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3
.gitignore
vendored
3
.gitignore
vendored
@@ -29,3 +29,6 @@ desktop.ini
|
||||
*.log
|
||||
*.pdb
|
||||
.vscode/
|
||||
|
||||
# Hyper / ZeusUMGForge web converter outputs (assets gerados, não versionar)
|
||||
Content/AutoCreated/
|
||||
|
||||
10
.mcp.json
10
.mcp.json
@@ -10,6 +10,16 @@
|
||||
{
|
||||
"type": "http",
|
||||
"url": "http://localhost:5354/mcp"
|
||||
},
|
||||
"ZeusIntelligence":
|
||||
{
|
||||
"type": "http",
|
||||
"url": "http://127.0.0.1:5058/mcp"
|
||||
},
|
||||
"zeus":
|
||||
{
|
||||
"type": "http",
|
||||
"url": "http://127.0.0.1:5058/mcp"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,7 +9,7 @@
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||||
|
||||
> **Extensões da arquitetura** (documentos normativos paralelos, escopo específico):
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> - [`ARQUITETURA_SERVER_SELECT.md`](ARQUITETURA_SERVER_SELECT.md) — Server Select, lista de mundos, handoff CharServer↔WorldServer, multi-region, queue, Valkey. Roadmap em 7 fases.
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||||
> - [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md) — Stats primários (STR/AGI/VIT/INT/DEX/LUK), classes (Aprendiz → especializações), fórmulas de stats derivados (ATK/MATK/DEF/...), `jobs.yml` data-driven, stat allocation server-side. Espelha rathena.
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> - [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md) — Stats primários (STR/AGI/VIT/INT/DEX/LUK), classes (Novato → especializações), fórmulas de stats derivados (ATK/MATK/DEF/...), `jobs.yml` data-driven, stat allocation server-side. Espelha rathena.
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> **Sumário de mudanças (2026-05-11):** adicionada secção de **temas sazonais
|
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> de UI** (`UI/Themes/`), com tutorial §4.7, regra de "no hard ref a textura
|
||||
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@@ -6,7 +6,7 @@
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## Context
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O ZMMO usa modelo de atributos estilo Ragnarok Online — 6 stats primários que o jogador aloca pontos (STR/AGI/VIT/INT/DEX/LUK), com stats derivados calculados a partir deles + level + classe + equip. Jogador nasce **Aprendiz** (Novice) e especializa em outras classes ao chegar a critérios (job level + quest de mudança).
|
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O ZMMO usa modelo de atributos estilo Ragnarok Online — 6 stats primários que o jogador aloca pontos (STR/AGI/VIT/INT/DEX/LUK), com stats derivados calculados a partir deles + level + classe + equip. Jogador nasce **Novato** (Novice) e especializa em outras classes ao chegar a critérios (job level + quest de mudança).
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Este doc fixa:
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1. O que persiste no MySQL (CharServer) vs o que vive em memória (WorldServer).
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@@ -58,10 +58,10 @@ Padrão rathena: `db/re/job_stats.yml` carregado no boot. Hot-reloadable.
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|
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| Componente | Quem decide | Quem persiste |
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|---|---|---|
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| Criar char (stats iniciais, class=Aprendiz) | CharServer (valida) | CharServer → MySQL |
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||||
| Criar char (stats iniciais, class=Novato) | CharServer (valida) | CharServer → MySQL |
|
||||
| Stat allocation (gastar `status_point` em STR/etc.) | CharServer **ou** WorldServer | CharServer → MySQL (via writeback) |
|
||||
| Subir de level / ganhar EXP | WorldServer (kill mob, quest) | WorldServer → writeback → CharServer → MySQL |
|
||||
| Mudar classe (Aprendiz → Espadachim) | WorldServer (cumpre quest) | WorldServer → writeback → CharServer → MySQL |
|
||||
| Mudar classe (Novato → Espadachim) | WorldServer (cumpre quest) | WorldServer → writeback → CharServer → MySQL |
|
||||
| Recalcular ATK/MATK/DEF/etc. | WorldServer (memória, toda hora) | NÃO persiste |
|
||||
| Casting de skill | WorldServer | NÃO persiste (efêmero) |
|
||||
| Resultado de skill (HP perdido, item dropado) | WorldServer | WorldServer → writeback |
|
||||
@@ -260,7 +260,7 @@ version: 1
|
||||
jobs:
|
||||
- id: 0
|
||||
name: Novice # nome técnico (inglês, estável)
|
||||
display_name_ptbr: Aprendiz
|
||||
display_name_ptbr: Novato
|
||||
parent_job: null
|
||||
max_base_level: 99
|
||||
max_job_level: 10
|
||||
@@ -322,7 +322,7 @@ jobs:
|
||||
|
||||
## 5. Fluxos
|
||||
|
||||
### 5.1 Criação de personagem (Aprendiz)
|
||||
### 5.1 Criação de personagem (Novato)
|
||||
|
||||
```
|
||||
Cliente → C_CHAR_CREATE { name, world_id, class_id=NOVICE, appearance }
|
||||
@@ -342,7 +342,7 @@ CharServer:
