Hello guys,
i don't want to talk a lot, so let's do this:
ItemEffectType.cs:
Search:
Add under that:
ByteToItemEffectEnum.cs
Search:
Code:
case 6:
return ItemEffectType.PublicPool;
Add under that:
Code:
case 7:
return ItemEffectType.Snowboard;
InterractionTypes.cs:
Search:
Code:
case InteractionType.normslaskates:
return "normalskates";
Add under that:
Code:
case InteractionType.snowboard:
return "snowboard";
Edit:
Search:
Code:
case "normalskates":
return InteractionType.normslaskates;
Add under that:
Code:
case "snowboard":
return InteractionType.snowboard;
InterractionType.cs:
Search:
Add under that:
RoomUserManager.cs:
Search:
Code:
case ItemEffectType.Normalskates:
if (!(User.GetClient().GetHabbo().Gender.ToLower() == "m"))
{
User.GetClient().GetHabbo().GetAvatarEffectsInventoryComponent().ApplyCustomEffect(0x38);
}
else
{
User.GetClient().GetHabbo().GetAvatarEffectsInventoryComponent().ApplyCustomEffect(0x37);
}
User.CurrentItemEffect = type;
ButterflyEnvironment.GetGame().GetQuestManager().GetQuests().UpdateState("ROLLER_SKATE", User.GetClient());
return;
Add under that:
Code:
case ItemEffectType.Snowboard:
User.GetClient().GetHabbo().GetAvatarEffectsInventoryComponent().ApplyCustomEffect(97);
User.CurrentItemEffect = type;
ButterflyEnvironment.GetGame().GetQuestManager().GetQuests().UpdateState("SNOWBOARD", User.GetClient());
return;
Gamemap.cs:
Search:
Code:
case InteractionType.normslaskates:
this.mUserItemEffect[Coord.X, Coord.Y] = 2;
break;
Add under that:
Code:
case InteractionType.snowboard:
this.mUserItemEffect[Coord.X, Coord.Y] = 7;
break;
Now update the Snowboard Patch (Item_ID: 9103)
Code:
UPDATE items_base SET interaction_type = "snowboard" WHERE item_id = "9103"
Pic:

I think that's all, just restart your Emu and have fun. 
Sorry for my bad english lalala, I'm german.
~ Inventar