Jump to content

Skill over P - Loop skill


Recommended Posts

I installed skill over P. I tried to assign this skill a different aura color than the normal one.

EX: M-G-P normal aura skill  / E = red aura skill moded

I tried to make a loop, but only I can see it, the other players can't see it. How could I solve it?

Code:

void CInstanceBase::__Warrior_SetGeomgyeongAffect(bool isVisible)
{
    if (isVisible)
    {
        if (IsWearingDress())
            return;

        if (m_kWarrior.m_dwGeomgyeongEffect)
            __DetachEffect(m_kWarrior.m_dwGeomgyeongEffect);

        m_GraphicThingInstance.SetReachScale(1.5f);
        if (m_GraphicThingInstance.IsTwoHandMode())
        {
            DWORD dwSkillGrade = 0, dwSlotIndex = 0;
            if (CPythonPlayer::Instance().GetSkillSlotIndex(4, &dwSlotIndex))
            {
                if (dwSlotIndex < SKILL_MAX_NUM)
                {
                    dwSkillGrade = CPythonPlayer::Instance().GetSkillGrade(dwSlotIndex);
                    if (dwSkillGrade == 4)
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+51);    // Skill over P 2hands loop
                    else
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+WEAPON_TWOHAND);    // Normal skill
                }
            }        
        }
        else
        {
            DWORD dwSkillGrade = 0, dwSlotIndex = 0;
            if (CPythonPlayer::Instance().GetSkillSlotIndex(4, &dwSlotIndex))
            {
                if (dwSlotIndex < SKILL_MAX_NUM)
                {
                    dwSkillGrade = CPythonPlayer::Instance().GetSkillGrade(dwSlotIndex);
                    if (dwSkillGrade == 4)
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+50);    // Skill over P 1hand loop
                    else
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+WEAPON_ONEHAND);    // Normal skill
                }
            }    
        }
    }
    else
    {
        m_GraphicThingInstance.SetReachScale(1.0f);

        __DetachEffect(m_kWarrior.m_dwGeomgyeongEffect);
        m_kWarrior.m_dwGeomgyeongEffect=0;
    }
}

 

  • Metin2 Dev 1
Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.