|
||||
4. → S_CHAR_CREATE_OK
|
||||
```
|
||||
|
||||
**Nota:** o player **sempre** nasce Aprendiz. Outras classes só via job change in-game (Fase pós-Fase 3).
|
||||
**Nota:** o player **sempre** nasce Novato. Outras classes só via job change in-game (Fase pós-Fase 3).
|
||||
|
||||
### 5.2 Stat allocation (após level up)
|
||||
|
||||
@@ -377,7 +377,7 @@ WorldServer (em kill mob / complete quest):
|
||||
|
||||
Mesmo padrão pra job_exp/job_level (com skill_point em vez de status_point).
|
||||
|
||||
### 5.4 Job change (Aprendiz → Espadachim, etc.)
|
||||
### 5.4 Job change (Novato → Espadachim, etc.)
|
||||
|
||||
```
|
||||
WorldServer (player cumpriu quest):
|
||||
@@ -571,13 +571,13 @@ Audit log entries (Fase 3 do ServerSelect doc): toda mudança de zeny>1000, leve
|
||||
|
||||
## 8. Roadmap de implementação
|
||||
|
||||
### Fase A — Schema + criação de char Aprendiz (parte da Fase 1 do ServerSelect)
|
||||
### Fase A — Schema + criação de char Novato (parte da Fase 1 do ServerSelect)
|
||||
|
||||
- Schema `characters` com todos os campos (já especificado no `ARQUITETURA_SERVER_SELECT.md`).
|
||||
- `jobs.yml` apenas com `Novice` (Aprendiz) — outras classes ficam pra B.
|
||||
- `jobs.yml` apenas com `Novice` (Novato) — outras classes ficam pra B.
|
||||
- CharServer carrega `jobs.yml` no boot.
|
||||
- `C_CHAR_CREATE` valida `class_id == NOVICE` e usa defaults do yml.
|
||||
- Cliente UI: tela de criação com nome + appearance (sem stat allocation aqui — Aprendiz nasce com todos os stats=1).
|
||||
- Cliente UI: tela de criação com nome + appearance (sem stat allocation aqui — Novato nasce com todos os stats=1).
|
||||
|
||||
### Fase B — Classes adicionais + job change
|
||||
|
||||
@@ -628,7 +628,7 @@ Audit log entries (Fase 3 do ServerSelect doc): toda mudança de zeny>1000, leve
|
||||
1. **Stats primários flat** na tabela `characters` (str/agi/vit/int/dex/luk + level/exp + hp/sp/max_hp/max_sp + status_point/skill_point + zeny + class_id). **Sem entidade separada.**
|
||||
2. **Stats derivados NUNCA persistidos** — sempre recalculados em runtime no WorldServer (`StatusCalc::ComputeAll`).
|
||||
3. **Jobs data-driven** via `Server/ZeusCharServer/data/jobs.yml` (versionado no git, hot-reloadable). `characters.class_id` é lookup lógico.
|
||||
4. **Player nasce Aprendiz** (`class_id=NOVICE`); especialização via quest in-game (Fase B).
|
||||
4. **Player nasce Novato** (`class_id=NOVICE`); especialização via quest in-game (Fase B).
|
||||
5. **Stat allocation acontece no WorldServer** (não CharServer). Validação `cost = (s-1)/10 + 2` server-side.
|
||||
6. **Anti-cheat:** toda mudança de estado é server-authoritative. Cliente apenas renderiza.
|
||||
7. **Fórmulas espelham rathena** (`status_calc_pc_` em `src/map/status.cpp:4996`) — adapta valores pra balanceamento Zeus depois.
|
||||
|
||||
@@ -311,11 +311,11 @@ ALTER TABLE characters
|
||||
**Notas:**
|
||||
- `world_id` é nullable (sem chars em prod hoje — evita downtime futuro). Validação no service: novos chars devem ter `world_id`.
