULL
,
0
,
NULL
));
DM_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"DM"
,
0
),
NULL
,
0
,
NULL
));
//
DM_DUR_int = atoi(roxml_get_content(roxml_get_attr(Effect, "DM_DUR", 0), NULL, 0, NULL));
DM_DUR_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"DM_DUR"
,
0
),
NULL
,
0
,
NULL
));
//
HL_int = atoi(roxml_get_content(roxml_get_attr(Effect, "HL", 0), NULL, 0, NULL));
HL_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"HL"
,
0
),
NULL
,
0
,
NULL
));
//
HL_DUR_int = atoi(roxml_get_content(roxml_get_attr(Effect, "HL_DUR", 0), NULL, 0, NULL));
HL_DUR_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"HL_DUR"
,
0
),
NULL
,
0
,
NULL
));
PARA_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"PARA"
,
0
),
NULL
,
0
,
NULL
));
PARA_int
=
atoi
(
roxml_get_content
(
roxml_get_attr
(
Effect
,
"PARA"
,
0
),
NULL
,
0
,
NULL
));
/* Ecriture de l'effet en cours dans le fichier log */
/* Ecriture de l'effet en cours dans le fichier log */
...
@@ -196,8 +200,6 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
...
@@ -196,8 +200,6 @@ Classe* Remplir_Classes(FILE* Classes_log, char *filename) /* Remplit le tableau
fprintf
(
Classes_log
,
"Insertion de la classe %d dans le tableau
\n
"
,
i
+
1
);
fprintf
(
Classes_log
,
"Insertion de la classe %d dans le tableau
\n
"
,
i
+
1
);
/* Ajout de la classe remplie au tableau */
/* Ajout de la classe remplie au tableau */
ListeClasse
[
i
]
=
Classe_en_cours
;
ListeClasse
[
i
]
=
Classe_en_cours
;
}
}
...
...
This diff is collapsed.
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