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[TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able

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Old 10/19/2011, 14:36   #16
 
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So hab ich es aber kann es trotzdem nicht Sockeln beim Npc



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Old 10/19/2011, 14:39   #17
 
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Originally Posted by Krawallbrüder View Post
So hab ich es aber kann es trotzdem nicht Sockeln beim Npc
Sind die Schilder in der Propitem richtig eingestellt?


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Old 10/19/2011, 14:47   #18
 
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Was verstehst du unter richtig? Sie stehn auf BARUNA_D so möcht ich es eig auch lassen
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Old 10/19/2011, 15:06   #19
 
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Originally Posted by Krawallbrüder View Post
Was verstehst du unter richtig? Sie stehn auf BARUNA_D so möcht ich es eig auch lassen
mit baruna system funkt das net, überhaupt is baruna sche***. stells auf WEAPON_UNIQUE oder so


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Old 10/19/2011, 15:21   #20

 
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#Indexed
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Old 10/19/2011, 17:04   #21
 
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Originally Posted by simonx3 View Post
mit baruna system funkt das net, überhaupt is baruna sche***. stells auf WEAPON_UNIQUE oder so
Naja aber irgendwie muss es ja im Source machbar sein da man ja auch einstellen kann das sie erweckbar sind geh ich von aus das man das auch mit dem sockeln machen kann.
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Old 10/19/2011, 21:26   #22
 
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Originally Posted by Krawallbrüder View Post
Naja aber irgendwie muss es ja im Source machbar sein da man ja auch einstellen kann das sie erweckbar sind geh ich von aus das man das auch mit dem sockeln machen kann.
Ich weiß nicht ob es funktioniert, aber tu mal die defines für Baruna Piercing auskommentieren, vll geht dann das normale. Naja alles is machbar. die frage ist halt nur wie. erwecken geht so:
Quote:
Also..

ProjectCmn.h:
Zitat:
#ifdef __BARUNA_CHECK
BOOL IsBaruna( void ) { return (dwReferStat1 == BARUNA_D); }
#endif
Randoption.cpp:

Zitat:
int CRandomOptionProperty::GetRandomOptionKind( CItemElem* pItemElem )
{
ItemProp* pProp = pItemElem->GetProp();

switch( pProp->dwParts )
{
case PARTS_UPPER_BODY:
case PARTS_RWEAPON:
case PARTS_SHIELD:
case PARTS_HAND:
case PARTS_FOOT:
case PARTS_CAP:
return static_cast<int>( eAwakening );
case PARTS_CLOTH:
case PARTS_CLOAK:
case PARTS_HAT:
case PARTS_GLOVE:
case PARTS_BOOTS:
return static_cast<int>( eBlessing );
default:
{
if( pProp->dwItemKind3 == IK3_EGG && pItemElem->m_pPet && pItemElem->m_pPet->GetLevel() >= PL_C )
return static_cast<int>( eSystemPet );
else if( pProp->dwItemKind3 == IK3_PET )
return static_cast<int>( eEatPet );
else if( pProp->IsBaruna() )
return static_cast<int>( eAwakening );
break;
}
}
return -1;
}
Credits: Me but Wayne.

Ähm ja dieses "dwReferStat1" ist das selbe wie beim Ulti Check, dort wird halt ULTIMATE gefragt und ja hier BARUNA_D nun müssten FAST (!) alle Baruna sachen erweckbar sein, warum fast? weil es auch BARUNA_S usw gibt.


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