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authorJared Adams <jaxad0127@gmail.com>2010-04-23 22:15:26 -0600
committerJared Adams <jaxad0127@gmail.com>2010-04-25 15:03:55 -0600
commit88524a71b8d3727b5ad4a8a60e146fd8e786b7ad (patch)
tree1ae5d143a22d8a94490e76994e9a253648a21651 /src/net/tmwa/generalhandler.cpp
parent33481831b44f7e6fded6b9be29f1ea56bf74bfa2 (diff)
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Make ManaServ player stats softcoded
A new stats.xml file is parsed for player stats for ManaServ. The old hardcoded stats remain as backup. Reviewed-by: Bertram
Diffstat (limited to 'src/net/tmwa/generalhandler.cpp')
-rw-r--r--src/net/tmwa/generalhandler.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/net/tmwa/generalhandler.cpp b/src/net/tmwa/generalhandler.cpp
index a975abe8..14f48055 100644
--- a/src/net/tmwa/generalhandler.cpp
+++ b/src/net/tmwa/generalhandler.cpp
@@ -98,12 +98,12 @@ GeneralHandler::GeneralHandler():
generalHandler = this;
std::list<ItemDB::Stat> stats;
- stats.push_back(ItemDB::Stat("str", N_("Strength %+d")));
- stats.push_back(ItemDB::Stat("agi", N_("Agility %+d")));
- stats.push_back(ItemDB::Stat("vit", N_("Vitality %+d")));
- stats.push_back(ItemDB::Stat("int", N_("Intelligence %+d")));
- stats.push_back(ItemDB::Stat("dex", N_("Dexterity %+d")));
- stats.push_back(ItemDB::Stat("luck", N_("Luck %+d")));
+ stats.push_back(ItemDB::Stat("str", _("Strength %+d")));
+ stats.push_back(ItemDB::Stat("agi", _("Agility %+d")));
+ stats.push_back(ItemDB::Stat("vit", _("Vitality %+d")));
+ stats.push_back(ItemDB::Stat("int", _("Intelligence %+d")));
+ stats.push_back(ItemDB::Stat("dex", _("Dexterity %+d")));
+ stats.push_back(ItemDB::Stat("luck", _("Luck %+d")));
ItemDB::setStatsList(stats);
}
@@ -214,20 +214,20 @@ void GeneralHandler::guiWindowsLoaded()
inventoryWindow->setSplitAllowed(false);
skillDialog->loadSkills("ea-skills.xml");
- statusWindow->addAttribute(STR, _("Strength"), true);
- statusWindow->addAttribute(AGI, _("Agility"), true);
- statusWindow->addAttribute(VIT, _("Vitality"), true);
- statusWindow->addAttribute(INT, _("Intelligence"), true);
- statusWindow->addAttribute(DEX, _("Dexterity"), true);
- statusWindow->addAttribute(LUK, _("Luck"), true);
-
- statusWindow->addAttribute(ATK, _("Attack"), false);
- statusWindow->addAttribute(DEF, _("Defense"), false);
- statusWindow->addAttribute(MATK, _("M.Attack"), false);
- statusWindow->addAttribute(MDEF, _("M.Defense"), false);
- statusWindow->addAttribute(HIT, _("% Accuracy"), false);
- statusWindow->addAttribute(FLEE, _("% Evade"), false);
- statusWindow->addAttribute(CRIT, _("% Critical"), false);
+ statusWindow->addAttribute(STR, _("Strength"), true, "");
+ statusWindow->addAttribute(AGI, _("Agility"), true, "");
+ statusWindow->addAttribute(VIT, _("Vitality"), true, "");
+ statusWindow->addAttribute(INT, _("Intelligence"), true, "");
+ statusWindow->addAttribute(DEX, _("Dexterity"), true, "");
+ statusWindow->addAttribute(LUK, _("Luck"), true, "");
+
+ statusWindow->addAttribute(ATK, _("Attack"), false, "");
+ statusWindow->addAttribute(DEF, _("Defense"), false, "");
+ statusWindow->addAttribute(MATK, _("M.Attack"), false, "");
+ statusWindow->addAttribute(MDEF, _("M.Defense"), false, "");
+ statusWindow->addAttribute(HIT, _("% Accuracy"), false, "");
+ statusWindow->addAttribute(FLEE, _("% Evade"), false, "");
+ statusWindow->addAttribute(CRIT, _("% Critical"), false, "");
}
void GeneralHandler::guiWindowsUnloaded()