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costume weapon shining


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InstanceBase.cpp

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			if (m_swordRefineEffectRight)
				m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
			if (m_swordRefineEffectLeft)
				m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
			break;

After make a new line and add:

		case CItemData::ITEM_TYPE_COSTUME:
			if (pItem->GetSubType() == CItemData::COSTUME_WEAPON)
			{
				__ClearWeaponRefineEffect();

				switch(pItem->GetValue(3))
				{
					case CItemData::WEAPON_DAGGER:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED8;
						m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED8_LEFT;
						break;
					case CItemData::WEAPON_BOW:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_BOW_REFINED8;
						break;
					case CItemData::WEAPON_TWO_HANDED:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED8;
						break;
					case CItemData::WEAPON_BELL:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED8;
						break;
					case CItemData::WEAPON_FAN:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_FANBELL_REFINED8;
						break;
					default:
						__ClearWeaponRefineEffect();
						m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED8;
				}

				if (m_swordRefineEffectRight)
					m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
				if (m_swordRefineEffectLeft)
					m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
				break;
			}

 

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