Weapon/Armor Upgrade -> ItemUpgrade.cpp -> CItemUpgrade::EnchantGeneral
Change ->
Code:
if( !bSmelprot )
{
#ifdef __SM_ITEM_2ND_EX
if( bSmelprot2 )
{
pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_AO, pItemMain->GetAbilityOption() - 1 );
aLogItem.Action = "9";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
}
else
#endif // __SM_ITEM_2ND_EX
{
aLogItem.Action = "L";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
pUser->RemoveItem( (BYTE)( pItemMain->m_dwObjId ), (short)1 );
}
}
To ->
Code:
#ifdef __SM_ITEM_2ND_EX
if( !bSmelprot && bSmelprot2 )
{
pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_AO, pItemMain->GetAbilityOption() - 1 );
aLogItem.Action = "9";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
}
Accessory Upgrade -> ItemUpgrade.cpp -> CItemUpgrade::RefineAccessory
Delete ->
Code:
if( !bSmelprot )
{
if( pItemMain->GetAbilityOption() >= 3 ) // »èÁ¦
{
aLogItem.Action = "L";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_NUM, 0 );
}
}
Elementalisation Upgrade on Weapon/Armor -> ItemUpgrade.cpp -> CItemUpgrade::EnchantAttribute
Change ->
Code:
if( !bSmelprot )
{
#ifdef __SM_ITEM_2ND_EX
if( bSmelprot2 )
{
pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_RAO, pItemMain->m_nResistAbilityOption - 1 );
aLogItem.Action = "8";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
}
else
#endif // __SM_ITEM_2ND_EX
{
aLogItem.Action = "L";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
pUser->RemoveItem( (BYTE)( pItemMain->m_dwObjId ), (short)1 );
}
}
To ->
Code:
if( !bSmelprot && bSmelprot2 )
{
pUser->UpdateItem( (BYTE)pItemMain->m_dwObjId, UI_RAO, pItemMain->m_nResistAbilityOption - 1 );
aLogItem.Action = "8";
g_DPSrvr.OnLogItem( aLogItem, pItemMain, pItemMain->m_nItemNum );
}