in GameServer/PC.cpp
void CPC::ApplyItemValue(bool bSend)
Quote:
if (bNormalItem && (item->m_itemProto->getItemFlag() & ITEM_FLAG_COMPOSITE) && (item->getFlag() & FLAG_ITEM_COMPOSITION))
{
CItem* pItemEquip = m_inventory.FindByVirtualIndex(item->m_nCompositeItem);
if (pItemEquip)
{
pItemNormal = pItemEquip;
}
else
{
pItemNormal = m_wearInventory.FindByVirtualIndex(item->m_nCompositeItem);
}
if (nNormalPlus > MAX_UPGRADE_PLUS+3)
nNormalPlus = MAX_UPGRADE_PLUS+3;
}
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change nNormalPlus = MAX_UPGRADE_PLUS+3 to whatever you want, for example if (nNormalPlus > 25) nNormalPlus = 25;
you need to do this 2 times, once for weapons and once for armors
Client:
Engine/Interface/UITooltip.cpp
lines 752...
search for COMPOSITION
Quote:
if (m_pItem->IsFlag(FLAG_ITEM_COMPOSITION) && m_pItem->ComItem_index > 0)
{
if (nPlatinum_Ent > 0)
{
strEnt.PrintF("+%d", nPlatinum_Ent);
strTmp += strEnt;
}
if (nEnt > 0)
{
if (nEnt + nPlatinum_Ent <= 25) // upgrade limit +25
{
strEnt.PrintF("[+%d]", nEnt);
strTmp += strEnt;
}
else
{
strEnt.PrintF("[+%d]", nEnt-1);
strTmp += strEnt;
}
}
}
else
{
if (nEnt > 0)
{
strEnt.PrintF("+%d", nEnt);
strTmp += strEnt;
}
if (nPlatinum_Ent > 0)
{
strEnt.PrintF("[+%d]", nPlatinum_Ent);
strTmp += strEnt;
}
}
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