- Public Sub Draw_FilledBox(ByVal x As Integer, ByVal y As Integer, ByVal Width As Integer, ByVal Height As Integer, color As Long, outlinecolor As Long)
- Static box_rect As RECT
- Static Outline As RECT
- Static rgb_list(3) As Long
- Static rgb_list2(3) As Long
- Static Vertex(3) As TLVERTEX
- Static Vertex2(3) As TLVERTEX
- rgb_list(0) = color
- rgb_list(1) = color
- rgb_list(2) = color
- rgb_list(3) = color
- rgb_list2(0) = outlinecolor
- rgb_list2(1) = outlinecolor
- rgb_list2(2) = outlinecolor
- rgb_list2(3) = outlinecolor
- With box_rect
- .bottom = y + Height - 1
- .left = x
- .Right = x + Width - 1
- .top = y
- End With
- With Outline
- .bottom = y + Height
- .left = x
- .Right = x + Width
- .top = y
- End With
- Geometry_Create_Box Vertex2(), Outline, Outline, rgb_list2(), 0, 0
- Geometry_Create_Box Vertex(), box_rect, box_rect, rgb_list(), 0, 0
- D3DDevice.SetTexture 0, Nothing
- D3DDevice.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex2(0), Len(Vertex2(0))
- D3DDevice.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex(0), Len(Vertex(0))
- End Sub
Y si tiene el problema de que el inventario queda chico del lado derecho y no alcanza a renderizar el recuadro remplazan el Public Sub Drawinv () por:
- Public Sub DrawInv()
- Static re As RECT
- re.left = 0
- re.top = 0
- re.bottom = 164
- re.Right = 162
- D3DDevice.Clear 0, ByVal 0, D3DCLEAR_TARGET, 0, 0, 0
- D3DDevice.BeginScene
- Inventario.DrawInventory
- D3DDevice.EndScene
- D3DDevice.Present re, ByVal 0, frmMain.picInv.hWnd, ByVal 0
- End Sub
PD: Es funcional para todas las versiones, posteo acá porque es donde estoy trabajando.







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