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How To Make Individual Sword Effects / Refine-tier


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Hello Community,
 
this is my first tutorial ever and my english is very crappy, so I'll begin now without saying too much. :)
 
What we need :
~InstanceBase.cpp (Clientsource)
~InstanceBase.h (Clientsource)
~playersettingmodule.py (Client root.e**)
 
What we do :
~Lower the requested refine-level
~Add a new refine-effect
 
HowTo :
First of all, open the InstanceBase.cpp and search for "case CItemData::ITEM_TYPE_WEAPON:", for me it's in line 2690.
Now replace the whole function with this :

 

		__ClearWeaponRefineEffect();

		if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
		{
			//NEW WEAPON - [New Effect] - NEW WEAPON
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID) // Change "ID" to your Weapon ID
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1); // effect 24 NEW EFFECT
			}
			//End NEW WEAPON - [New Effect] - NEW WEAPON
		}
		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_REFINED6+refine-6;
			m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED6_LEFT+refine-6;
			break;
		case CItemData::WEAPON_FAN:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED6+refine-6;
			break;
		case CItemData::WEAPON_ARROW:
		case CItemData::WEAPON_BELL:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED6+refine-6;
			break;
		case CItemData::WEAPON_BOW:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED6+refine-6;
			break;
		default:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED6+refine-6;
		}
		if (m_swordRefineEffectRight)
			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
		if (m_swordRefineEffectLeft)
			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
		break; 

 


 
 
Then open the InstanceBase.h and search for "EFFECT_REFINED_NONE,", for me it's line 268.
Replace everything with this :

 

			EFFECT_REFINED_NONE,

			EFFECT_SWORD_REFINED6,
			EFFECT_SWORD_REFINED7,
			EFFECT_SWORD_REFINED8,
			EFFECT_SWORD_REFINED9,

			EFFECT_BOW_REFINED6,
			EFFECT_BOW_REFINED7,
			EFFECT_BOW_REFINED8,
			EFFECT_BOW_REFINED9,

			EFFECT_FANBELL_REFINED6,
			EFFECT_FANBELL_REFINED7,
			EFFECT_FANBELL_REFINED8,
			EFFECT_FANBELL_REFINED9,

			EFFECT_SMALLSWORD_REFINED6,
			EFFECT_SMALLSWORD_REFINED7,
			EFFECT_SMALLSWORD_REFINED8,
			EFFECT_SMALLSWORD_REFINED9,

			EFFECT_SMALLSWORD_REFINED6_LEFT,
			EFFECT_SMALLSWORD_REFINED7_LEFT,
			EFFECT_SMALLSWORD_REFINED8_LEFT,
			EFFECT_SMALLSWORD_REFINED9_LEFT,

			EFFECT_BODYARMOR_REFINED7,
			EFFECT_BODYARMOR_REFINED8,
			EFFECT_BODYARMOR_REFINED9,

			EFFECT_SWORD_REFINED_SPECIAL1,	// NEW_WEAPON_EFFECT_24

			EFFECT_REFINED_NUM, 

 


 

 
 
Then open the playersettingmodule.py and search for "chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+1, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7.mse")", for me it's line 391.
Replace everything with this :

 

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+1, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+2, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+3, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+4, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_10.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+5, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_7_b.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+6, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_8_b.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+7, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_9_b.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+8, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_10_b.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+9, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7_f.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+10, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8_f.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+11, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9_f.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+12, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_10_f.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+13, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+14, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_8_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+15, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_9_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+16, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_10_s.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+17, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_7_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+18, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_8_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_9_s.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/sword_10_s.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor_7.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor_8.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+23, "Bip01", "D:/ymir work/pc/common/effect/armor/armor_9.mse")

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT.mse")
 

 


 
That's all.
Now the definition for everything :
 
More weapons and definition :
In line "7", where "if (vnum == ID)" is, you have to replace the "ID" with your Weapon ID.
This only works for Swords and can be extended like this :
 
InstanceBase.cpp

 

	case CItemData::ITEM_TYPE_WEAPON:
		__ClearWeaponRefineEffect();

		if (pItem->GetSubType() == CItemData::WEAPON_SWORD) // For swords
		{
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID ||				// ID = Your Weapon ID ~ 1 Single ID
				vnum >= ID1 && vnum <= ID2) // ID1~ID2 = From ID to ID
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1); //effect 24 sword effect
			}
		}
		if (pItem->GetSubType() == CItemData::WEAPON_DAGGER) // For dagger
		{
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID ||	// ID = Your Weapon ID, first Weapon
				vnum == ID)		// Second Weapon
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2); //effect 25 dagger effect
			}
		}
		if (pItem->GetSubType() == CItemData::WEAPON_FAN) // For fan
		{
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID) // ID = Your Weapon ID
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL3); //effect 26 fan effect
			}
		}
		if (pItem->GetSubType() == CItemData::WEAPON_BELL) // For bell
		{
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID) // ID = Your Weapon ID
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL4); //effect 27 bell effect
			}
		}
		if (pItem->GetSubType() == CItemData::WEAPON_BOW) // For bow
		{
			DWORD vnum = pItem->GetIndex();
			if (vnum == ID) // ID = Your Weapon ID
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL5); //effect 28 bow effect
			}
		} 

