VegaS1234

[C++] Functions for adding an effect on a costume

May 3rd, 2017
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C++ 0.80 KB | None | 0 0
  1. #ifdef ENABLE_EFFECT_COSTUME
  2.     case CItemData::ITEM_TYPE_COSTUME:
  3.         if (pItem->GetSubType() == CItemData::COSTUME_BODY)
  4.         {
  5.             const int COSTUME_EFFECT_MAX_NUM = 4;
  6.             struct SCostumeEffect { DWORD iVnum, iValueEffect; };
  7.             static SCostumeEffect data[COSTUME_EFFECT_MAX_NUM] =
  8.             {
  9.                 /* Change EFFECT_BODYARMOR_SPECIAL with your effect name what is declared on InstanceBase.h (enum), you can add how many item's you want. */
  10.                 { 41003,    EFFECT_BODYARMOR_SPECIAL },
  11.                 { 41301,    EFFECT_BODYARMOR_SPECIAL },
  12.                 { 41307,    EFFECT_BODYARMOR_SPECIAL },
  13.                 { 41311,    EFFECT_BODYARMOR_SPECIAL }             
  14.             };
  15.            
  16.             for (DWORD i=0; i<COSTUME_EFFECT_MAX_NUM; i++){
  17.                 if (pItem->GetIndex() == data[i].iVnum)
  18.                 {
  19.                     __AttachEffect(EFFECT_REFINED + data[i].iValueEffect);
  20.                     break;
  21.                 }
  22.             }  
  23.         }
  24. #endif
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