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Jan 4th, 2015
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C++ 1.93 KB | None | 0 0
  1. DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(), CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM;
  2. switch (pItem->GetType())
  3.     {
  4.     case CItemData::ITEM_TYPE_WEAPON:
  5.         if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
  6.             return 0;
  7.         switch (pItem->GetSubType())
  8.         {
  9.         case CItemData::WEAPON_DAGGER:
  10.             m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 7;
  11.             m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + refine - 7;
  12.             break;
  13.         case CItemData::WEAPON_FAN:
  14.             m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_FANBELL_REFINED7 + refine - 7;
  15.             break;
  16.         case CItemData::WEAPON_ARROW:
  17.         case CItemData::WEAPON_BELL:
  18.             m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 7;
  19.             break;
  20.         case CItemData::WEAPON_BOW:
  21.             m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_BOW_REFINED7 + refine - 7;
  22.             break;
  23.         default:
  24.             m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7;
  25.         }
  26.         if (m_swordRefineEffectRight)
  27.             m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
  28.         if (m_swordRefineEffectLeft)
  29.             m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
  30.         break;
  31.     case CItemData::ITEM_TYPE_ARMOR:
  32.  
  33.         // °©¿Ê Ưȭ ÀÌÆåÆ®
  34.         if (pItem->GetSubType() == CItemData::ARMOR_BODY)
  35.         {
  36.             DWORD vnum = pItem->GetIndex();
  37.  
  38.             if (12010 <= vnum && vnum <= 12049)
  39.             {
  40.                 __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL);
  41.                 __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2);
  42.             }
  43.         }
  44.  
  45.         if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
  46.             return 0;
  47.  
  48.         if (pItem->GetSubType() == CItemData::ARMOR_BODY)
  49.         {
  50.             m_armorRefineEffect = EFFECT_REFINED + EFFECT_BODYARMOR_REFINED7 + refine - 7;
  51.             __AttachEffect(m_armorRefineEffect);
  52.         }
  53.         break;
  54.     }
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