|
||||
- Estrutura flat segue rathena (`.bases/rathena/rathena-master/sql-files/main.sql:209-296`) — padrão da indústria emuladora. Sem entidade `character_stats` separada (1:1 FK seria JOIN inútil).
|
||||
- Defaults vêm da row Aprendiz no `jobs.yml` (ver doc Character Model).
|
||||
- Defaults vêm da row Novato no `jobs.yml` (ver doc Character Model).
|
||||
- **Stats derivados (ATK/MATK/DEF/MDEF/hit/flee/crit/aspd) NÃO entram aqui** — são sempre recalculados em runtime no WorldServer via fórmulas. Persistir é bug fest (esquece atualizar quando muda equip/buff/level).
|
||||
- `version` (optimistic locking) usado em writeback da Fase 3.
|
||||
|
||||
> **Para o detalhamento do modelo de personagem** (stats primários vs derivados, fórmulas de ATK/MATK/DEF, jobs.yml, stat allocation, leveling curve, classes Aprendiz → especialização), ver doc dedicado [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md).
|
||||
> **Para o detalhamento do modelo de personagem** (stats primários vs derivados, fórmulas de ATK/MATK/DEF, jobs.yml, stat allocation, leveling curve, classes Novato → especialização), ver doc dedicado [`ARQUITETURA_CHARACTER_MODEL.md`](ARQUITETURA_CHARACTER_MODEL.md).
|
||||
|
||||
### Schema Valkey (Fase 2+)
|
||||
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -2,9 +2,9 @@
|
||||
GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
|
||||
EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd
|
||||
; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller).
|
||||
; O motor pode spawnar AZMMOGameMode directamente; um BP filho continua opcional.
|
||||
GlobalDefaultGameMode=/Script/ZMMO.ZMMOGameMode
|
||||
GameInstanceClass=/Script/ZMMO.ZMMOGameInstance
|
||||
; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional.
|
||||
GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode
|
||||
GameInstanceClass=/Script/ZMMO.ZeusGameInstance
|
||||
|
||||
[/Script/Engine.RendererSettings]
|
||||
r.ReflectionMethod=1
|
||||
@@ -80,11 +80,59 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
|
||||
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO")
|
||||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO")
|
||||
; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller).
|
||||
; ZMMOCharacter foi reescrito como ZMMOPlayerCharacter (ACharacter local com CMC livre).
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZMMOPlayerController")
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZMMOGameMode")
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
|
||||
; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de
|
||||
; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3).
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController")
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode")
|
||||
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget")
|
||||
+ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset")
|
||||
[CoreRedirects]
|
||||
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
|
||||
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
|
||||
; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem
|
||||
; ser removidos quando todos os DTs do projeto tiverem sido re-salvos.
|
||||
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED")
|
||||
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
|
||||
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
|
||||
|
||||
; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe
|
||||
; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/
|
||||
; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe
|
||||
; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package;
|
||||
; precisamos de CoreRedirects com path completo + PackageRedirect.
|
||||
+PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs")
|
||||
+ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset")
|
||||
|
||||
; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure
|
||||
; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa
|
||||
; +StructRedirects (nao +ClassRedirects).
|
||||
+StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef")
|
||||
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow")
|
||||
; DA_LoadingProfiles salvo com TMap<EZMMOLoadingContext, FZMMOLoadingProfile>;
|
||||
; FZMMOLoadingProfile contem TArray<FZMMOLoadingStepDef>. Precisa de 3 redirects
|
||||
; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados.
|
||||
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext")
|
||||
+EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus")
|
||||
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile")
|
||||
+StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef")
|
||||
|
||||
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
|
||||
bEnablePlugin=True
|
||||
@@ -100,3 +148,60 @@ ConnectionType=USBOnly
|
||||
bUseManualIPAddress=False
|
||||
ManualIPAddress=
|
||||
|
||||
[/Script/Engine.CollisionProfile]
|
||||
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
|
||||
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
|
||||
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
|
||||
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
|
||||
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
|
||||
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
|
||||
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
|
||||
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
|
||||
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
|
||||
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
|
||||
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
|
||||
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
|
||||
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
|
||||
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
|
||||
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
|
||||
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
|
||||
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
|
||||
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
|
||||
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
|
||||
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
|
||||
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
|
||||
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
|
||||
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
|
||||
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
|
||||
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
|
||||
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
|
||||
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
|
||||
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
|
||||
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
|
||||
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
|
||||
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
|
||||
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
|
||||
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
|
||||
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
|
||||
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
|
||||
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
|
||||
|
||||
@@ -3,10 +3,10 @@ ProjectID=FC3E256F43B2AFD43009F4949B0814BE
|
||||
ProjectName=Third Person Game Template
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZMMOThemeSubsystem.h and
|
||||
; ZMMO Theme subsystem (see Source/ZMMO/Game/UI/ZeusThemeSubsystem.h and
|
||||
; ARQUITETURA.md §1.10 / §4.7).
