Source Client :
Deschide Locale_inc.cpp
Adauga undeva asta :
#define ENABLE_ARME_EFFECT_FULGER
Dupa deschide instancebase.cpp
Cauta :
UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)Dupa ce gasestii functia asta , sus la asta :
if (m_swordRefineEffectRight) m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight); if (m_swordRefineEffectLeft) m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft); break;Pui aceasta functie :
#ifdef ENABLE_ARME_EFFECT_FULGER
if (pItem->GetSubType() == CItemData::WEAPON_SWORD) //// SABIE ////
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect(); // Clear the previous effect
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW1; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect(); // Clear the previous effect
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW2; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_TWO_HANDED) // DOUA MAINI //
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Cambiar "ID" por el ID (vnum) de tu arma
{
__ClearWeaponRefineEffect(); // Clear the previous effect
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW3; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_BOW) // ARC //
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect();
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW4; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_FAN) // CEPTRU //
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect(); // Clear the previous effect
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW5; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_BELL) // FAN//
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect(); // Clear the previous effect
////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW6; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
}
}
if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) // DAGA //
{
DWORD vnum = pItem->GetIndex();
if (vnum >= ID && vnum <= ID) // Schimba "ID" pe ID (vnum) al armei tale
{
__ClearWeaponRefineEffect(); // Clear the previous effect
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW7; // NEW EFFECT ////Aici schimbi numele la setu-l care il pui/////
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_NEW_LEFT7; // NEW EFFECT
////Aici schimbi numele la setu-l care il pui/////
}
}
#endifDupa deschizii InstanceBase.h
Cauti :
EFFECT_REFINED_NUM,si cand il gasesti deasuprea lui pui asta :
#ifdef ENABLE_ARME_EFFECT_FULGER EFFECT_SWORD_REFINED_NEW1, EFFECT_SWORD_REFINED_NEW2, EFFECT_SWORD_REFINED_NEW3, EFFECT_SWORD_REFINED_NEW4, EFFECT_SWORD_REFINED_NEW5, EFFECT_SWORD_REFINED_NEW6, EFFECT_SWORD_REFINED_NEW7, EFFECT_SWORD_REFINED_NEW_LEFT7, #endif
Cautam :
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse")Jos de asta , facem codu-l la arma , asta e un exemplu:
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "PART_WEAPON", "D:/ymir work/item/weapon/fms.mse")Pentru , toate armele inafara de Arc si Pumnal , se foloseste PART_WEAPON , in cazul Arcului se foloseste functia asta
PART_WEAPON_LEFTSi pentru pumnal se foloseste asta :
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+52, "PART_WEAPON", "D:/ymir work/item/weapon/ela.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+53, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/ela.mse")Ai grija cu taburile , sper sa iti fie de folos.
