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XmlSpawner2
v2.74b
updated 1/23/05
ArteGordon
Summary:
A spawn control system based upon BobSmarts xmlspawner supporting sophisticated conditional spawn triggering, individual customization of spawns and their drops, spawn/item/mob search utilities, and systems for stealable rares, doom rares, interactive npcs, functional attachments, mob factions, pvp points/duels/games, custom special attacks, socketed items/creatures, and quests.
New to Version 2.74b
updated 1/23/05
- fixed a problem with subgroup information on spawner entries not being properly loaded from .xml files. This appears to be specific to 1.0.0 (Thanks to Trying for pointing this out).
New to Version 2.74a
updated 1/22/05
- fixed a bug in the spawner gump that prevented the increment-spawn arrow button from working on the first spawn entry. (thanks to Trying for pointing this out).
- fixed a few typos in the installation notes. (thanks to A Li N for pointing them out).
New to Version 2.74
updated 1/22/05
- IMPORTANT: this version contains modifications that are specific to RunUO 1.0.0
- modified questholder and questnote items to allow them to be spawned into containers in the world.
- added support for use of hex values (values with the format 0x#####) in property tests.
- added support for use of item/mob serial values in property tests and assignments. This allows, for example, the use of [xmlfind to find objects by serial number using the serial=0x##### property test.
- additional optimization to smartspawning. Now, only the individual objects with the HoldSmartSpawning property set to true will be restricted from smartspawning instead of the entire spawner being restricted. This allows further reduction in mob count when using smartspawning. The amount of improvement depends on how many mobs were defined with the HoldSmartSpawning property.
- added a "Goto" button on the spawner gump to replace the "Close" button (which was redundant with right click to close the spawner gump). This will teleport you to the location of the spawner.
- added a range test (default 2 tiles) to use of the simple and timed switch items. (thanks to aka Reu for the suggestion).
- calls to the the OnSpawned method have been replaced with the 1.0.0 OnAfterSpawn method that is now part of the standard distribution. OnAfterSpawn is invoked at the same point during spawning as OnSpawned was - after placement but before any spawn entry property modifications.
- support for the OnAfterSpawned method has been removed.
- support has been added for the 1.0.0 OnBeforeSpawn method that is called after spawn creation but before spawn placement. This also provides support for the 1.0.0 Paragon system.
- new 1.0.0 installation instructions have been added (basically the same as the RC0 instructions but with updated line numbers based on the 1.0.0 files).
- modified 1.0.0 versions of container.cs and stealing.cs have been added to support the stealable rares system under 1.0.0
Description:
see xmlspawner2.txt in xmlspawner2-support2of2.zip for details.
(link to post with Tryings beginners tutorial)
http://www.runuo.com/forum/showthre...8&page=46&pp=15
Installation:
see the installation text files found in xmlspawner2-vxxx-1of2.zip
The XmlPoints addon can be found here XmlPoints system
The XmlMobFactions addon can be found here XmlMobFactions system
The XmlCustomAttacks addon can be found here XmlCustomAttacks system
The XmlSockets addon can be found here XmlSockets system
STEP 1:
With a fresh 1.0.0 install, simply unzip the contents of the package into your custom scripts directory.
The xmlspawner2-vxxx-1of2.zip file is a necessary part of the installation.
The xmlspawner2-vxxx-2of2.zip file is a necessary part of the installation.
The xmlspawner2-support1-2.zip file is a recommended part of the installation.
The xmlspawner2-support2-2.zip file is a recommended part of the installation.
The xmlspawner2-xmlextras.zip is completely optional containing .xml file examples of some of the spawner capabilities as well as other spawn files.
Note, XmlSpawner2 is fully compatible with all existing xml spawn file descriptions and can also co-exist with the standard distribution spawners and other spawners.
You can use xmlspawners and other spawners at the same time if you like.
Additional Recommended Steps:
There are additional installation steps that provide additional functionality to the XmlSpawner2 system. None of the additional steps are absolutely required for normal spawner functioning (but see note regarding step 4 below), but they do add additional features that will enhance the use of the system.
Feel free to go through the steps and select the ones that seem like they would be of use to you, or select none if you decide you would rather not make additional modifications.
Note that some of the addon systems linked above will have requirements for some of these installation steps. See those threads for more details.
