Jump to content

Error temple ochao


Recommended Posts

  • Replies 9
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();

			if (12010 <= vnum && vnum <= 12049)
			{
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
			}
#ifdef VERSION_162_ENABLED
			if (20760 <= vnum && vnum <= 20959)
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
				break;
			}
#endif
		}


		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
			return 0;

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;
	}
	return 0;
}

 

Link to comment
Share on other sites

Acum 10 ore, ManiacRobert a spus:

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();

			if (12010 <= vnum && vnum <= 12049)
			{
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
			}
#ifdef VERSION_162_ENABLED
			if (20760 <= vnum && vnum <= 20959)
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
				break;
			}
#endif
		}


		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
			return 0;

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;
	}
	return 0;
}

 

I do not understand what you mean

Link to comment
Share on other sites

Acum 11 ore, ManiacRobert a spus:

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();

			if (12010 <= vnum && vnum <= 12049)
			{
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
			}
#ifdef VERSION_162_ENABLED
			if (20760 <= vnum && vnum <= 20959)
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
				break;
			}
#endif
		}


		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
			return 0;

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;
	}
	return 0;
}

 

After the changed 

 

image.png.8a496f55e10cc2e3022a9b037f5e9bcf.png

https://pastebin.com/xzLCr3u0

InstanceBase.cpp full

Link to comment
Share on other sites

Sorry to tell this, but you can't even copy-paste bro.... Change your "UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)" to this.

UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
{
    DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM;
    switch (pItem->GetType())
    {
    case CItemData::ITEM_TYPE_WEAPON:
        __ClearWeaponRefineEffect();       
        if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다.
            return 0;
        switch(pItem->GetSubType())
        {
        case CItemData::COSTUME_WEAPON_DAGGER:
        case CItemData::WEAPON_DAGGER:
            m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
            m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
            break;
        case CItemData::COSTUME_WEAPON_FAN:
        case CItemData::WEAPON_FAN:
            m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
            break;
        case CItemData::COSTUME_WEAPON_BELL:
        case CItemData::WEAPON_ARROW:
        case CItemData::WEAPON_BELL:
            m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
            break;
        case CItemData::COSTUME_WEAPON_BOW:
        case CItemData::WEAPON_BOW:
            m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
            break;
        default:
            m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
        }
        if (m_swordRefineEffectRight)
            m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
        if (m_swordRefineEffectLeft)
            m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
        break;
    case CItemData::ITEM_TYPE_ARMOR:
        __ClearArmorRefineEffect();
 
        // 갑옷 특화 이펙트
        if (pItem->GetSubType() == CItemData::ARMOR_BODY)
        {
            DWORD vnum = pItem->GetIndex();
 
            if (12010 <= vnum && vnum <= 12049)
            {
                __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
                __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
            }
#ifdef VERSION_162_ENABLED
            if (20760 <= vnum && vnum <= 20959)
            {
                __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL3);
                break;
            }
#endif
        } 
        if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다.
            return 0;
 
        if (pItem->GetSubType() == CItemData::ARMOR_BODY)
        {
            m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
            __AttachEffect(m_armorRefineEffect);
        }
        break;
    }
    return 0;
}

 

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.