Hello my friends.
My problem is that : Gyazo The weapons are not visible, just the sword.
could someone help where the error? Instancebase.cpp
case CItemData::ITEM_TYPE_WEAPON:
__ClearWeaponRefineEffect();
if (refine < 6) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
return 0;
switch (pItem->GetSubType())
{
case CItemData::WEAPON_DAGGER:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9;
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + refine - 9;
break;
case CItemData::WEAPON_FAN:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_FANBELL_REFINED7 + refine - 9;
break;
case CItemData::WEAPON_ARROW:
case CItemData::WEAPON_BELL:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9;
break;
case CItemData::WEAPON_BOW:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_BOW_REFINED7 + refine - 9;
break;
default:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 9;
}
if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
//NEW WEAPON - [New Effect] - NEW WEAPON
DWORD vnum = pItem->GetIndex();
if (vnum == 27749) // Change "ID" to your Weapon ID
{
__ClearWeaponRefineEffect(); // Clear the previous effect
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT
}
if (pItem->GetSubType() == CItemData::WEAPON_BELL) // For swords
{
DWORD vnum = pItem->GetIndex();
if (vnum == 45319) // ID = Your Weapon ID ~ 1 Single ID
{
__ClearWeaponRefineEffect();
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 9;
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL8;
}
//End NEW WEAPON - [New Effect] - NEW WEAPON
}
}
if (m_swordRefineEffectRight)
m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
if (m_swordRefineEffectLeft)
m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
break;
case CItemData::ITEM_TYPE_ARMOR:
__ClearArmorRefineEffect();
Instancebase.h
enum //ľĆ·ˇ ąřČŁ°ˇ ąŮ˛î¸é registerEffect Âʵµ ąŮ˛Ůľî Áŕľß ÇŃ´Ů.
{
EFFECT_REFINED_NONE,
EFFECT_SWORD_REFINED6,
EFFECT_SWORD_REFINED7,
EFFECT_SWORD_REFINED8,
EFFECT_SWORD_REFINED9,
EFFECT_BOW_REFINED6,
EFFECT_BOW_REFINED7,
EFFECT_BOW_REFINED8,
EFFECT_BOW_REFINED9,
EFFECT_FANBELL_REFINED6,
EFFECT_FANBELL_REFINED7,
EFFECT_FANBELL_REFINED8,
EFFECT_FANBELL_REFINED9,
EFFECT_SMALLSWORD_REFINED6,
EFFECT_SMALLSWORD_REFINED7,
EFFECT_SMALLSWORD_REFINED8,
EFFECT_SMALLSWORD_REFINED9,
EFFECT_SMALLSWORD_REFINED6_LEFT,
EFFECT_SMALLSWORD_REFINED7_LEFT,
EFFECT_SMALLSWORD_REFINED8_LEFT,
EFFECT_SMALLSWORD_REFINED9_LEFT,
EFFECT_BODYARMOR_REFINED7,
EFFECT_BODYARMOR_REFINED8,
EFFECT_BODYARMOR_REFINED9,
EFFECT_BODYARMOR_SPECIAL,
EFFECT_BODYARMOR_SPECIAL2,
EFFECT_SWORD_REFINED_SPECIAL1, // NEW_WEAPON_EFFECT_24 sword
EFFECT_SWORD_REFINED_SPECIAL2, // NEW_WEAPON_EFFECT_25 sword
EFFECT_SWORD_REFINED_SPECIAL3, // NEW_WEAPON_EFFECT_26 sword
EFFECT_SWORD_REFINED_SPECIAL4, // NEW_WEAPON_EFFECT_27 sword
EFFECT_SWORD_REFINED_SPECIAL5, // NEW_WEAPON_EFFECT_28 sword
EFFECT_SWORD_REFINED_SPECIAL6, //Weapon shining dagger29
EFFECT_SWORD_REFINED_SPECIAL7, //Weapon shining dagger30
EFFECT_SWORD_REFINED_SPECIAL8, //Weapon shining dagger31
EFFECT_SWORD_REFINED_SPECIAL9, //Weapon shining dagger32
EFFECT_SWORD_REFINED_SPECIAL10, //Weapon shining dagger33
EFFECT_SWORD_REFINED_SPECIAL11, //Weapon shining fan34
EFFECT_SWORD_REFINED_SPECIAL12, //Weapon shining fan35
EFFECT_SWORD_REFINED_SPECIAL13, //Weapon shining fan36
EFFECT_SWORD_REFINED_SPECIAL14, //Weapon shining fan37
EFFECT_SWORD_REFINED_SPECIAL15, //Weapon shining fan38
EFFECT_SWORD_REFINED_SPECIAL16, //Weapon shining bell39
EFFECT_SWORD_REFINED_SPECIAL17, //Weapon shining bell40
EFFECT_SWORD_REFINED_SPECIAL18, //Weapon shining bell41
EFFECT_SWORD_REFINED_SPECIAL19, //Weapon shining bell42
EFFECT_SWORD_REFINED_SPECIAL20, //Weapon shining bell43
EFFECT_SWORD_REFINED_SPECIAL21, //Weapon shining bow44
EFFECT_SWORD_REFINED_SPECIAL22, //Weapon shining bow45
EFFECT_SWORD_REFINED_SPECIAL23, //Weapon shining bow46
EFFECT_SWORD_REFINED_SPECIAL24, //Weapon shining bow47
EFFECT_SWORD_REFINED_SPECIAL25, //Weapon shining bow48
playersettingmodule.py
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/item/weapon/sura_spada142.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/item/weapon/fms.mse") ## Effect for sword
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/dagger_2k18.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+29, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon//dagger_2k18.mse") ## Effect for dagger
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+30, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+31, "PART_WEAPON", "D:/ymir work/item/weapon/BLUE/campana142.mse") ## Effect for fan
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+32, "PART_WEAPON", "D:/ymir work/item/weapon/antyk.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+33, "PART_WEAPON", "D:/ymir work/item/weapon/antyk.mse") ## Effect for bell
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+34, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/arco142.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+35, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/BLUE/arco142.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+36, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/durlindana.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+37, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/BLUE/durlindana.mse") ## Effect for bow
I found this, but I don't know how to add the other… dagger, fan, bell, bow,,two handed..
UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
{
DWORD refine = max(pItem->GetRefine() + pItem->GetSocketCount(),CItemData::ITEM_SOCKET_MAX_NUM) - CItemData::ITEM_SOCKET_MAX_NUM;
switch (pItem->GetType())
{
case CItemData::ITEM_TYPE_WEAPON:
__ClearWeaponRefineEffect();
if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
return 0;
switch(pItem->GetSubType())
{
case CItemData::WEAPON_DAGGER:
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
break;
case CItemData::WEAPON_FAN:
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
break;
case CItemData::WEAPON_ARROW:
case CItemData::WEAPON_BELL:
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
break;
case CItemData::WEAPON_BOW:
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
break;
default:
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
}
if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
//NEW WEAPON - [New Effect] - NEW WEAPON
DWORD vnum = pItem->GetIndex();
if (vnum == ID) // Change "ID" to your Weapon ID
{
__ClearWeaponRefineEffect(); // Clear the previous effect
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7; // Normal Weapon Refine-effect
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT
}
//End NEW WEAPON - [New Effect] - NEW WEAPON
}
if (m_swordRefineEffectRight)
m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
if (m_swordRefineEffectLeft)
m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
break;
Thanks for the help