For details on these steps, see the installation files in xmlspawner2-vxxx-1of2.zip
If you have installed xmlspawner2-support2-2.zip you MUST either follow Step 4 or get rid of the custom container.cs and stealing.cs files from this package
Attached Files XmlSpawner2-xmlextras.zip (63.6 KB, 228 views)
Xmlspawner2-support2of2.zip (85.6 KB, 232 views)
XmlSpawner2-support1of2.zip (84.9 KB, 238 views)
XmlSpawner2-v274-2of2.zip (98.0 KB, 261 views)
XmlSpawner2-v274b-1of2.zip (96.9 KB, 164 views)
http://www.runuo.com/forum/showthread.php?t=49901 ÁÖ¼Ò |
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/*½º탶1*/
The xmlspawner2-vxxx-1of2.zip file is a necessary part of the installation.
The xmlspawner2-vxxx-2of2.zip file is a necessary part of the installation.
The xmlspawner2-support1-2.zip file is a recommended part of the installation.
The xmlspawner2-support2-2.zip file is a recommended part of the installation.
The xmlspawner2-xmlextras.zip is completely optional containing .xml file examples of some of the spawner capabilities as well as other spawn files.
/*À§ÆÄÀÏÀ» Æú´õÇϳª¿¡ ½Î±×¸® Àâ¾Æ³õ°í 'ÇöÁ¦Æú´õ¿¡ ¾ÐÃâÇ®±â'¸¦ Çϼ¼¿ä*/
/*½º탶2*/
around line 3883 of basecreature.cs change
/*basecreature.csÀ̳ðÀ» ¿°í 3883¶óÀÎÀ»*/
Titles.AwardKarma( ds.m_Mobile, totalKarma, true );
to
Titles.AwardKarma( ds.m_Mobile, totalKarma, true );
// modification to support XmlQuest Killtasks
XmlQuest.RegisterKill( this, ds.m_Mobile);
/*¿ä·¸°Ô ¹Ù²Ù¼¼¿ä.*/
/*basecreature.csÆÄÀÏÀÇ °æ·Î°¡ ¾È³ª¿ÍÀÖ±º¿ä...Scripts\Engines\AI\Creature\BaseCreature.cs ÀÓ´Ï´Ù.*/
/*½º탶3*/
To take advantage of the book extended text entry interface, comment out the following line at line 203 in scripts/items/books/basebook.cs
// PacketHandlers.Register( 0x66, 0, true, new OnPacketReceive( ContentChange ) );
/*À§ÆÄÀÏÀÇ 203¶óÀÎÀ» //Ç¥½Ã¸¦ ÀÌ¿ëÇØ ÁÖ¼®Ã³¸®Çϼ¼¿ä*/
/*½º탶4*/
STEP 4: (recommended but not required)
To take advantage of the stealable rares/artifacts system and the support for eliminating issues of maintained spawner control over items, either replace the 1.0.0 distribution files container.cs (Scripts/Items/Containers/Container.cs) and stealing.cs (Scripts/Skills/Stealing.cs) with the versions found in xmlspawner2-support2of2.zip (always keep backups of the originals), or the simpler way is to just change the extension of the distro files to something other than .cs
/*À§µÎÆÄÀÏÀ» ¾ÐÃàÇ®¶§ µé¾îÀÖ´ø ÆÄÀϰú ±³Ã¼ÇØÁÖ¼¼¿ä.*/
/*µÎÆÄÀÏ´Ù ¶È°°ÀºÀ̸§À¸·Î µÇÀÖ½À´Ï´Ù.*/
/*µÎÆÄÀÏ´Ù ±³Ã¼ÈÄ ¾ÐÃàÆÄÀϰúÇÔ±úÀÖ´øÆÄÀÏÀº »èÁ¦ÇÏ¼Å¾ß 'ÀÌ¹Ì ¼±¾ð됬½À´Ï´Ù'¿¡·¯¸¦ ¾Èº¼¼ö ÀÖ½À´Ï´Ù -_-;;;*/
/*½º탶5*/
STEP 5: (recommended but not required)
To take advantage of spawner triggering on skill use you must change 4 lines in Scripts/Misc/SkillCheck.cs (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the SkillTriggering features simply wont do anything). Near the beginning of the file at line 73 change these lines.
