Quote:
Originally Posted by yazuka21
HOW TO MAKE ALL ITEMS A ARE AWAKEABLE AND TRADABLE ?
THANKS IN ADVANCE
|
Code:
Code:
BOOL CItemElem::IsBinds( void )
Code:
#if __VER >= 11 // __SYS_IDENTIFY
//Below is for blessings and some pets
if( g_xRandomOptionProperty->GetRandomOptionSize( GetRandomOptItemId() ) > 0 && ( g_xRandomOptionProperty->GetRandomOptionKind( this ) == CRandomOptionProperty::eBlessing || g_xRandomOptionProperty->GetRandomOptionKind( this ) == CRandomOptionProperty::eEatPet ) )
return TRUE;
//Below is for Scroll of Reductions
if( GetLevelDown() < 0 )
return TRUE;
#endif // __SYS_IDENTIFY
Remove what you want to remove. If the item is not binded, then it will be tradeable / sellable, and etc.
Quote:
Originally Posted by yazuka21
HOW TO MAKE ALL ITEMS A ARE AWAKEABLE AND TRADABLE ?
THANKS IN ADVANCE
|
FOR AWAKEABLE!
Code:
CRandomOptionProperty::GetRandomOptionKind( CItemElem* pItemElem )
Code:
return static_cast<int>( eAwakening );
case PARTS_CLOTH:
case PARTS_CLOAK:
Add.
Code:
case PARTS_NECKLACE1:
case PARTS_RING1:
case PARTS_RING2:
case PARTS_EARRING1:
case PARTS_EARRING2:
case PARTS_BULLET:
PARTS_BULLER is for arrow and such.