AutodesK 663 Posted October 22, 2018 Share Posted October 22, 2018 Hello Guys!! I make effect weapons and try to put ingame but doesn't work...Whoever solves the problem I'll give away this +7 with transparent normal +8 with transparent move +9 with transparent move and effect Link to comment Share on other sites More sharing options...
[RaffaeL] 28 Posted October 22, 2018 Share Posted October 22, 2018 Acum 8 ore, AutodesK a spus: Hello Guys!! I make effect weapons and try to put ingame but doesn't work...Whoever solves the problem I'll give away this +7 with transparent normal +8 with transparent move +9 with transparent move and effect You need to make changes to the binary source for that, or via python (playersettingmodule.py), but although I haven't tried, I don't think you can put anything other than onehand swords. Link to comment Share on other sites More sharing options...
AutodesK 663 Posted October 22, 2018 Author Share Posted October 22, 2018 hace 52 minutos, [RaffaeL] dijo: You need to make changes to the binary source for that, or via python (playersettingmodule.py), but although I haven't tried, I don't think you can put anything other than onehand swords. I try with code "instancebase.cpp" and more code, but i dont know "1000" , "2000", "3000", "4000", "6000"... case CItemData::WEAPON_DAGGER: if (dwEvolution >= 6000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION4; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION4_LEFT; } else if (dwEvolution >= 4000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION3; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION3_LEFT; } else if (dwEvolution >= 2000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION2; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION2_LEFT; } else if (dwEvolution >= 1000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION1; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION1_LEFT; } else { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7; } break; Link to comment Share on other sites More sharing options...
[RaffaeL] 28 Posted October 22, 2018 Share Posted October 22, 2018 1 oră în urmă, AutodesK a spus: I try with code "instancebase.cpp" and more code, but i dont know "1000" , "2000", "3000", "4000", "6000"... case CItemData::WEAPON_DAGGER: if (dwEvolution >= 6000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION4; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION4_LEFT; } else if (dwEvolution >= 4000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION3; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION3_LEFT; } else if (dwEvolution >= 2000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION2; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION2_LEFT; } else if (dwEvolution >= 1000) { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION1; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_EVOLUTION1_LEFT; } else { m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7; m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7; } break; Make me understand: you want to put that effect for all of your weapons? Because if not, you should define the effect based on weapon vnum in case(the most easy way). Link to comment Share on other sites More sharing options...
AutodesK 663 Posted October 23, 2018 Author Share Posted October 23, 2018 hace 11 horas, [RaffaeL] dijo: Make me understand: you want to put that effect for all of your weapons? Because if not, you should define the effect based on weapon vnum in case(the most easy way). I have 2-3 code different but doesnt work... i need only the code, and i gift this set weapons who gets to make me the code. Link to comment Share on other sites More sharing options...
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