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
}
to this
public static void Initialize()
{
// Begin mod to enable XmlSpawner skill triggering
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( XmlSpawnerSkillCheck.Mobile_SkillCheckDirectTarget );
// End mod to enable XmlSpawner skill triggering
}
/*ÀÌÁ¦ ¼³¸í¾ÈÇØµµ ¾î¶»°Ô ÇØ¾ß ÇÒÁö ¾Ë°ÚÀú?*/
/*½º탶6*/
To allow the XmlQuest killtask keywords KILL and KILLNAMED to be applied to players providing a contract kill system, one line must be added to ReportMurderer.cs (Scripts/Gumps/ReportMurderer.cs) as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the KILL and KILLNAMED features simply wont work when specifying players as the targets)
around line 64 of ReportMurderer.cs change
Titles.AwardKarma( g, karmaAward, true );
to
Titles.AwardKarma( g, karmaAward, true );
// modification to support XmlQuest Killtasks of players
Server.Items.XmlQuest.RegisterKill( m, g);
/*ÀÌÁ¦ ¼³¸í¾ÈÇÏ°í ½º탶º°·Î ¶³±Å³õ±â¸¸ ÇÔ´Ï´Ù ¤Ñ,.¤Ñ;;;¹«Ã¥ÀÓ*/
/*½º탶7*/
To allow attachments to be triggered on weapon hits, one line must be added to BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) as described below (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, the attachment OnWeaponHit method simply wont be called so attachments such as XmlMinionStrike will not work)
around line 1351 of BaseWeapon.cs at the end of the OnHit method, change
if ( a != null )
a.OnHit( attacker, defender, damage );
to
if ( a != null )
a.OnHit( attacker, defender, damage );
// hook for attachment OnWeaponHit method
Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
/*Äù½ºÆ®¿¡ °üÇÑ ºÎºÐÀΰŠ°°±º¿ä...;;;*/
/*½º탶8*/
To allow the ItemIdentification skill to be used to reveal attachments on items/mobs, one line must be added to ItemIdentification.cs (Scripts/Skills/ItemIdentification.cs) as described below. (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, players just wont be able to see what attachments are on an item/mob using this skill).
around line 50 of ItemIdentification.cs change
else if ( o is Mobile )
{
((Mobile)o).OnSingleClick( from );
}
else
{
from.SendLocalizedMessage( 500353 ); // You are not certain...
}
to
else if ( o is Mobile )
{
((Mobile)o).OnSingleClick( from );
}
else
{
from.SendLocalizedMessage( 500353 ); // You are not certain...
}
//allows the identify skill to reveal attachments
Server.Engines.XmlSpawner2.XmlAttach.RevealAttachments(from,o);
/*À̰͵µ ¹Ù²Ù°í~*/
/*½º탶9*/
To allow attachments to make use of the OnEquip and OnRemoved methods, the following 8 changes must be made in three files, BaseArmor.cs, BaseWeapon.cs, and BaseJewel.cs. (note, you dont have to make this mod if you dont want to, the spawner and other items/attachments will work just fine without it, you just wont be able to use certain attachments that make use of this feature such as XmlFactionEquip).
around line 1167 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the CanEquip method change
return base.CanEquip( from );
to
// XmlAttachment check for CanEquip
if(!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
{
return false;
} else
{
return base.CanEquip( from );
}
around line 1206 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the OnEquip method change
return base.OnEquip( from );
to
// XmlAttachment check for OnEquip
Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);
return base.OnEquip( from );
around line 1227 of BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) at the end of the OnRemoved method change
base.OnRemoved( parent );
to
// XmlAttachment check for OnRemoved
Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
base.OnRemoved( parent );
around line 515 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the CanEquip method change
{
return base.CanEquip( from );
}
to
// XmlAttachment check for CanEquip
if(!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
{
return false;
} else
{
return base.CanEquip( from );
}
around line 563 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the OnEquip method change
return true;
to
// XmlAttachment check for OnEquip
Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);
return true;
around line 614 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) at the end of the OnRemoved method change
m.Delta( MobileDelta.WeaponDamage );
}
}
to
m.Delta( MobileDelta.WeaponDamage );
}
// XmlAttachment check for OnRemoved
Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
}
around line 121 (RC0) of BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) at the end of the OnAdded method change
from.CheckStatTimers();
}
}
to
from.CheckStatTimers();
}
// XmlAttachment check for OnEquip and CanEquip
if(parent is Mobile)
{
if(Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, (Mobile)parent))
{
Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, (Mobile)parent);
} else
{
((Mobile)parent).AddToBackpack(this);
}
}
}
around line 139 of BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) at the end of the OnRemoved method change
from.CheckStatTimers();
}
}
to
from.CheckStatTimers();
}
// XmlAttachment check for OnRemoved
Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
}
/*Çã¹Ì Çѹø¿¡ 3°³¸¦ ¹Ù²Ù´Â±º¿ä ¤Ñ,.¤Ñ;;;*/
/*¾Æ ¶óÀÎÀ» ãÀ»¶§ ¶óÀιøÈ£º¸´Ù´Â ¿¹Á¦¸¦ 'ã±â'¸¦ ÀÌ¿ëÇØ¼ ãÀ¸½Ã´Â°Ô ´õ ÆíÇÔ´Ï´Ù..*/
/*½º탶10*/
To allow attachments to make use of the OnArmorHit methods, the following changes must be made in BaseWeapon.cs.(note, you dont have to make this mod if you dont want to, the spawner and other items/attachments will work just fine without it, you just wont be able to use features of certain attachments that require this such as XmlCustomAttacks).
