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  1. InstanceBase.cpp
  2. //caută
  3. if (m_swordRefineEffectLeft)
  4.     {
  5.         __DetachEffect(m_swordRefineEffectLeft);
  6.         m_swordRefineEffectLeft = 0;
  7.     }
  8. // adaugă sub
  9.     if (efect_padreapta)
  10.     {
  11.         __DetachEffect(efect_padreapta);
  12.         __DetachEffect(efect_pastanga);
  13.         efect_padreapta = 0;
  14.         efect_pastanga = 0;
  15.     }
  16.     if (efect_pastanga)
  17.     {
  18.         __DetachEffect(efect_pastanga);
  19.         efect_pastanga= 0;
  20.     }
  21. // caută
  22.     case CItemData::ITEM_TYPE_COSTUME:
  23.         __ClearWeaponRefineEffect(); // aici poate diferi gen: __ClearArmorRefineEffect
  24. // adaugă sub
  25.     if (pItem->GetSubType() == CItemData::COSTUME_WEAPON)
  26.             {
  27.                 // Set arme animate
  28.                 if (pItem->GetIndex() == 500) // 500 = vnum
  29.                     efect_padreapta= EFFECT_REFINED + EFFECT_SABIE;
  30.                 if (pItem->GetIndex() == 501)
  31.                        efect_padreapta= EFFECT_REFINED + EFFECT_LAMA;
  32.                 if (pItem->GetIndex() == 502)
  33.                     efect_padreapta= EFFECT_REFINED + EFFECT_PUMNALE;
  34.                 // fix pumnale_pastanga
  35.                 if (pItem->GetIndex() == 502)
  36.                     efect_pastanga= EFFECT_REFINED + EFFECT_PUMNALE_STANGA;
  37.                 if (pItem->GetIndex() == 503)
  38.                     efect_padreapta= EFFECT_REFINED + EFFECT_ARC;
  39.                 if (pItem->GetIndex() == 504)
  40.                     efect_padreapta= EFFECT_REFINED + EFFECT_SPADA;
  41.                 if (pItem->GetIndex() == 505)
  42.                     efect_pastanga= EFFECT_REFINED + EFFECT_CLOPOT;
  43.                 if (pItem->GetIndex() == 506)
  44.                     efect_pastanga= EFFECT_REFINED + EFFECT_EVANTAI;
  45.  
  46.                 if (efect_padreapta)
  47.                     efect_padreapta = __AttachEffect(efect_padreapta);
  48.  
  49.                 if (efect_pastanga)
  50.                     efect_pastanga = __AttachEffect(efect_pastanga);
  51.  
  52.             }
  53. // caută
  54.     m_sAlignment = 0;
  55. // adaugă deasupra
  56.     efect_padreapta = 0;
  57.     efect_pastanga = 0;
  58.  
  59. InstanceBase.h
  60. // caută
  61. DWORD                   m_armorRefineEffect;
  62. //adaugă mai jos
  63. DWORD                   efect_padreata;
  64. DWORD                   efect_pastanga;
  65.  
  66. // caută
  67.     EFFECT_REFINED_NUM,
  68. };
  69. // adaugă deasupra
  70.             EFFECT_SABIE = 30,
  71.             EFFECT_LAMA = 31,
  72.             EFFECT_PUMNALE = 32,
  73.             EFFECT_PUMNALE_STANGA = 33,
  74.             EFFECT_ARC = 34,
  75.             EFFECT_SPADA = 35,
  76.             EFFECT_CLOPOT = 36,
  77.             EFFECT_EVANTAI = 37,
  78.  
  79. // apoi în playersettingsmodule bagi efectele, în item_proto folosesti codurile de mai jos adică 500 - 506
  80. De reținut : Dacă vrei să mai bagi încă un set de arme când e vorba de 2 efecte. eg:
  81. if (pItem->GetIndex() == 502)
  82.     efect_padreapta= EFFECT_REFINED + EFFECT_PUMNALE;
  83.     efect_pastanga= EFFECT_REFINED + EFFECT_PUMNALE_STANGA;
  84. // foloseste așa:
  85. if (pItem->GetIndex() == 502)
  86.     efect_padreapta= EFFECT_REFINED + EFFECT_PUMNALE;
  87. if (pItem->GetIndex() == 502)
  88.     efect_pastanga= EFFECT_REFINED + EFFECT_PUMNALE_STANGA;
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