ihr öffnet die DPSrvr.cpp und sucht nach
dann ersetzt ihr den define darunter mit meinem:
das ist der propitem code:
ihr müsst dann nur noch die 24191 in die entsprechende item id ändern die ihr in der defineitem.h festlegt welche die scroll(II_DNA_REMOVE) dann trägt
Credits : 100% Jopsi332
Code:
void CDPSrvr::OnDoUseItemTarget( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize)
{
DWORD dwMaterial, dwTarget;
ar >> dwMaterial >> dwTarget;
CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
if( IsValidObj( pUser ) )
{
CItemElem* pMaterial = (CItemElem*)pUser->GetItemId( dwMaterial );
CItemElem* pTarget = (CItemElem*)pUser->GetItemId( dwTarget );
if( !IsUsableItem( pMaterial ) || !IsUsableItem( pTarget ) )
return;
if( pUser->m_Inventory.IsEquip( dwTarget ) )
{
pUser->AddDefinedText( TID_GAME_EQUIPPUT );
return;
}
BOOL b = FALSE;
Code:
#ifdef __MONSTER_WEAPON
if(pMaterial->GetProp()->dwItemKind3 == IK3_MONSTER_DNA)
{
if(pTarget && pTarget->GetProp() && (pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_HAND || pTarget->GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC))
{
b = TRUE;
if(pTarget->m_bMonster == TRUE)
{
pUser->AddText("Deine Waffe hat bereits eine Monster DNA.");
b = FALSE;
}
if(b)
{
MonsterDNA* pDNA = prj.m_aMonsterDNA.GetAt(pMaterial->GetProp()->dwAFuelReMax);
if(pDNA)
{
pTarget->m_dwMonsterID = pDNA->dwID;
pTarget->m_bMonster = TRUE;
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, pTarget->m_dwMonsterID);
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, pTarget->m_bMonster);
}
}
}
}
if(pMaterial->m_dwItemId == 24191)
{
if(pTarget->m_bMonster == TRUE)
{
pTarget->m_dwMonsterID = NULL;
pTarget->m_bMonster = FALSE;
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTER, pTarget->m_dwMonsterID);
((CMover*)pUser)->UpdateItem((BYTE)pTarget->m_dwObjId, UI_WEAPON_MONSTERB, pTarget->m_bMonster);
pUser->AddText("Die DNA wurde Erfolgreich gelöscht!");
b = TRUE;
}
else
{
pUser->AddText("Deine Waffe ist nicht mit einer DNA ausgestattet!");
return;
}
}
#endif
Code:
11 II_DNA_REMOVE "DNA Remove" 1 999 IK1_SYSTEM IK2_SYSTEM IK3_SCROLL = = 1 = 2500000 = = = = = = = 0 = = 1 1 1 1 1 = = = = _NONE 0 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EXT_ITEM WUI_NOW = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = = = = = """Itm_SysSysScrAwakeSafe01.dds""" 0 """""" "Remove Weapon DNA"
Credits : 100% Jopsi332