go to uicube.py and search:
def __OnAcceptButtonClick(self):
and repalce with :
def __OnAcceptButtonClick(self):
import chat
if len(self.cubeItemInfo) == 0:
"빈 큐브"
return
print "큐브 제작 시작"
itemCount = 0
for invenPos in self.cubeItemInfo.values():
itemCount = player.GetItemCount(invenPos)
#break
#net.SendChatPacket("/cube add " + str(invenPos))
net.SendChatPacket("/cube make %d " % itemCount)
go to cmd_general.cpp and search :
dev_log(LOG_DEB0, "CUBE COMMAND <%s>: %s", ch->GetName(), argument);
add down:
DWORD count=1;
and.. search:
case 'm': // make
if (0 != arg2[0])
{
while (true == Cube_make(ch,count)){
dev_log (LOG_DEB0, "cube make success");
}
}
repalce with:
case 'm': // make
if (0 != arg2[0])
{
str_to_number(count, arg2);
Cube_make(ch,count);
}
go to cube.h and search:
void remove_material (LPCHARACTER ch);
add down
void remove_material (LPCHARACTER ch,DWORD count);
then search:
bool Cube_make (LPCHARACTER ch);
replace with :
bool Cube_make (LPCHARACTER ch,DWORD count);
go to cube.cpp and search:
void CUBE_DATA::remove_material (LPCHARACTER ch)
{
DWORD i, end_index;
DWORD need_vnum;
int need_count;
LPITEM *items = ch->GetCubeItem();
end_index = this->item.size();
for (i=0; i<end_index; ++i)
{
need_vnum = this->item[i].vnum;
need_count = this->item[i].count;
FN_remove_material (items, need_vnum, need_count);
}
}
add down
void CUBE_DATA::remove_material (LPCHARACTER ch,DWORD count)
{
DWORD i, end_index;
DWORD need_vnum;
int need_count;
LPITEM *items = ch->GetCubeItem();
end_index = this->item.size();
for (i=0; i<end_index; ++i)
{
need_vnum = this->item[i].vnum;
need_count = this->item[i].count;
FN_remove_material (items, need_vnum, count);
}
}
then search :
bool Cube_make (LPCHARACTER ch)
replace with:
bool Cube_make (LPCHARACTER ch,DWORD count)
then search :
cube_proto->remove_material (ch);
replace with:
cube_proto->remove_material (ch,count);
then search:
if ( percent_number<=cube_proto->percent)
{
// 성공
ch->ChatPacket(CHAT_TYPE_COMMAND, "cube success %d %d", reward_value->vnum, reward_value->count);
new_item = ch->AutoGiveItem(reward_value->vnum, reward_value->count);
LogManager::instance().CubeLog(ch->GetPlayerID(), ch->GetX(), ch->GetY(),
reward_value->vnum, new_item->GetID(), reward_value->count, 1);
return true;
}
repalce with:
if ( percent_number<=cube_proto->percent)
{
// 성공
ch->ChatPacket(CHAT_TYPE_COMMAND, "cube success %d %d", reward_value->vnum, count);
new_item = ch->AutoGiveItem(reward_value->vnum, count);
LogManager::instance().CubeLog(ch->GetPlayerID(), ch->GetX(), ch->GetY(),
reward_value->vnum, new_item->GetID(), count, 1);
return true;
}
Best Wishes <3