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Today I´m gonna show you how every player can refine its shield with elements.
First of all, open your source folder and look for the file "Item.cpp"
In this file, you have to search for: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Underneath that, you see:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Change it to :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
When IK3_MAGICBARUNA and IK3_ZEMBARUNA is used, you can also make it piercable. Therefor have a look at this :
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
So much for that, cuuu.
First of all, open your source folder and look for the file "Item.cpp"
In this file, you have to search for: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Underneath that, you see:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Change it to :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
When IK3_MAGICBARUNA and IK3_ZEMBARUNA is used, you can also make it piercable. Therefor have a look at this :
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
So much for that, cuuu.
Heute zeige ich euch, wie jeder Spieler seine Schilder mit Elekarten upgraden kann.
Zuerst öffnet ihr euer Source Ordner und sucht nach , "Item.cpp"
Öffnet das und dort drinnen sucht ihr nach: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Darunter seht ihr:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Ändert es zu :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Wenn ihr IK3_MAGICBARUNA und IK3_ZEMBARUNA benutzt, könnt ihr auch einstellen, dass die Schilder Piercebar sind. Dafür sucht nacht
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
Der Rest ist das gleiche Prinzip wie oben. Das wars von mir, cuuuu.
Zuerst öffnet ihr euer Source Ordner und sucht nach , "Item.cpp"
Öffnet das und dort drinnen sucht ihr nach: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Darunter seht ihr:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Ändert es zu :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Wenn ihr IK3_MAGICBARUNA und IK3_ZEMBARUNA benutzt, könnt ihr auch einstellen, dass die Schilder Piercebar sind. Dafür sucht nacht
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
Der Rest ist das gleiche Prinzip wie oben. Das wars von mir, cuuuu.
Screens
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