Rüstung Glitzern

03/19/2015 10:04 Fydes#1
Moin,
seit guten zwei Stunden suche ich, wo man im Source bzw 40K Client das Rüstungs-Glitzern ändern kann. Leider vergeblich.

Kann mir einer von euch sagen, wo der ganze Spaß definiert wird?
Ich nutze den 40k DEV Client und den mainline_sg Source.

Liebe Grüße
03/19/2015 11:15 SolWayne#2
guck mal bitte Locale de
03/19/2015 11:30 Fydes#3
Quote:
Originally Posted by SolWayne View Post
guck mal bitte Locale de
Wo soll da denn bitte was ein? oO
03/19/2015 11:49 jubox123#4
Meinst du vllt die playersettingsmodule.py in der root ?
03/19/2015 12:36 .JeQuila.#5
Meinst du sowas in der Art? Ist nur ein Beispiel:

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03/19/2015 12:45 Fydes#6
Quote:
Originally Posted by .JeQuila. View Post
Meinst du sowas in der Art? Ist nur ein Beispiel:

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Genau, aber bei der 40k gibt es ja kein socket_pct mehr.
03/19/2015 13:16 .JeQuila.#7
Mh öhm müsste man schaun wo das definiert ist :/
03/19/2015 13:59 .K0rí#8
Dann mach es im Source ( Client )


Öffne die InstanceBase.cpp und such:
Code:
case CItemData::ITEM_TYPE_<span class="searchlite">ARMOR</span>:
        __Clear<span class="searchlite">Armor</span>Refine<span class="searchlite">Effect</span>();
 
        // °©¿Ê ƯÈ* ÀÌÆåÆ®
        if (pItem->GetSubType() == CItemData::<span class="searchlite">ARMOR</span>_BODY)
        {
            DWORD vnum = pItem->GetIndex();
 
            if (12010 <= vnum && vnum <= 12049)
            {
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED+<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL);
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED+<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL2);
            }
        }
 
        if (refine < 7)  //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
            return 0;
 
        if (pItem->GetSubType() == CItemData::<span class="searchlite">ARMOR</span>_BODY)
        {
            m_<span class="searchlite">armor</span>Refine<span class="searchlite">Effect</span> = <span class="searchlite">EFFECT</span>_REFINED+<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_REFINED7+refine-7;
            __Attach<span class="searchlite">Effect</span>(m_<span class="searchlite">armor</span>Refine<span class="searchlite">Effect</span>);
        }
        break;
    }
    return 0;
}
Ersetze das mit dem hier:

Code:
case CItemData::ITEM_TYPE_<span class="searchlite">ARMOR</span>:
        __Clear<span class="searchlite">Armor</span>Refine<span class="searchlite">Effect</span>();
 
        // °©¿Ê ƯÈ* ÀÌÆåÆ®
        if (pItem->GetSubType() == CItemData::<span class="searchlite">ARMOR</span>_BODY)
        {
            DWORD vnum = pItem->GetIndex();
            // color <span class="searchlite">armor</span>s [blue shining] - DEFAULT
            if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer
                vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug
                vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer
                vnum >= 12040 && vnum <= 12049)   //Kleidung des Drachen
            {
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED + <span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL); //<span class="searchlite">effect</span> 19 bubble
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED + <span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL2); //<span class="searchlite">effect</span> 20 blue shining
            }
//Beginning NEW <span class="searchlite">ARMOR</span> - [New <span class="searchlite">Effect</span>] - NEW ARMOR
            if (vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID? ||
                vnum == Item-ID?)
            {
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED + <span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_NEW_SPECIAL1); //<span class="searchlite">effect</span> 19 NEW EFFECT
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED + <span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_NEW_SPECIAL2); //<span class="searchlite">effect</span> 21 NEW EFFECT
                __Attach<span class="searchlite">Effect</span>(<span class="searchlite">EFFECT</span>_REFINED + <span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_REFINED9); //<span class="searchlite">effect</span> 18 sparkle 9 effect
            }           
//End NEW <span class="searchlite">ARMOR</span> - [New <span class="searchlite">Effect</span>] - NEW ARMOR
        }
        if (refine < 7)  //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
            return 0;
 
        if (pItem->GetSubType() == CItemData::<span class="searchlite">ARMOR</span>_BODY)
        {
            m_<span class="searchlite">armor</span>Refine<span class="searchlite">Effect</span> = <span class="searchlite">EFFECT</span>_REFINED+<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_REFINED7+refine-7;
            __Attach<span class="searchlite">Effect</span>(m_<span class="searchlite">armor</span>Refine<span class="searchlite">Effect</span>);
        }
        break;
    }
    return 0;
}
Nun öffnest du die InstanceBase.h und suchst:

Code:
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL,
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL2,
und ersezt das mit dem hier:
Code:
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL = 19
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_SPECIAL2 = 20
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_NEW_SPECIAL1 = 21
<span class="searchlite">EFFECT</span>_BODY<span class="searchlite">ARMOR</span>_NEW_SPECIAL2 = 22
nun in der Playersettingmodule fügst du nur noch die effecte hinzu:
zB
Code:
chrmgr.Register<span class="searchlite">Effect</span>(chrmgr.<span class="searchlite">EFFECT</span>_REFINED+19, "Bip01", "D:/ymir work/pc/common/<span class="searchlite">effect</span>/<span class="searchlite">armor</span>/<span class="searchlite">armor</span>-4-2-1.mse")
chrmgr.Register<span class="searchlite">Effect</span>(chrmgr.<span class="searchlite">EFFECT</span>_REFINED+20, "Bip01", "D:/ymir work/pc/common/<span class="searchlite">effect</span>/<span class="searchlite">armor</span>/<span class="searchlite">armor</span>-4-2-2.mse")
chrmgr.Register<span class="searchlite">Effect</span>(chrmgr.<span class="searchlite">EFFECT</span>_REFINED+21, "Bip01", "D:/ymir work/pc/common/<span class="searchlite">effect</span>/<span class="searchlite">armor</span>/<span class="searchlite">armor</span>-<span class="searchlite">effect</span>-new1.mse")
chrmgr.Register<span class="searchlite">Effect</span>(chrmgr.<span class="searchlite">EFFECT</span>_REFINED+22, "Bip01", "D:/ymir work/pc/common/<span class="searchlite">effect</span>/<span class="searchlite">armor</span>/<span class="searchlite">armor</span>-<span class="searchlite">effect</span>-new2.mse")
Fals du da hilfe brauchst ich helfe dir da gerne.

Achso ja das ist aus einem anderen forum entnommen ! aber ich kann dir trotzdem helfen habe es ja auch schon gemacht
03/19/2015 14:01 .Ryuzaki™#9
Quote:
Originally Posted by Fydes View Post
Genau, aber bei der 40k gibt es ja kein socket_pct mehr.
Das stimmt nicht so ganz, arbeite selber damit und im Client ( in der Item_Proto) heißt es irgendwie: SocketPercent oder so ähnlich
03/19/2015 14:34 Fydes#10
Das mit dem Glitzern klappt nun, wie geht das nun mit dem Shining? :o