in the AbsorbDamage method around line 1000 of BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs) change
int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;
to
// XmlAttachment check for OnArmorHit
damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armor, this, damage);
damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);
int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;
at the beginning of the AbsorbDamageAOS method around line 876 of BaseWeapon.cs change
double positionChance = Utility.RandomDouble();
BaseArmor armor;
to
double positionChance = Utility.RandomDouble();
BaseArmor armor;
int originaldamage = damage;
in the AbsorbDamageAOS method around line 892 of BaseWeapon.cs change
if ( armor != null )
armor.OnHit( this, damage ); // call OnHit to lose durability
to
if ( armor != null )
{
armor.OnHit( this, damage ); // call OnHit to lose durability
// XmlAttachment check for OnArmorHit
damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armor, this, originaldamage);
}
in the AbsorbDamageAOS method around line 932 of BaseWeapon.cs change
if ( Type == WeaponType.Bashing )
wear = absorbed / 2;
else
wear = Utility.Random( 2 );
to
if ( Type == WeaponType.Bashing )
wear = absorbed / 2;
else
wear = Utility.Random( 2 );
// XmlAttachment check for OnArmorHit
Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);
/*Çä ÀÏÀÌ ¹Ð·Á¼ °£´ÜÇÑ ¼³¸íÀ» ÇÏ°í ½Í¾îµµ ¸øÇϰڽÀ´Ï´Ù--;;;±âȸµÇ¸é ´ÙÀ½¿¡ ÀÚ¼¼ÇÑ ¼³¸íÀ» µ¡ºÙÀÌ´øÁö....´Ù¸¥ºÐÇÑÅ× Å佺~*/
/*½º탶11*/
To allow attachment properties on weapons/armor to be automatically displayed in the properties list on mouseover/click, these changes must be made to BaseWeapon.cs (Scripts/Items/Weapons/BaseWeapon.cs), BaseArmor.cs (Scripts/Items/Armor/BaseArmor.cs) and BaseJewel.cs (Scripts/Items/Jewels/BaseJewel.cs) described below. (note, you dont have to make this mod if you dont want to, the spawner and other items will work just fine without it, players just wont automatically see attachment properties on items with attachments).
at the end of the GetProperties method around line 2823 of BaseWeapon.cs change
if ( m_Hits > 0 && m_MaxHits > 0 )
list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~
to
if ( m_Hits > 0 && m_MaxHits > 0 )
list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~
// mod to display attachment properties
Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
at the end of the GetProperties method around line 1488 of BaseArmor.cs change
if ( m_HitPoints > 0 && m_MaxHitPoints > 0 )
list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
to
if ( m_HitPoints > 0 && m_MaxHitPoints > 0 )
list.Add( 1060639, "{0}\t{1}", m_HitPoints, m_MaxHitPoints ); // durability ~1_val~ / ~2_val~
// mod to display attachment properties
Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
at the end of the GetProperties method around line 226 of BaseJewel.cs change
base.AddResistanceProperties( list );
to
base.AddResistanceProperties( list );
// mod to display attachment properties
Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
/*ÀÌÁ¦ ³¡ÀÓ´Ï´Ù....¿©±âÀִµ¥·Î¸¸ ÇÏ¸é ¿¡·¯ ¾È³²´Ï´Ù.(Àú´Â Çѹø¿¡ ¼º°øÇßÀ½)±×·¯´Ï ¿¡·¯°¡³ª¸é ÆÄÀϸí°ú ¶óÀÎÀ» ÂüÁ¶Çؼ ¼³¸í¼¸¦ Âü°íÇÏ½Ã¸é µÊ´Ï´Ù.*/
Á¦°¡ ÀÏÀÌ ¹Ð·Á¼ ÀÚ¼¼ÇÑ ¼³¸íÀ» ¸øÇß½À´Ï´Ù ¤Ì.¤Ì;;
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