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Kapa3a

Tutorial fum pe costum

Nov 29th, 2023
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  1. [File: Src/Client/UserInterface/Locale_inc.h]
  2. adauga
  3. // ------------------------------------------------------------------------ //
  4. #define ENABLE_EFFECT_COSTUME // Enable check for add effect costume
  5. // ------------------------------------------------------------------------ //
  6. // ------------------------------------------------------------------------ //
  7. #define GET_EFFECT_VIA_MSM // Enable check from value3 item_proto(client)
  8. // ------------------------------------------------------------------------ //
  9. // ------------------------------------------------------------------------ //  
  10. #define GET_EFFECT_VIA_VNUM // Enable check from item vnum
  11. // ------------------------------------------------------------------------ //
  12. [File: Src/Client/UserInterface/InstanceBase.h]
  13.  
  14. #1.) Search:
  15.  
  16. PHP:
  17. enum
  18.         {
  19.             WEAPON_DUALHAND,
  20.             WEAPON_ONEHAND,
  21.             WEAPON_TWOHAND,
  22.             WEAPON_NUM,
  23.         };
  24. #2.) Add bellow:
  25. PHP:
  26. #ifdef  ENABLE_EFFECT_COSTUME    
  27.         enum ECostumeEffectMsm
  28.         {
  29.             VALUE_MSM_1 = 40032, // = vnum [ (M) -> 41003, (F) -> 41004]
  30.             VALUE_MSM_2 = 40033, // = vnum [ (M) -> 41005, (F) -> 41006]
  31.             VALUE_MSM_3 = 40034, // = vnum [ (M) -> 41007, (F) -> 41008]
  32.             VALUE_MSM_4 = 40035, // = vnum [ (M) -> 41009, (F) -> 41010]
  33.             VALUE_MSM_5 = 40036, // = vnum [ (M) -> 41011, (F) -> 41012]
  34.             VALUE_MSM_6 = 40037, // = vnum [ (M) -> 41013, (F) -> 41014]
  35.             VALUE_MSM_7 = 40038, // = vnum [ (M) -> 41015, (F) -> 41016]
  36.             VALUE_MSM_8 = 40039, // = vnum [ (M) -> 41017, (F) -> 41018]
  37.             VALUE_MSM_9 = 40040, // = vnum [ (M) -> 41019, (F) -> 41020]
  38.             VALUE_MSM_10 = 40041, // = vnum [ (M) -> 41021, (F) -> 41022]
  39.         };
  40.  
  41.         enum ECostumeEffectVnum
  42.         {
  43.             VALUE_VNUM_1 = 41003,
  44.             VALUE_VNUM_2 = 41304,
  45.             VALUE_VNUM_3 = 41005,
  46.             VALUE_VNUM_4 = 41006,
  47.             VALUE_VNUM_5 = 41307,
  48.             VALUE_VNUM_6 = 41308,
  49.             VALUE_VNUM_7 = 41309,
  50.             VALUE_VNUM_8 = 41310,
  51.             VALUE_VNUM_9 = 41311,
  52.             VALUE_VNUM_10 = 41312,
  53.         };
  54. #endif
  55.  
  56.  
  57. [File: Src/Client/UserInterface/InstanceBase.cpp]
  58.  
  59. #1.) Search:
  60.  
  61. PHP:
  62. if (m_swordRefineEffectRight)
  63.             m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
  64.         if (m_swordRefineEffectLeft)
  65.             m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
  66.         break;
  67. #2.) Add bellow:
  68.  
  69. PHP:
  70. #ifdef ENABLE_EFFECT_COSTUME
  71.    case CItemData::ITEM_TYPE_COSTUME:
  72.  
  73.         if (pItem->GetSubType() == CItemData::COSTUME_BODY)
  74.         {
  75.             DWORD szItem = pItem->GetIndex();
  76.             long szMsm = pItem->GetValue(3);
  77.  
  78. #ifdef GET_EFFECT_VIA_MSM
  79.            if (szMsm == VALUE_MSM_1 || szMsm == VALUE_MSM_2 ||
  80.                 szMsm == VALUE_MSM_3 || szMsm == VALUE_MSM_4 ||
  81.                 szMsm == VALUE_MSM_5 || szMsm == VALUE_MSM_6 ||
  82.                 szMsm == VALUE_MSM_7 || szMsm == VALUE_MSM_8 ||
  83.                 szMsm == VALUE_MSM_9 || szMsm == VALUE_MSM_10)
  84. #endif
  85. #ifdef GET_EFFECT_VIA_VNUM
  86.            if (szItem == VALUE_VNUM_1 || szItem == VALUE_VNUM_2 ||
  87.                 szItem == VALUE_VNUM_3 || szItem == VALUE_VNUM_4 ||
  88.                 szItem == VALUE_VNUM_5 || szItem == VALUE_VNUM_6 ||
  89.                 szItem == VALUE_VNUM_7 || szItem == VALUE_VNUM_8 ||
  90.                 szItem == VALUE_VNUM_9 || szItem == VALUE_VNUM_10)
  91. #endif
  92.            {
  93.                 __AttachEffect(EFFECT_REFINED+EFFECT_NAME); // Put your effect
  94.             }
  95.         }
  96. #endif
  97.  
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