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Adicionar Novos Efeitos Ao Binário


Sadness
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Abrir InstanceBase.cpp e procurar:

   case CItemData::ITEM_TYPE_ARMOR:
       __ClearArmorRefineEffect();

       // °©¿Ê Ưȭ 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 Ưȭ 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

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