 


 
InstanceBase.h

 

			EFFECT_REFINED_NONE,

			EFFECT_SWORD_REFINED6,
			EFFECT_SWORD_REFINED7,
			EFFECT_SWORD_REFINED8,
			EFFECT_SWORD_REFINED9,

			EFFECT_BOW_REFINED6,
			EFFECT_BOW_REFINED7,
			EFFECT_BOW_REFINED8,
			EFFECT_BOW_REFINED9,

			EFFECT_FANBELL_REFINED6,
			EFFECT_FANBELL_REFINED7,
			EFFECT_FANBELL_REFINED8,
			EFFECT_FANBELL_REFINED9,

			EFFECT_SMALLSWORD_REFINED6,
			EFFECT_SMALLSWORD_REFINED7,
			EFFECT_SMALLSWORD_REFINED8,
			EFFECT_SMALLSWORD_REFINED9,

			EFFECT_SMALLSWORD_REFINED6_LEFT,
			EFFECT_SMALLSWORD_REFINED7_LEFT,
			EFFECT_SMALLSWORD_REFINED8_LEFT,
			EFFECT_SMALLSWORD_REFINED9_LEFT,

			EFFECT_BODYARMOR_REFINED7,
			EFFECT_BODYARMOR_REFINED8,
			EFFECT_BODYARMOR_REFINED9,

			EFFECT_SWORD_REFINED_SPECIAL1,	// Weapon shining sword
			EFFECT_SWORD_REFINED_SPECIAL2,	// Weapon shining dagger
			EFFECT_SWORD_REFINED_SPECIAL3,	// Weapon shining fan
			EFFECT_SWORD_REFINED_SPECIAL4,	// Weapon shining bell
			EFFECT_SWORD_REFINED_SPECIAL5,	// Weapon shining bow

			EFFECT_REFINED_NUM, 

 


 
playersettingmodule.py

 

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT.mse") ## Effect for sword
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT_b.mse") ## Effect for dagger
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT_f.mse") ## Effect for fan
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT_s.mse") ## Effect for bell
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/sword/YOUR_EFFECT_s.mse") ## Effect for bow 

 


 
Now the definitions for everything :
In InstanceBase.cpp and InstanceBase.h is everything self-explanatory I think, in playersettingmodule.py there it goes like this :
For every weapon (sword/dagger/fan/bell/bow) is a own effect set, because they've different sizes.
U have to edit the playersettingmodule.py where is "YOUR_EFFECT**.mse" to your effect, maybe to your direction where the effect is packed.

The 2-hand-weapons will be handled the same way as the swords.

Pictures :
If u did it right, it should be like this :

 

a523232718.jpg~+6 (+7 effect)
f868bdb679.jpg~+7 (+8 effect)
4ebd2dbd02.jpg~+8 (+9 effect)
6f2c33ac21.jpg~+9 (New effect)


 
If you like the effect I use, you can get it from elitepvpers from xXDemonenXx.

That's all.
I hope you like my tutorial and understand everything, if you have any questions or problems, just let me know and I'll give my best to help you.
 
 
 
Special thanks to Krusty. :)

€: WARNING

 

 

 
there is a problem with this part : 
__ClearWeaponRefineEffect();
 
 
if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
    //NEW WEAPON - [New Effect] - NEW WEAPON
    DWORD vnum = pItem->GetIndex();
    if (vnum == ID) // Change "ID" to your Weapon ID
    {
        __AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1); // effect 24 NEW EFFECT
    }
    //End NEW WEAPON - [New Effect] - NEW WEAPON
}
you put the effect but when you switch the weapon the effect still remeans ... the clear screen dosen;t work ... but only for that effect, the rest works fine

 

 

 

€: Fix effect doesn't disappear :

Fix :

 

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 (refine < 7)    //ÇöÀç Á¦·Ãµµ 7 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 (pItem->GetSubType() == CItemData::WEAPON_SWORD)
        {
            //NEW WEAPON - [New Effect] - NEW WEAPON
            DWORD vnum = pItem->GetIndex();
            if (vnum == ID) // Change "ID" to your Weapon ID
            {
                __ClearWeaponRefineEffect(); // Clear the previous effect
                m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7; // Normal Weapon Refine-effect
                m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT
            }
            //End NEW WEAPON - [New Effect] - NEW WEAPON
        }
        if (m_swordRefineEffectRight)
            m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
        if (m_swordRefineEffectLeft)
            m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
        break;
 

