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kicsiasdvagyok

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Posts posted by kicsiasdvagyok

  1. Hello guys.^^

    I have an interesting problem. I put the costume system on my server, i thought well, but i found a mistake.

    when I open it with the little icon the costume panel, if I put on the costume or hair, does not display in the slot, I can't even take it off.

    https://metin2.download/picture/7z9kqu4Hdo4fdF76bEiE0m55AiN098XS/.gif
    I couldn’t completely copy the costume system because there is a bonus dialog in the inventory.
    It is also possible that I missed something  Could someone help me to do it?
    follow me please GIF

    (i don't know where to look for the error, so i don't know which file i should attach)

  2. Hello my friends!
    I need very much help..
    I'm working on the game source, and i can compile it whitout any errors.

    After i have edited something in char.cpp;char_item.cpp, exchange.cpp, input_main.cpp , it look like had lost the original encoding.
    Chinese letters have become everywhere.

    Thanks in advance for any help!

     

  3. 30 minutes ago, LordZiege said:
    
    		DWORD vnum = pItem->GetIndex();
    		if (pItem->GetSubType() == CItemData::WEAPON_SWORD) {
    			//NEW WEAPON - [New Effect] - NEW WEAPON
    			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
    			}
    		}
    		else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) {
    			if (vnum == 27769) {
    				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2;
    				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1;
    			}
    		}
    		else if (pItem->GetSubType() == CItemData::WEAPON_FAN) {
    			if (vnum == 27789){
    				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3;
    			}
    		}

    no more to say



    2 error…
     

    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 < 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;
    		}
    
    		DWORD vnum = pItem->GetIndex();
    		if (pItem->GetSubType() == CItemData::WEAPON_SWORD) {
    			//NEW WEAPON - [New Effect] - NEW WEAPON
    			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
    			}
    		}
    		else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) {
    			if (vnum == 27769) {
    				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2;
    				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1;
    			}
    		}
    		else if (pItem->GetSubType() == CItemData::WEAPON_FAN) {
    			if (vnum == 27789){
    			m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3;
    
    			}
    				//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();
    
    		// 갑옷 특화 이펙트
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			DWORD vnum = pItem->GetIndex();
    
    			if (12010 <= vnum && vnum <= 12049)
    			{
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL);
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2);
    			}
    
    			if (!shiningdata.empty())
    			{
    				for (shiningit = shiningdata.begin(); shiningit != shiningdata.end(); shiningit++)
    				if (shiningit->first == vnum)
    				{
    					std::string substr(shiningit->second);
    					std::vector<string> chars;
    					boost::split(chars, substr, boost::is_any_of("#"));
    					for (std::vector<string>::size_type i = 0; i != chars.size(); i++)
    					{
    						__AttachEffectToArmours(chars[i]);
    					}
    				}
    			}
    
    		}
    
    		if (refine < 7)	//현재 제련도 7 이상만 이펙트가 있습니다.
    			return 0;
    
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			m_armorRefineEffect = EFFECT_REFINED + EFFECT_BODYARMOR_REFINED7 + refine - 7;
    			__AttachEffect(m_armorRefineEffect);
    		}
    		break;
    	case CItemData::ITEM_TYPE_COSTUME:
    		__ClearArmorRefineEffect();
    
    		// 갑옷 특화 이펙트
    		if (pItem->GetSubType() == CItemData::COSTUME_BODY)
    		{
    			DWORD vnum = pItem->GetIndex();
    			if (!shiningdata.empty())
    			{
    				for (shiningit = shiningdata.begin(); shiningit != shiningdata.end(); shiningit++)
    				if (shiningit->first == vnum)
    				{
    					std::string substr(shiningit->second);
    					std::vector<string> chars;
    					boost::split(chars, substr, boost::is_any_of("#"));
    					for (std::vector<string>::size_type i = 0; i != chars.size(); i++)
    					{
    						__AttachEffectToArmours(chars[i]);
    					}
    				}
    			}
    
    		}
    		break;
    
    	}
    	return 0;
    }



    video

    "Error    52    error C2360: initialization of 'vnum' is skipped by 'case' label   "    begin "case CItemData::ITEM_TYPE_ARMOR:"
    "Error    53    error C2360: initialization of 'vnum' is skipped by 'case' label   "   begin "     case CItemData::ITEM_TYPE_COSTUME:"

  4. now it looks like this
     

    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
    			}
    			else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER)
    			{
    			if (vnum == 27769)
    			{
    				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2;
    				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2_1;
    			}
    			else if (pItem->GetSubType() == CItemData::WEAPON_FAN)
    			{
    			if (vnum == 27789)
    				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3;
    			}
    
    		}	//End NEW WEAPON - [New Effect] - NEW WEAPON
    	}
    Quote
    
    			EFFECT_SWORD_REFINED_SPECIAL1,	// NEW_WEAPON_EFFECT_24 sword
    			EFFECT_SWORD_REFINED_SPECIAL2,
    			EFFECT_SWORD_REFINED_SPECIAL2_1, // NEW_WEAPON_EFFECT_25 dagger
    			EFFECT_SWORD_REFINED_SPECIAL3,	// NEW_WEAPON_EFFECT_26 fan
    			EFFECT_SWORD_REFINED_SPECIAL4,	// NEW_WEAPON_EFFECT_27 bell
    			EFFECT_SWORD_REFINED_SPECIAL5,	// NEW_WEAPON_EFFECT_28 bow

     




    only that weapon is visible, which is "+ 24" in playersettingsmodule.py
     

    chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/item/weapon/sura_spada142.mse")	## Effect for sword
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON_LEFT", "D:/ymir work/item/weapon/dagger_2k18.mse")	## Effect for dagger
    	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse")	## Effect for fan


    if I overwrite this: 
        chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/item/weapon/campana142.mse")    ## Effect for fan
     

    then only the fan..

    ITEMPROTO:
     

    Quote
    
    27749	SWORD	ITEM_WEAPON	WEAPON_SWORD	2	ANTI_MUDANG	ITEM_TUNABLE	WEAR_WEAPON		15000	0	291	352	15	LEVEL	30	LIMIT_NONE	0	APPLY_ATT_SPEED	15	APPLY_MAX_HP	500	APPLY_NONE	0	0	62	88	57	73	0	0	3	-1
    
    27769	DAGGER	ITEM_WEAPON	WEAPON_DAGGER	2	ANTI_MUSA | ANTI_SURA | ANTI_MUDANG | ANTI_SELL	ITEM_TUNABLE	WEAR_WEAPON		10000	10000	0	0	5	LEVEL	99	LIMIT_NONE	0	APPLY_PENETRATE_PCT	100	APPLY_ATTBONUS_HUMAN	60	APPLY_NORMAL_HIT_DAMAGE_BONUS	65	0	3900	4000	4600	4650	0	100	3	0
    27789	FAN	ITEM_WEAPON	WEAPON_FAN	1	ANTI_MUSA | ANTI_ASSASSIN | ANTI_SURA	ITEM_TUNABLE	WEAR_WEAPON		20000	33000	7162	353	15	LEVEL	30	LIMIT_NONE	0	APPLY_ATT_SPEED	15	APPLY_MAX_HP	1500	APPLY_NONE	0	0	45	76	43	55	6	0	3	-1

     

     

  5. 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

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