[TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able
Discussion on [TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able within the Flyff Private Server forum part of the Flyff category.
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 )
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 )
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.
Sie sollten angezeigt werden, wenn du:
1. In der Spec/Propitem.txt die Schilder auf IK3_MAGICBARUNA etc. stehen hast
2. Deiner ModelObject.cpp der Eintrag so aussieht :
Code:
switch( dwItemKind3 ) // get the type of the weapon
{
case IK3_SWD : dwSfxRegular = XI_WEA_SWORD01; fOffset = 0.10f; break;
case IK3_THSWD : dwSfxRegular = XI_WEA_TWOSWORD01; fOffset = 0.00f; break;
case IK3_AXE : dwSfxRegular = XI_WEA_AXE01; fOffset = 0.10f; break;
case IK3_THAXE : dwSfxRegular = XI_WEA_TWOAXE01; fOffset = 0.10f; break;
case IK3_YOYO : dwSfxRegular = XI_WEA_YOYO01; fOffset = 0.00f; break;
case IK3_KNUCKLEHAMMER : dwSfxRegular = XI_WEA_KNUCK01; fOffset = 0.10f; break;
case IK3_CHEERSTICK : dwSfxRegular = XI_WEA_STICK01; fOffset = 0.00f; break;
case IK3_STAFF : dwSfxRegular = XI_WEA_STAFF01; fOffset = 0.00f; break;
case IK3_CROSSBOW : dwSfxRegular = XI_WEA_CROSSBOW01; fOffset = 0.10f; break;
case IK3_BOW : dwSfxRegular = XI_WEA_BOW01; fOffset = 0.00f; break;
case IK3_WAND : dwSfxRegular = XI_WEA_WAND01; fOffset = 0.10f; break;
case IK3_MAGICBARUNA : dwSfxRegular = XI_WEA_MAGICBOOK01; fOffset = 0.00f; break;
case IK3_ZEMBARUNA : dwSfxRegular = XI_WEA_FORCEZEM01; fOffset = 0.00f; break;
default: return; // any other shield
}
Ansonsten ist es klar, dass sie nicht angezeigt werden :P
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