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dzekon

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Posts posted by dzekon

  1. NP.

     

    elif 50300 == itemVnum:
    if 0 != metinSlot:
    self.__SetSkillBookToolTip(metinSlot[0], localeInfo.TOOLTIP_SKILLBOOK_NAME, 1)
     
    self.ShowToolTip()
    return 
     
    After
     
    elif 14199 < itemVnum and itemVnum < 14229:
    self.AppendTextLine(item.GetItemName(), grp.GenerateColor(1.0, 0.7843, 0.0, 1.0))
    self.__AppendLimitInformation()
     
    self.__AppendAffectInformation()
    self.__AppendAttributeInformation(attrSlot)
     
    self.AppendWearableInformation()
     
    self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_ACCESSORY_MATERIAL_VNUM(itemVnum, itemSubType))
    return
    • Love 1
  2. Hi.

     

    I have server on source and I have a problem with bonuses in item. 

     

     

    Item_attr[db]

    .png

    .png

     

    Screens items in game after mixed bonuses:

    .png

    .png

    .png

    .png

     

    Item Attribute.cpp

    Spoiler
    int CItem::GetAttributeSetIndex()
    {
    if (GetType() == ITEM_WEAPON)
    {
    if (GetSubType() == WEAPON_ARROW)
    return -1;
     
    return ATTRIBUTE_SET_WEAPON;
    }
     
    if (GetType() == ITEM_ARMOR || GetType() == ITEM_COSTUME)
    {
    switch (GetSubType())
    {
    case ARMOR_BODY:
    // case COSTUME_BODY: // ??? ??? ?? ??? ??? Attribute Set? ???? ???? ?? (ARMOR_BODY == COSTUME_BODY)
    return ATTRIBUTE_SET_BODY;
     
    case ARMOR_WRIST:
    return ATTRIBUTE_SET_WRIST;
     
    case ARMOR_FOOTS:
    return ATTRIBUTE_SET_FOOTS;
     
    case ARMOR_NECK:
    return ATTRIBUTE_SET_NECK;
     
    case ARMOR_HEAD:
    // case COSTUME_HAIR: // ??? ??? ?? ?? ???? ??? Attribute Set? ???? ???? ?? (ARMOR_HEAD == COSTUME_HAIR)
    return ATTRIBUTE_SET_HEAD;
     
    case ARMOR_SHIELD:
    return ATTRIBUTE_SET_SHIELD;
     
    case ARMOR_EAR:
    return ATTRIBUTE_SET_EAR;
    }
    }
     
    return -1;

    }

     

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