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Effect weapons


iRemain

Question

Hi, I wanted to add some new sword effects using binary but I don't know why it dosen't do anything :-? 

 

 

My triying : 

 

 

switch (pItem->GetType())
{
case CItemData::ITEM_TYPE_WEAPON:
__ClearWeaponRefineEffect();




switch(pItem->GetSubType())
{


case CItemData::WEAPON_SWORD:
{
DWORD vnum = pItem->GetIndex();


if (420 <= vnum && vnum <= 429)
{ 
__AttachEffect(EFFECT_REFINED+ EFFECT_SWORD_NEW_REFINED);
__AttachEffect(EFFECT_REFINED+ EFFECT_SWORD_NEW_REFINED2);


}
}
if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다.
return 0;
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;
case CItemData::WEAPON_CLAW:
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7 + refine - 7;
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + 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;
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Nope, that wasn't the problem.

 

I manage to make it but, the problem now is that when I siwtch the weapon the effect remains :-? 

What would it be the problem?

 

Code:

 


case CItemData::ITEM_TYPE_WEAPON:
__ClearWeaponRefineEffect(); 


    if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
    {
       
        DWORD vnum = pItem->GetIndex();
        if (vnum <= 420 && vnum <= 429)
        {
            __AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1);


        }
    }


    if (refine < 7)  
        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;

Image: 

 

34obzt1.jpg

 

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