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Lagan

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  1. Only this Lines are needed. if ((GetRace() == 8) && (pItemData->GetWeaponType() == CItemData::WEAPON_SWORD) && (dwPartIndex == CRaceData::PART_WEAPON) && (pItemData->GetType()==CItemData::ITEM_TYPE_ROD || pItemData->GetType() == CItemData::ITEM_TYPE_PICK)) { szBoneName = "equip_right"; } else if (!GetAttachingBoneName(dwPartIndex, &szBoneName)) return; How to implement, try out. - i say only - look into ActorinstanceAttach and look for: "const char * szBoneName;" Best regards,
  2. skill effect are in 2 files python: uiaffectshower.py and playersettingsmodule. You have to delcarate it there. AND i dont know how maxmi source built, but effekt is also in Sourcecode /game/Binary !!! in skill_proto is it too, (setAffectFlag) Regards,
  3. I have mostly all System like the offical. i use a high quality Source if youre interest contact me, i can send you my Homepage with all my Systems and Serverfiles Description - so you can read how good my files Are. regards,
  4. Hello to all, im new in this Forum and i want to share something with you! I offer or rls some other things. //----Sourcepart----> common/service.h //Add: #define ENABLE_ENCHANT_BONUS_ADD common/item_length.h //--Search: "USE_PUT_INTO_RING_SOCKET": //--Add after: #ifdef ENABLE_ENCHANT_BONUS_ADD USE_CHANGE_ATTRIBUTE, USE_RESET_ATTRIBUTE, #endif db/src/ProtoReader.cpp //--Search: "static string arSub3" and add: "USE_CHANGE_ATTRIBUTE", "USE_RESET_ATTRIBUTE" game/src/char_item.cpp //--Search: "case USE_PUT_INTO_BELT_SOCKET": // case USE_PUT_INTO_BELT_SOCKET: // case USE_PUT_INTO_RING_SOCKET: // case USE_PUT_INTO_ACCESSORY_SOCKET: // case USE_ADD_ACCESSORY_SOCKET: // case USE_CLEAN_SOCKET: // case USE_CHANGE_ATTRIBUTE: // case USE_CHANGE_ATTRIBUTE2 : //--Add before: #ifdef ENABLE_ENCHANT_BONUS_ADD case USE_CHANGE_ATTRIBUTE: case USE_RESET_ATTRIBUTE: { LPITEM item2; if (!IsValidItemPosition(DestCell) || !(item2 = GetItem(DestCell))) return false; if (item2->IsEquipped()) { BuffOnAttr_RemoveBuffsFromItem(item2); } if (ITEM_COSTUME != item2->GetType()) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("xXxXxXxXx")); return false; } if (item2->IsExchanging() || item2->IsEquipped()) return false; if (item2->GetAttributeSetIndex() == -1) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("xXxXxXxXx")); return false; } if (item2->GetAttributeCount() == 0) { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("xXxXxXxXx")); return false; } switch (item->GetSubType()) { case USE_CHANGE_ATTRIBUTE: item2->ChangeAttribute(); { char buf[21]; snprintf(buf, sizeof(buf), "%u", item2->GetID()); LogManager::instance().ItemLog(this, item, "CHANGE_COSTUME_ATTR", buf); } break; case USE_RESET_ATTRIBUTE: item2->ClearAttribute(); item2->AlterToMagicItem(); { char buf[21]; snprintf(buf, sizeof(buf), "%u", item2->GetID()); LogManager::instance().ItemLog(this, item, "RESET_COSTUME_ATTR", buf); } break; } ChatPacket(CHAT_TYPE_INFO, LC_TEXT("xXxXxXxXx")); item->SetCount(item->GetCount() - 1); break; } #endif //----Binarypart----> Gamelib/ItemData.cpp //--Search: "const char* CItemData::GetUseTypeString() const" // case USE_PUT_INTO_RING_SOCKET: // return DEF_STR(USE_PUT_INTO_RING_SOCKET); //--Add after: #ifdef ENABLE_ENCHANT_BONUS_ADD case USE_CHANGE_ATTRIBUTE: return DEF_STR(USE_CHANGE_ATTRIBUTE); case USE_RESET_ATTRIBUTE: return DEF_STR(USE_RESET_ATTRIBUTE); #endif GameLib/ItemData.h //--Search: "enum EUseSubTypes" // USE_PUT_INTO_RING_SOCKET, //--Add after: #ifdef ENABLE_ENCHANT_BONUS_ADD USE_CHANGE_ATTRIBUTE, USE_RESET_ATTRIBUTE, #endif UserInterface/Locale_inc.h //--Add: #define ENABLE_ENCHANT_BONUS_ADD dump_proto/ItemCSVReader.cpp //--Search: "Sub3" //--Add: "USE_CHANGE_ATTRIBUTE", "USE_RESET_ATTRIBUTE" Here in pastebin the Code: [Hidden Content] Best regards, Legan.dev
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