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- e.g:
- 12623,eg,神奇灵巧护符,12,50,,70,,,,,0xFFFFFFFF,7,2,,,60,,,{ bonus bDex,200; },{},{}
- item type 12.
- 0xFFFFFFF,7 -> witch job/upper? have effect
- //------------------------------- DB ---------------------------------\\
- db/const.txt
- found:
- IT_DELAYCONSUME 11
- add after:
- IT_CHARM 12
- //------------------------------- SRC ---------------------------------\\
- mmo.h
- found
- IT_DELAYCONSUME,//11
- add after
- IT_CHARM = 12,//12
- clif.c
- found
- return ( type == IT_PETEGG ) ? IT_WEAPON : type;
- replace by
- return ( type == IT_PETEGG ) ? IT_WEAPON : (type == IT_CHARM) ? IT_ETC : type;
- found
- if(map[sd->bl.m].flag.loadevent) // Lance
- npc_script_event(sd, NPCE_LOADMAP);
- add after
- // recalc charm data change when warp
- status_calc_pc(sd,0);
- itemdb.c
- found
- case IT_PETARMOR: return "Pet Accessory";
- add after
- case IT_CHARM: return "Charms";
- found
- case IT_PETARMOR: // <------------- two times
- add after
- case IT_CHARM:
- found
- if( id->type < 0 || id->type == IT_UNKNOWN || id->type == IT_UNKNOWN2 || ( id->type > IT_DELAYCONSUME && id->type < IT_CASH ) || id->type >= IT_MAX )
- replace by
- if( id->type < 0 || id->type == IT_UNKNOWN || id->type == IT_UNKNOWN2 || ( id->type > IT_CHARM && id->type < IT_CASH ) || id->type >= IT_MAX )
- pc.c
- found:
- //Auto-equip
- if(data->flag.autoequip) pc_equipitem(sd, i, data->equip);
- add after:
- if(sd->inventory_data[i]->type == IT_CHARM) status_calc_pc(sd,0);
- found:
- int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason)
- {
- add after:
- int mem = 0;
- found:
- if(sd->status.inventory[n].equip)
- pc_unequipitem(sd,n,3);
- add after:
- mem = sd->inventory_data[n]->type;
- found:
- if(!(type&2))
- clif_updatestatus(sd,SP_WEIGHT);
- add after:
- if(mem == IT_CHARM) status_calc_pc(sd,0);
- found
- npc_script_event(sd,NPCE_DIE);
- add after
- // recalc charm data change.when dead
- status_calc_pc(sd,0);
- status.c
- found:
- for(i=0;i<EQI_MAX-1;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- add before:
- for(i=0;i<MAX_INVENTORY;i++){
- if(!sd->inventory_data[i])
- continue;
- if(sd->inventory_data[i]->type == IT_CHARM){
- if(sd->inventory_data[i]->script && sd->inventory_data[i]->elv <=sd->status.base_level) {
- if((!((1<<(sd->class_&MAPID_BASEMASK)) &(sd->inventory_data[i]->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])))
- || (!((1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) &sd->inventory_data[i]->class_upper))) continue;
- run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- }
- }
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