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- #ifdef ENABLE_EFFECT_COSTUME
- case CItemData::ITEM_TYPE_COSTUME:
- if (pItem->GetSubType() == CItemData::COSTUME_BODY)
- {
- const int COSTUME_EFFECT_MAX_NUM = 4;
- struct SCostumeEffect { DWORD iVnum, iValueEffect; };
- static SCostumeEffect data[COSTUME_EFFECT_MAX_NUM] =
- {
- /* Change EFFECT_BODYARMOR_SPECIAL with your effect name what is declared on InstanceBase.h (enum), you can add how many item's you want. */
- { 41003, EFFECT_BODYARMOR_SPECIAL },
- { 41301, EFFECT_BODYARMOR_SPECIAL },
- { 41307, EFFECT_BODYARMOR_SPECIAL },
- { 41311, EFFECT_BODYARMOR_SPECIAL }
- };
- for (DWORD i=0; i<COSTUME_EFFECT_MAX_NUM; i++){
- if (pItem->GetIndex() == data[i].iVnum)
- {
- __AttachEffect(EFFECT_REFINED + data[i].iValueEffect);
- break;
- }
- }
- }
- #endif
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