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see this code system // Next is a bit complicated. Find the following part and compare it to yours make if fit together with the sash for (int i = 0; i < ITEM_ATTRIBUTE_MAX_NUM; ++i) { if (GetAttributeType(i)) { const TPlayerItemAttribute& ia = GetAttribute(i); #ifdef ENABLE_AURA_SYSTEM if (ia.bType == APPLY_SKILL) { if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA) { if (ia.sValue <= 0) continue; float fValue = ia.sValue * fAuraDrainPer; int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue)); m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : iValue ^ 0x00800000); } else m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : ia.sValue ^ 0x00800000); } else { if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA) { if (ia.sValue <= 0) continue; float fValue = ia.sValue * fAuraDrainPer; int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue)); m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : -iValue); } else m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : -ia.sValue); } #else if (ia.bType == APPLY_SKILL) m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : ia.sValue ^ 0x00800000); else m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : -ia.sValue); #endif } } } im make this #ifdef ENABLE_ACCE_COSTUME_SYSTEM if (GetType() == ITEM_COSTUME && GetSubType() == COSTUME_ACCE) value = CalcAcceBonus(value); #endif #ifdef ENABLE_AURA_SYSTEM if (ia.bType == APPLY_SKILL) { if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA) { if (ia.sValue <= 0) continue; float fValue = ia.sValue * fAuraDrainPer; int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue)); m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : iValue ^ 0x00800000); } else m_pOwner->ApplyPoint(ia.bType, bAdd ? value : value ^ 0x00800000); } else { if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA) { if (ia.sValue <= 0) continue; float fValue = ia.sValue * fAuraDrainPer; int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue)); m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : -iValue); } else m_pOwner->ApplyPoint(ia.bType, bAdd ? value : -value); } #else if (ia.bType == APPLY_SKILL) m_pOwner->ApplyPoint(ia.bType, bAdd ? value : value ^ 0x00800000); else m_pOwner->ApplyPoint(ia.bType, bAdd ? value : -value); #endif
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