1.Scroll of Growth Party [MoverSkill.cpp]
2.Scroll of Unlimited Party Point
search for
replace with
do the same thing at
ST_FORTUNECIRCLE
ST_STRETCHING
ST_GIFTBOX
3.Scroll of Change Name Color
Replace
with
4.Scroll of Change Grow Color
replace
with
enjoy.
this is release Thread. so there is not clear guide or maybe clear :rolleyes:
PHP Code:
case II_SYS_SYS_SCR_PARTYSPEEDLEVELUP01:
{
CParty* pParty = g_PartyMng.GetParty( GetPartyId() );
if(pParty && pParty->IsLeader( ((CUser*)this)->m_idPlayer ) )
pParty->SetPartyLevel(((CUser*)this),99,pParty->GetPoint()+7000,pParty->GetExp());
else
{
((CUser*)this)->AddText("Party Leader Only");
nResult=2;
}
}
break;
2.Scroll of Unlimited Party Point
search for
PHP Code:
g_DPCoreClient.SendUserPartySkill( uLeaderid, PARTY_LINKATTACK_MODE, dwSkillTime, nRemovePoint, nHasCashSkill );
PHP Code:
if(pMover->HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_PARTYPOINTFREE01 ) || pMover->HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_PARTYPOINTFREE02 ) || pMover->HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_PARTYPOINTFREE03 ))
{
g_DPCoreClient.SendUserPartySkill( uLeaderid, PARTY_LINKATTACK_MODE, dwSkillTime, 0, nHasCashSkill );
}
else
{
g_DPCoreClient.SendUserPartySkill( uLeaderid, PARTY_LINKATTACK_MODE, dwSkillTime, nRemovePoint, nHasCashSkill );
}
do the same thing at
ST_FORTUNECIRCLE
ST_STRETCHING
ST_GIFTBOX
3.Scroll of Change Name Color
Replace
PHP Code:
dwColor = prj.m_PKSetting.dwGeneralColor;
PHP Code:
if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMERED_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMERED_15DAY ) )
{
dwColor = 0xffff0000;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEBLUE_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEBLUE_15DAY ))
{
dwColor = 0xff00c6ff;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEVIOLET_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEVIOLET_15DAY ))
{
dwColor = 0xff9000ff;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEBLUEDARK_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEBLUEDARK_15DAY ))
{
dwColor = 0xff0000ff;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEBLUELIGHT_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEBLUELIGHT_15DAY ))
{
dwColor = 0xff00c6ff;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEGREEN_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEGREEN_15DAY ))
{
dwColor = 0xff00aa00;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEYELLOW_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEYELLOW_15DAY ))
{
dwColor = 0xffe8d500;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEORANGE_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEORANGE_15DAY ))
{
dwColor = 0xfff08d00;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEBROWN_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEBROWN_15DAY ))
{
dwColor = 0xff895100;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEBLACK_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEBLACK_15DAY ))
{
dwColor = 0xff000000;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEGRAY_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEGRAY_15DAY ))
{
dwColor = 0xff8b8b8b;
}
else if(HasBuff( BUFF_ITEM2, II_SYS_SYS_SCR_NAMEPINK_7DAY ) || HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_NAMEPINK_15DAY ))
{
dwColor = 0xffff00fc;
}
else
{
dwColor = prj.m_PKSetting.dwGeneralColor;
}
4.Scroll of Change Grow Color
replace
PHP Code:
if( nEffect & XE_ITEM_FIRE )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_FIRE, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_ELEC )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_ELEC, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WATER )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WATER, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WIND )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WIND, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_EARTH )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_EARTH, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_FIRE_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_FIRE_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_ELEC_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_ELEC_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WATER_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WATER_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WIND_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WIND_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_EARTH_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_EARTH_AL, nLevel, nLevel2 );
// reg
if( nEffect & XE_ITEM_GEN )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_GEN, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_GEN_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_GEN_AL, nLevel, nLevel2 );
with
PHP Code:
if( pMover->HasBuff( BUFF_ITEM2, II_SCR_SCR_OLDWEAPONGLOW7DAY ) || pMover->HasBuff( BUFF_ITEM2, II_SCR_SCR_OLDWEAPONGLOW15DAY ) )
{
if( nEffect & XE_ITEM_FIRE )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_FIRE, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_ELEC )
{
#if __VER >= 9 // __Y_ADV_ENCHANT_EFFECT
CreateParticle( PARTS_RWEAPON, mWorld, PE_ELEC, nLevel, nLevel2 );
#ifdef __CSC_ENCHANT_EFFECT_2
RenderItemElec_Adv( PARTS_RWEAPON, mWorld, nLevel2 );
#endif //__CSC_ENCHANT_EFFECT_2
#else //__Y_ADV_ENCHANT_EFFECT
RenderItemElec( PARTS_RWEAPON, mWorld, nLevel );
#endif //__Y_ADV_ENCHANT_EFFECT
}
else
if( nEffect & XE_ITEM_WATER )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_WATER, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_WIND )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_WIND, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_EARTH )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_EARTH, nLevel, nLevel2 );
}
#if __VER >= 9 // __Y_ADV_ENCHANT_EFFECT
else
if( nEffect & XE_ITEM_GEN )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_GEN, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_GEN_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_GEN_AL, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_FIRE_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_FIRE_AL, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_ELEC_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_ELEC_AL, nLevel, nLevel2 );
#ifdef __CSC_ENCHANT_EFFECT_2
RenderItemElec_Adv( PARTS_RWEAPON, mWorld, nLevel2 );
#endif //__CSC_ENCHANT_EFFECT_2
}
else
if( nEffect & XE_ITEM_WATER_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_WATER_AL, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_WIND_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_WIND_AL, nLevel, nLevel2 );
}
else
if( nEffect & XE_ITEM_EARTH_AL )
{
CreateParticle( PARTS_RWEAPON, mWorld, PE_EARTH_AL, nLevel, nLevel2 );
}
#endif //__Y_ADV_ENCHANT_EFFECT
}
else
{
if( nEffect & XE_ITEM_FIRE )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_FIRE, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_ELEC )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_ELEC, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WATER )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WATER, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WIND )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WIND, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_EARTH )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_EARTH, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_FIRE_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_FIRE_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_ELEC_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_ELEC_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WATER_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WATER_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_WIND_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_WIND_AL, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_EARTH_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_EARTH_AL, nLevel, nLevel2 );
// reg
if( nEffect & XE_ITEM_GEN )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_GEN, nLevel, nLevel2 );
else
if( nEffect & XE_ITEM_GEN_AL )
CreateWeaponEffect( PARTS_RWEAPON, dwItemKind3Right, mWorld, PE_GEN_AL, nLevel, nLevel2 );
}
enjoy.
this is release Thread. so there is not clear guide or maybe clear :rolleyes: