Here is an better version of the icons of the inventory
Code:
if( bRander == 0 )
{
ItemProp* pItemProp = pItemElem->GetProp();
CString strIcon = pItemProp->szIcon;
switch (pItemProp->dwItemKind3)
{
case IK3_HELMET:
case IK3_SUIT:
case IK3_GAUNTLET:
case IK3_BOOTS:
switch (g_pPlayer->GetSex())
{
case SEX_MALE:
m_pTexture = CWndBase::m_textureMng.AddTexture(g_Neuz.m_pd3dDevice, MakePath(DIR_ITEM, strIcon), 0xffff00ff);
m_pTexture->Render(p2DRender, CPoint(x, y), nalpha);
break;
case SEX_FEMALE:
strIcon.Replace("Itm_m", "Itm_f");
m_pTexture = CWndBase::m_textureMng.AddTexture(g_Neuz.m_pd3dDevice, MakePath(DIR_ITEM, strIcon), 0xffff00ff);
m_pTexture->Render(p2DRender, CPoint(x, y), nalpha);
break;
}
break;
default:
pItemElem->GetTexture()->Render(p2DRender, CPoint(x, y), nalpha);
break;
}
}
else
if( bRander == 1 ) // »ç¿ëÇÒ¼ö ¾ø´Â°Í
{
pItemElem->GetTexture()->Render2( p2DRender, CPoint( x, y ), D3DCOLOR_ARGB( nalpha, 255, 100, 100 ) );
}
Ps what do you think of this
Remove all DropItems from PropMoverEx.inc
Input all the things you want to drop from mobs inside PropDropEvent?
If have mine set to this atm for testing
DropLegend(II_WEA_SWO_SUHO, 25000, 0, -1, 1, 175); //25000
DropNormal(II_GEN_FOO_INS_LOLLIPOP, 700000000, 0, -1, 1, 4); //70%
as you can see i have made an new entrance DropLegend now i can set the legendary drop rate true Eventfunc.lua
So all Mobs can drop an legendary item.
But bosses can drop at an higher rate. That will still be inside PropMoverEx.inc.
I know it has nothing to do with the above. But its an idea.
Atm i am working on Array for the Motions.
Cause all Mobs/Npc's are using almost the same motions so i will make an standard array that will hold the commonly used motions so i can remove them also from MdlDyna.inc thus further shrinking down the file.