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C++ - Effet d'Armes MDE


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InstanceBase.cpp

1.Cherchez dans void CInstanceBase::__ClearWeaponRefineEffect()

Révélation
	if (m_swordRefineEffectLeft)
	{
		__DetachEffect(m_swordRefineEffectLeft);
		m_swordRefineEffectLeft = 0;
	}

 

Ajoutez 

Révélation
#ifdef FILES_TURC
	if (effet_arme)
	{
		__DetachEffect(effet_arme);
		__DetachEffect(effet_arme_droite);
		effet_arme = 0;
		effet_arme_droite = 0;
	}
#endif

 

2. Cherchez dans UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)

Révélation
		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;

 

Ajoutez

Révélation
#ifdef FILES_TURC
	case CItemData::ITEM_TYPE_COSTUME:
		{
			switch (pItem->GetSubType())
			{
			case CItemData::COSTUME_WEAPON_FAN:
				if (pItem->GetIndex() == ID EVENTAIL)
				{
					if (m_kHorse.IsMounting())
					{
						effet_arme = EFFECT_REFINED + EFFET_EVENTAIL;
						effet_arme_droite = EFFECT_REFINED + EFFET_EVENTAIL_droite;
					}
					else
					{
						effet_arme = EFFECT_REFINED + EFFECT_EVANTAIL;
					}
				}
			case CItemData::COSTUME_WEAPON_BELL:
				if (pItem->GetIndex() == ID GONG)
				{
					effet_arme = EFFECT_REFINED + EFFET_GONG;
				}
			break;
			case CItemData::COSTUME_WEAPON_DAGGER:
				if (pItem->GetIndex() == ID DAGUE)
				{
					effet_arme = EFFECT_REFINED + EFFECT_DAGUE;
					effet_arme_droite = EFFECT_REFINED + EFFECT_DAGUE_droite;
				}
			break;
			case CItemData::COSTUME_WEAPON_BOW:
				if (pItem->GetIndex() == ID ARC)
				{
					effet_arme = EFFECT_REFINED + EFFECT_ARC;
				}
				break;
			default:
				if (pItem->GetIndex() == ID EPEE)
					effet_arme = EFFECT_REFINED + EFFECT_EPEE;
			}
			if (effet_arme)
				effet_arme = __AttachEffect(effet_arme);
			if (effet_arme_droite)
				effet_arme_droite = __AttachEffect(effet_arme_droite);
		}
	break;
#endif

 

InstanceBase.h

Cherchez

Révélation
			EFFECT_REFINED_NUM,
		};

 

Ajoutez juste avant

Révélation
#ifdef FILES_TURC
			EFFECT_EPEE = 60,  		//chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+60, "PART_WEAPON", "D:/ymir work/item/weapon/epee_mde.mse")
			EFFECT_DAGUE = 61,		//chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+61, "PART_WEAPON", "D:/ymir work/item/weapon/dague.mse")
			EFFECT_DAGUE_DROITE = 62,	//chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+62, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/dague_droite.mse")
			EFFECT_GONG = 63,			//chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+63, "PART_WEAPON", "D:/ymir work/item/weapon/gong_mde.mse")
			EFFECT_EVENTAIL = 64,		//chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+64, "PART_WEAPON", "D:/ymir work/item/weapon/eventail_mde.mse")
#endif

 

 

Il ne restera plus qu'à spécifier vos chemins d'effet dans le playersettingmodule et un #define dans le locale_inc

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  • ASIKOO changed the title to C++ - Effet d'Armes MDE

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