Version 1.
Code:
void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption ) { extern DWORD CHANGEGLOW; DWORD dwSfx = 0; switch( nAbilityOption ) { case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break; case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break; case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break; case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break; case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break; case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break; case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break; case 10: dwSfx = CHANGEGLOW; break; } switch( CHANGEGLOW ) { case 1: dwSfx = RED; break; //make sure that the uppercase RED is what //you defined in defineobj.h case 2: dwSfx = BLUE; break; //make sure that the uppercase BLUE is what // you defined //in defineobj.h case 3: dwSfx = GREEN; break; //make sure that the uppercase GREEN is what you //defined in defineobj.h case 4: dwSfx = YELLOW; break; //make sure that the uppercase YELLOW is what you //defined in defineobj.h case 5: dwSfx = ORANGE; break; //make sure that the uppercase ORANGE is what you //defined in defineobj.h case 6: dwSfx = PINK; break; //make sure that the uppercase PINK is what you //defined in defineobj.h case 7: dwSfx = PURPLE; break; //make sure that the uppercase PURPLE is what you //defined in defineobj.h } //else //case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break; CSfxPartsLinkShoulder* pSfx = NULL; D3DXVECTOR3 v3Scal = D3DXVECTOR3( 1.0f, 1.0f, 1.0f ); if( nAbilityOption == 3 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; } /* else if( nAbilityOption == 4 ) { // ¸öÅë pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 6; pSfx->SetScale(D3DXVECTOR3( 2.2f, 2.2f, 2.2f )); } */ else if( nAbilityOption == 4 ) { // ¸öÅë pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 6; pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f )); pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 5 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 6 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; // Æȸñ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 2; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 3; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 7 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; // Æȸñ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 2; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 3; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // ¼Õ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 8; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 8 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; // Æȸñ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 2; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 3; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // ¼Õ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 8; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.2f; pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 9 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; // Æȸñ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 2; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 3; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // ¼Õ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 8; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // ¹ß pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 26; pSfx->SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f )); pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 29; pSfx->SetScale(D3DXVECTOR3( 1.5f, 1.5f, 1.5f )); pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.2f; pSfx->m_nOldAbilityOption = nAbilityOption; } else if( nAbilityOption == 10 ) { // ¾î±ú pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 0; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 1; pSfx->m_nOldAbilityOption = nAbilityOption; // ¾î±ú, Æȸñ Áß°£ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 4; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 5; pSfx->m_nOldAbilityOption = nAbilityOption; // ¸öÅë pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 6; pSfx->SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f )); pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 7; pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f )); pSfx->m_nOldAbilityOption = nAbilityOption; // ¼Õ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 8; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.1f; pSfx->m_nOldAbilityOption = nAbilityOption; // Æȸñ pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 2; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 3; pSfx->m_nOldAbilityOption = nAbilityOption; // ¹ß pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 26; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 29; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 8; pSfx->m_v3Offset.y = 0.2f; pSfx->m_nOldAbilityOption = nAbilityOption; pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, XI_SETIEM_EFFECTHAND, GetPos(), GetId(), GetPos(), GetId(), -1 ); pSfx->m_nPartsLink = 9; pSfx->m_v3Offset.y = 0.2f; pSfx->m_nOldAbilityOption = nAbilityOption; } } #endif //__CLIENT
Code:
switch( nAbilityOption ) { case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break; case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break; case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break; case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break; case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break; case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break; case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break; case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break; } if( nAbilityOption == 10 ) { if( IsPlayer() && ( IsSMMode( SM_GLOW_RED ))) { dwSfx = RED; break; HANDGLOW = RED_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_BLUE ))) { dwSfx = BLUE; break; HANDGLOW = BLUE_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_GREEN ))) { dwSfx = GREEN; break; HANDGLOW = GREEN_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_YELLOW ))) { dwSfx = YELLOW; break; HANDGLOW = YELLOW_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_ORANGE ))) { dwSfx = ORANGE; break; HANDGLOW = RED_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_PINK ))) { dwSfx = PINK; break; HANDGLOW = PINK_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_PURPLE ))) { dwSfx = PURPLE; break; HANDGLOW = PURPLE_HAND; } else if( IsPlayer() && ( IsSMMode( SM_GLOW_WHITE ))) { dwSfx = WHITE; break; HANDGLOW = WHITE_HAND; } else dwSfx = XI_GEN_ITEM_SETITEM10; break; HANDGLOW = XI_SETIEM_EFFECTHAND; } } CSfxPartsLinkShoulder* pSfx = NULL; D3DXVECTOR3 v3Scal = D3DXVECTOR3( 1.0f, 1.0f, 1.0f );
Code:
//scroll part BOOL sChecker = false; case II_SYS_SYS_GLOW_RED: { if( !( IsSMMode( SM_GLOW_RED ) ) && sChecker == false ) { SetSMMode( SM_GLOW_RED, pItemProp->dwCircleTime ); sChecker = true; } else nResult = 2; sChecker = false; } break; //mover.cpp BOOL iChecker = false; switch( nAbilityOption ) { case 3: { dwSfx = XI_GEN_ITEM_SETITEM03; break; //default value if( IsPlayer() && ( IsSMMode( SM_GLOW_BLUE )) && iChecker == false) //check if the player is using the scroll and the checker is false { dwSfx = BLUE; //load dwSfx red iChecker = true; //checker true if its on use } else //otherwise back to default dwSfx = XI_GEN_ITEM_SETITEM03; break; //back to default iChecker = false; //its not on use }