|
||||
;
|
||||
; - DefaultThemeAsset is the fallback theme (must define every EZMMOThemeKey).
|
||||
; - DefaultThemeAsset is the fallback theme (must define every EZeusThemeKey).
|
||||
; - ThemeRegistry maps ThemeId -> seasonal DA_Theme_* asset.
|
||||
; - CalendarTable points to DT_ThemeCalendar (FThemeCalendarRow rows).
|
||||
; - UIStyleTable points to DT_UI_Styles (FUIStyleRow rows): tokens de estilo
|
||||
@@ -17,7 +17,8 @@ ProjectName=Third Person Game Template
|
||||
; Paths use the /Game prefix (cooked Content namespace). Uncomment after the
|
||||
; assets are actually created in the editor.
|
||||
; -----------------------------------------------------------------------------
|
||||
[/Script/ZMMO.ZMMOThemeSubsystem]
|
||||
|
||||
[/Script/ZMMO.ZeusThemeSubsystem]
|
||||
;DefaultThemeAsset=/Game/ZMMO/UI/Themes/DA_Theme_Default.DA_Theme_Default
|
||||
;+ThemeRegistry=(("Christmas", "/Game/ZMMO/UI/Themes/DA_Theme_Christmas.DA_Theme_Christmas"))
|
||||
;+ThemeRegistry=(("Halloween", "/Game/ZMMO/UI/Themes/DA_Theme_Halloween.DA_Theme_Halloween"))
|
||||
@@ -32,28 +33,61 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
|
||||
|
||||
; Fase 4 — char spawn DB-driven. DT_Maps espelha o `maps_config.json` do
|
||||
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
|
||||
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
|
||||
; cliente resolve `mapId -> ClientLevel/spawns` via FZeusMapDef rows.
|
||||
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
|
||||
|
||||
; Loading dinâmico (etapas + dicas). DA_LoadingProfiles tem 1 perfil por
|
||||
; contexto (EZeusLoadingContext); DT_LoadingTips rotaciona durante o load.
|
||||
; Cliente local marca etapas via eventos (sem opcode novo).
|
||||
LoadingProfilesAsset=/Game/ZMMO/Data/UI/Loading/DA_LoadingProfiles.DA_LoadingProfiles
|
||||
LoadingTipsAsset=/Game/ZMMO/Data/UI/Loading/DT_LoadingTips.DT_LoadingTips
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; UI in-game (PR 19+). Espelho do front-end pattern:
|
||||
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
|
||||
; - ScreenSetAsset mapeia EZeusInGameUIState -> WBP (Playing -> WBP_HUD,
|
||||
; StatusWindow -> WBP_StatusWindow, etc.)
|
||||
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
|
||||
; - Subsystem orquestra: AZeusHUD::BeginPlay chama StartInGame que vai pra
|
||||
; Playing.
|
||||
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
[/Script/ZMMO.UIInGameFlowSubsystem]
|
||||
ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
|
||||
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
|
||||
; UActorComponent aqui. O AZeusPlayerState lê esta lista no construtor e
|
||||
; instancia cada classe como subobject — pattern Open-Closed: adicionar
|
||||
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
|
||||
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZeusPlayerState.
|
||||
;
|
||||
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
|
||||
; C++; UClass resolve pelo nome curto).
|
||||
; -----------------------------------------------------------------------------
|
||||
[/Script/ZMMO.ZMMOPlayerState]
|
||||
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
|
||||
|
||||
[/Script/ZMMO.ZeusPlayerState]
|
||||
; UZeusGASComponent (plugin ZeusGAS) — dono unico dos atributos do char (M7).
|
||||
; Owns UZeusAbilitySystemComponent + UZeusAttributeSet (26 atributos
|
||||
; espelhados do server CharAttributeSet). Bridge via UZeusGASNetworkHandler
|
||||
; (UWorldSubsystem) subscribe nos delegates do UZeusNetworkSubsystem.
