Sadness Posted November 30, 2015 at 12:25 PM Share Posted November 30, 2015 at 12:25 PM Abrir InstanceBase.cpp e procurar: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Æ¯È ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Substituir com: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Æ¯È ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); // color armors [blue shining] - DEFAULT if (vnum >= 12010 && vnum <= 12019 || //Armadura 1 vnum >= 12020 && vnum <= 12029 || //Armadura 2 vnum >= 12030 && vnum <= 12039 || //Armadura 3 vnum >= 12040 && vnum <= 12049) //Armadura 4 { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining } //Novas Armaduras & Novos Efeitos if (vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID?) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect } //End Armaduras & Novos Efeitos } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Abrir InstanceBase.h e procurar: EFFECT_BODYARMOR_SPECIAL, EFFECT_BODYARMOR_SPECIAL2, Adicionar novas linhas com o nome dos novos efeitos Exemplo: Example: EFFECT_BODYARMOR_SPECIAL = 19 EFFECT_BODYARMOR_SPECIAL2 = 20 EFFECT_BODYARMOR_NEW1 = 21 EFFECT_BODYARMOR_NEW2 = 22 Descompatcar os root, abrir playersettingmodule.py e adicionar os novos efeitos chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/sadness_work/armor_sadness1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/sadness_work/armor_sadness2.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/sadness_work/armor_sadness3.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/sadness_work/armor_sadness4.mse") Compactar os root e compilar o binário. Cumprimentos, Sadness 1 1 Link to comment Share on other sites More sharing options...
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