Save_Equipment_MenuBack
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@ -1920,7 +1920,6 @@ handlers.Save_Equipment_MenuBack = function(args)
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}
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}
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if (!enchantsuccess) break;
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if (!enchantsuccess) break;
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}
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}
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// 마법 부여 끝
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if (enchantsuccess)
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if (enchantsuccess)
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{ // 성공이므로 마지막 인챈트 및 인덱스 적용
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{ // 성공이므로 마지막 인챈트 및 인덱스 적용
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@ -1958,15 +1957,18 @@ handlers.Save_Equipment_MenuBack = function(args)
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var enchantable = Get_EnchantListTable();
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var enchantable = Get_EnchantListTable();
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for (var i = 0; i < enchantable.length; ++ i)
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for (var i = 0; i < enchantable.length; ++ i)
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{
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{
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log.info(enchantable[i]);
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var id = enchantable[i].n_EnchantID;
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var id = enchantable[i].n_EnchantID;
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allEnchantAmount.push( { id: id, amount: Get_ItemAmount(urod, id) } );
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allEnchantAmount.push( { itemid: id, amount: Get_ItemAmount(urod, id) } );
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}
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}
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// 마법 부여 끝
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// AllSlotEnchant 전송
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Set_JsonUserData(urod);
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Set_JsonUserData(urod);
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return Get_Return(0, { Equip: urod.Equip.Equip, EnchantCount: totalCount, AllEnchantAmount: allEnchantAmount });
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return Get_Return(0, {
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Equip: urod.Equip.Equip,
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EnchantCount: totalCount,
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AllEnchantAmount: allEnchantAmount,
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Slot: urod.Slot
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});
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}
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}
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handlers.Save_Skill_MenuBack = function(args)
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handlers.Save_Skill_MenuBack = function(args)
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@ -3159,6 +3159,8 @@ public class SC_EquipmentMenuBackResult
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{
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{
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public Dictionary<eItem, int> Equip;
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public Dictionary<eItem, int> Equip;
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public int EnchantCount;
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public int EnchantCount;
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public List<SD_Slot_Read> Slot;
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public List<SC_Items> AllEnchantAmount;
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}
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}
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public class SC_PetGachaResult
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public class SC_PetGachaResult
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{
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{
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@ -83,6 +83,13 @@ public class EquipmentUI : BotMenuBase
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foreach (var item in result.Equip)
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foreach (var item in result.Equip)
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sdata.Equip.Equip[item.Key] = item.Value;
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sdata.Equip.Equip[item.Key] = item.Value;
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sdata.Slot.Clear();
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for (int i = 0; i < result.Slot.Count; i++)
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sdata.Slot.Add(result.Slot[i].Get());
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for (int i = 0; i < result.AllEnchantAmount.Count; i++)
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sdata.Set_Item(result.AllEnchantAmount[i].itemid, result.AllEnchantAmount[i].amount);
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sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, result.EnchantCount);
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sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ACC, 0, result.EnchantCount);
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sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, result.EnchantCount);
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sdata.Add_MissionCount(ePurpose.EQUIP_ITEM_ENCHANT_ALL, 0, result.EnchantCount);
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