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Weapon Effect via. Source


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I have a problem that shining from the weapon you can see but it does not go after pulling out the weapon anymore can anyone help?



Code:

 

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 (pItem->GetSubType() == CItemData::WEAPON_SWORD)
		{
			//NEW WEAPON - [New Effect] - NEW WEAPON
			DWORD vnum = pItem->GetIndex();
			if (vnum == 899 ||
				vnum == 799 ||
				vnum == 999 ||
				vnum == 399 ||
				vnum == 499 ||
				vnum == 599 ||
				vnum == 699)
			{

				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_SPECIAL3); // effect 22 NEW EFFECT
			}__ClearWeaponRefineEffect();
			//End NEW ARMOR - [New Effect] - NEW ARMOR
		}
		if (refine < 6)	//ÇöÀç Á¦·Ãµµ 6 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 (m_swordRefineEffectRight)
			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
		if (m_swordRefineEffectLeft)
			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
		break;
	case CItemData::ITEM_TYPE_ARMOR:
		__ClearArmorRefineEffect();

		// °©¿Ê Ưȭ ÀÌÆåÆ®
		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();
			// color armors [blue shining] - DEFAULT
			if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer
				vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug
				vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer
				vnum >= 12040 && vnum <= 12049)   //Kleidung des Drachen
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining
			}
			//Beginning NEW ARMOR - [New Effect] - NEW ARMOR
			if (vnum == 42010 ||
				vnum == 42110 ||
				vnum == 42210 ||
				vnum == 42310 ||
				vnum == 00000 ||
				vnum == 00000 ||
				vnum == 00000 ||
				vnum == 00000)
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL3); //effect 21 NEW EFFECT
			}__ClearWeaponRefineEffect();

 

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