 

Edited by Metin2 Dev
Core X - External 2 Internal
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there is a problem with this part : 

__ClearWeaponRefineEffect();


if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
    //NEW WEAPON - [New Effect] - NEW WEAPON
    DWORD vnum = pItem->GetIndex();
    if (vnum == ID) // Change "ID" to your Weapon ID
    {
        __AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1); // effect 24 NEW EFFECT
    }
    //End NEW WEAPON - [New Effect] - NEW WEAPON
}

you put the effect but when you switch the weapon the effect still remeans ... the clear screen dosen;t work ... but only for that effect, the rest works fine

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there is a problem with this part : 

__ClearWeaponRefineEffect();


if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
    //NEW WEAPON - [New Effect] - NEW WEAPON
    DWORD vnum = pItem->GetIndex();
    if (vnum == ID) // Change "ID" to your Weapon ID
    {
        __AttachEffect(EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1); // effect 24 NEW EFFECT
    }
    //End NEW WEAPON - [New Effect] - NEW WEAPON
}
you put the effect but when you switch the weapon the effect still remeans ... the clear screen dosen;t work ... but only for that effect, the rest works fine

You can give me the solution so it'll work?

I'm pretty new to it and just remembered that you're right.

I don't know how to fix it, guess with a second Clear-Effect?

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  • 1 month later...
  • 3 weeks later...

Fix effect doesn't disappear :

Fix :

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 (refine < 7)    //ÇöÀç Á¦·Ãµµ 7 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 (pItem->GetSubType() == CItemData::WEAPON_SWORD)
        {
            //NEW WEAPON - [New Effect] - NEW WEAPON
            DWORD vnum = pItem->GetIndex();
            if (vnum == ID) // Change "ID" to your Weapon ID
            {
                __ClearWeaponRefineEffect(); // Clear the previous effect
                m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7; // Normal Weapon Refine-effect
                m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL1; // effect 24 NEW EFFECT
            }
            //End NEW WEAPON - [New Effect] - NEW WEAPON
        }
        if (m_swordRefineEffectRight)
            m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
        if (m_swordRefineEffectLeft)
            m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
        break;

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  • 1 year later...
On ١٧‏/٦‏/١٤٣٦ هـ at 9:56 PM, d3s4st3r said:

Hello Community,
 
this is my first tutorial ever and my english is very crappy, so I'll begin now without saying too much. :)
 
What we need :
~InstanceBase.cpp (Clientsource)
~InstanceBase.h (Clientsource)
~playersettingmodule.py (Client root.e**)
 
What we do :
~Lower the requested refine-level
~Add a new refine-effect
 
HowTo :
First of all, open the InstanceBase.cpp and search for "case CItemData::ITEM_TYPE_WEAPON:", for me it's in line 2690.
Now replace the whole function with this :

 

Hidden Content


 
 
Then open the InstanceBase.h and search for "EFFECT_REFINED_NONE,", for me it's line 268.
Replace everything with this :

 

Hidden Content


 

 
 
Then open the playersettingmodule.py and search for "chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+1, "PART_WEAPON", "D:/ymir work/pc/common/effect/sword/sword_7.mse")", for me it's line 391.
Replace everything with this :

 

Hidden Content


 
That's all.
Now the definition for everything :
 
More weapons and definition :
In line "7", where "if (vnum == ID)" is, you have to replace the "ID" with your Weapon ID.
This only works for Swords and can be extended like this :
 
InstanceBase.cpp

 

Hidden Content


 
InstanceBase.h

 

Hidden Content


 
playersettingmodule.py

 

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Now the definitions for everything :
In InstanceBase.cpp and InstanceBase.h is everything self-explanatory I think, in playersettingmodule.py there it goes like this :
For every weapon (sword/dagger/fan/bell/bow) is a own effect set, because they've different sizes.
U have to edit the playersettingmodule.py where is "YOUR_EFFECT**.mse" to your effect, maybe to your direction where the effect is packed.

The 2-hand-weapons will be handled the same way as the swords.

Pictures :
If u did it right, it should be like this :

 

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If you like the effect I use, you can get it from elitepvpers from xXDemonenXx.

That's all.
I hope you like my tutorial and understand everything, if you have any questions or problems, just let me know and I'll give my best to help you.
 
 
 
Special thanks to Krusty. :)

€: WARNING

 

 

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€: Fix effect doesn't disappear :

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ninja ? this ok ?

 

                __ClearWeaponRefineEffect(); // Clear the previous effect
                m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SMALLSWORD_REFINED7_LEFT + refine - 7; // Normal Weapon Refine-effect
                m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL_LEFT; // effect 24 NEW EFFECT
                m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED_SPECIAL2; // effect 25 NEW EFFECT

 

?

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