|
||||
+ComponentClasses=/Script/ZeusGAS.ZeusGASComponent
|
||||
|
||||
; === GAS Cue paths (Batch 2.5 — S_ABILITY_CUE multicast cosmetico) ===
|
||||
; UGameplayCueManager scaneia esses paths no boot pra mapear FGameplayTag
|
||||
; -> AGameplayCueNotify_Actor BP. UZeusGASComponent::DispatchAbilityCue chama
|
||||
; ASC->ExecuteGameplayCueLocal(CueTag, params) -> manager resolve pelo path.
|
||||
[/Script/GameplayAbilities.AbilitySystemGlobals]
|
||||
+GameplayCueNotifyPaths="/Game/ZMMO/GAS/Cues"
|
||||
|
||||
[/Script/Engine.AssetManagerSettings]
|
||||
-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="GameFeatureData",AssetBaseClass="/Script/GameFeatures.GameFeatureData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
|
||||
bOnlyCookProductionAssets=False
|
||||
bShouldManagerDetermineTypeAndName=False
|
||||
bShouldGuessTypeAndNameInEditor=True
|
||||
bShouldAcquireMissingChunksOnLoad=False
|
||||
bShouldWarnAboutInvalidAssets=True
|
||||
MetaDataTagsForAssetRegistry=()
|
||||
|
||||
|
||||
19
Config/DefaultZeusV1.ini
Normal file
19
Config/DefaultZeusV1.ini
Normal file
@@ -0,0 +1,19 @@
|
||||
; DefaultZeusV1.ini
|
||||
; Config inicial pra UZeusNetworkingClientSubsystem (P9-6/P9-7 plugin).
|
||||
; Editar via UE Project Settings -> Plugins -> Zeus V1 OU editar este arquivo
|
||||
; e relancar o editor.
|
||||
;
|
||||
; PORT 7777: ZeusGateway. NodeService popula routes via charId lookup quando
|
||||
; cliente conecta (validado: handshake routed charId=7 -> SP_01 cell 0). Fluxo
|
||||
; padrao de producao -- UE conecta no Gateway, Gateway resolve cell ownership
|
||||
; via lease em Valkey + encaminha pro ZS correto.
|
||||
;
|
||||
; ALTERNATIVO (debug only -- bug aberto pendente investigacao):
|
||||
; ServerPort=9001 conecta DIRETO em SP_01 mas hoje pacote UE nao chega no
|
||||
; server (FUdpSocketBuilder + Windows multi-NIC loopback issue). Use 7777.
|
||||
|
||||
[/Script/ZeusNetwork.ZeusNetworkingClientSubsystem]
|
||||
ServerHost=127.0.0.1
|
||||
ServerPort=7777
|
||||
bUseZeusNetworkingV1=True
|
||||
bAutoConnectOnStart=True
|
||||
83
Config/Tags/ZeusServerTags.ini
Normal file
83
Config/Tags/ZeusServerTags.ini
Normal file
@@ -0,0 +1,83 @@
|
||||
; Gerado por ZeusTool tags sync -- tags do ZeusServer p/ o cliente UE.
|
||||
; NAO editar a mao: regenere com `ZeusTool tags sync <json> <ini>`.
|
||||
[/Script/GameplayTags.GameplayTagsList]
|
||||
GameplayTagList=(Tag="Zeus",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability.Casting",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability.Channeling",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability.Movement",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability.Movement.Dash",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Ability.Recovery",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Agi",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Aspd",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Atk",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.BaseExp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.BaseLevel",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Crit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Def",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Dex",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Flee",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Hit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Hp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Int",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.JobExp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.JobLevel",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Luk",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Matk",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MatkMax",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MatkMin",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MaxHp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.MaxSp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Mdef",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.SkillPoint",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Sp",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.StatusPoint",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Str",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Attribute.Vit",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.Blocking",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.Dodging",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.InCombat",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combat.LockOn",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot1",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot2",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Slot3",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Combo.Window",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cooldown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cue",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cue.Movement",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Cue.Movement.Dash",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Earth",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Fire",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Holy",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Magical",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Physical",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Poison",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Shadow",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Water",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Damage.Wind",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cooldown.Dash",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Effect.Cost.Sp_10",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Buff",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Disarmed",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Feared",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Frozen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.KnockedDown",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Rooted",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Silenced",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.CC.Stunned",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Dead",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Debuff",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Invulnerable",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Blocked",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Boosted",DevComment="")
|
||||
GameplayTagList=(Tag="Zeus.Status.Regen.Poisoned",DevComment="")
|
||||
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