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DrTurk

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  1. EFFECT_REFINED_NONE	0
    EFFECT_SWORD_REFINED7	1
    EFFECT_SWORD_REFINED8	2
    EFFECT_SWORD_REFINED9	3
    EFFECT_BOW_REFINED7	4
    EFFECT_BOW_REFINED8	5
    EFFECT_BOW_REFINED9	6
    EFFECT_FANBELL_REFINED7	7
    EFFECT_FANBELL_REFINED8	8
    EFFECT_FANBELL_REFINED9	9
    EFFECT_SMALLSWORD_REFINED7	10
    EFFECT_SMALLSWORD_REFINED8	11
    EFFECT_SMALLSWORD_REFINED9	12
    EFFECT_SMALLSWORD_REFINED7_LEFT	13
    EFFECT_SMALLSWORD_REFINED8_LEFT	14
    EFFECT_SMALLSWORD_REFINED9_LEFT	15
    EFFECT_BODYARMOR_REFINED7	16
    EFFECT_BODYARMOR_REFINED8	17
    EFFECT_BODYARMOR_REFINED9	18
    EFFECT_BODYARMOR_SPECIAL	19
    EFFECT_BODYARMOR_SPECIAL2	20
    EFFECT_BODYARMOR_SPECIAL3	21
    EFFECT_SASH	22
    EFFECT_BODYARMOR_NEW_DEAMON	23
    EFFECT_COSTUMEBODY_SPECIAL	24
    EFFECT_COSTUMEBODY_SPECIAL2	25
    EFFECT_COSTUMEBODY_SPECIAL3	26
    EFFECT_COSTUMEBODY_SPECIAL4	27
    EFFECT_COSTUMEBODY_SPECIAL5	28
    //EFFECT_BODYARMOR_ELECTRIC (would be 29)
    EFFECT_SWORD_EVOLUTION1	29
    EFFECT_SWORD_EVOLUTION2	30
    EFFECT_SWORD_EVOLUTION3	31
    EFFECT_SWORD_EVOLUTION4	32
    EFFECT_BOW_EVOLUTION1	33
    EFFECT_BOW_EVOLUTION2	34
    EFFECT_BOW_EVOLUTION3	35
    EFFECT_BOW_EVOLUTION4	36
    EFFECT_FANBELL_EVOLUTION1	37
    EFFECT_FANBELL_EVOLUTION2	38
    EFFECT_FANBELL_EVOLUTION3	39
    EFFECT_FANBELL_EVOLUTION4	40
    EFFECT_SMALLSWORD_EVOLUTION1	41
    EFFECT_SMALLSWORD_EVOLUTION2	42
    EFFECT_SMALLSWORD_EVOLUTION3	43
    EFFECT_SMALLSWORD_EVOLUTION4	44
    EFFECT_SMALLSWORD_EVOLUTION1_LEFT	45
    EFFECT_SMALLSWORD_EVOLUTION2_LEFT	46
    EFFECT_SMALLSWORD_EVOLUTION3_LEFT	47
    EFFECT_SMALLSWORD_EVOLUTION4_LEFT	48
    EFFECT_CLAW_EVOLUTION1	49
    EFFECT_CLAW_EVOLUTION2	50
    EFFECT_CLAW_EVOLUTION3	51
    EFFECT_CLAW_EVOLUTION4	52
    EFFECT_CLAW_EVOLUTION1_LEFT	53
    EFFECT_CLAW_EVOLUTION2_LEFT	54
    EFFECT_CLAW_EVOLUTION3_LEFT	55
    EFFECT_CLAW_EVOLUTION4_LEFT	56
    EFFECT_CLAW_REFINED7	57
    EFFECT_CLAW_REFINED8	58
    EFFECT_CLAW_REFINED9	59
    EFFECT_CLAW_REFINED7_LEFT	60
    EFFECT_CLAW_REFINED8_LEFT	61
    EFFECT_CLAW_REFINED9_LEFT	62
    EFFECT_COSTUME_YOUTUBER	63
    EFFECT_COSTUME_TWITCH	64
    //EFFECT_COSTUME_SYSTEM_SPECIAL1, (65)
    //EFFECT_COSTUME_SYSTEM_SPECIAL2, (66)
    //EFFECT_COSTUME_SYSTEM_SPECIAL3, (67)
    //EFFECT_COSTUME_SYSTEM_SPECIAL4, (68)
    //EFFECT_COSTUME_SYSTEM_SPECIAL5, (69)
    //EFFECT_COSTUME_SYSTEM_SPECIAL6, (70)
    //EFFECT_COSTUME_SYSTEM_SPECIAL7, (71)
    EFFECT_REFINED_NUM	65

     

    Your effectlist is like a battlefield.

    check your client

  2. 4 hours ago, takbardzo said:

     

    al4pa9L.png

     

    I'd love if you could reply on the right thread tho. 

     

    As for the screenshot, rest of the values are either 0 or -1 for sockets. It applies the bonuses from special_item_group.txt when the type is for item_unique.

    Doesnt work with type 33 (ITEM_RING) when you want to load bonus from special item group you have to use type 16

  3. 6 hours ago, TMP4 said:

    I think if you post the dump_proto's code (ItemCSVReader.cpp) you'll get help for free :)

    You did not got answer in your thread because people tired to ask always "Include your code, we're not mindreaders" :D

     

    For me it is like:

    
    static string arSub28[] = { "COSTUME_BODY", "COSTUME_HAIR", "NONE", "NONE", "NONE", "NONE", "NONE", "NONE", "NONE", "COSTUME_WEAPON_SWORD", "COSTUME_WEAPON_DAGGER", "COSTUME_WEAPON_BOW", "COSTUME_WEAPON_TWO_HANDED", "COSTUME_WEAPON_BELL", "COSTUME_WEAPON_FAN", "COSTUME_MOUNT", "COSTUME_SASH" };

    But it is the non value3 version, i think it's better :D But if you use the value 3 version you probably have just one "COSTUME_WEAPON" here like

    
    static string arSub28[] = { "COSTUME_BODY", "COSTUME_HAIR", "NONE", "NONE", "NONE", "NONE", "NONE", "NONE", "NONE", "COSTUME_WEAPON", "COSTUME_MOUNT", "COSTUME_SASH" };

    (And check costume_mount, costume_sash, maybe you installed some before so you have to place it before the weapon)

     

    Tha hell have you done with the subtypes?

    spacer.png

     

    B2T:

    Upload your item_length.h (from server src) and ItemCSVReader.cpp (from dumpproto) and item_proto.txt/sql

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