d3s4st3r 40 Posted April 6, 2015 Share Posted April 6, 2015 (edited) 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 : ~+6 (+7 effect)~+7 (+8 effect)~+8 (+9 effect)~+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 August 19, 2022 by Metin2 Dev Core X - External 2 Internal 1 7 Link to comment Share on other sites More sharing options...
Premium Galet 514 Posted April 6, 2015 Premium Share Posted April 6, 2015 Thanks ! I'll use it for sure ! Link to comment Share on other sites More sharing options...
Premium .colossus. 60 Posted April 6, 2015 Premium Share Posted April 6, 2015 Perfect...was too fool to search for it. Link to comment Share on other sites More sharing options...
iRemain 17 Posted April 7, 2015 Share Posted April 7, 2015 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 Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted April 7, 2015 Author Share Posted April 7, 2015 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? Link to comment Share on other sites More sharing options...
iRemain 17 Posted April 9, 2015 Share Posted April 9, 2015 I've tried it, but did't work ... I'm pritty stuck here .. Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted April 9, 2015 Author Share Posted April 9, 2015 I can give you support via Skype if u'd like to. Just add me in Skype and we'll find a solution. Link to comment Share on other sites More sharing options...
Fliegex3 29 Posted May 25, 2015 Share Posted May 25, 2015 Is there a Solution for the error with the shining? Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted June 15, 2015 Author Share Posted June 15, 2015 Don't know any solution for it atm.I'll keep searching. Link to comment Share on other sites More sharing options...
Krixius 13 Posted June 17, 2015 Share Posted June 17, 2015 no ideas for fix this? Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted June 17, 2015 Author Share Posted June 17, 2015 Ideas of course, but no solution found until now. Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted June 23, 2015 Author Share Posted June 23, 2015 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; Link to comment Share on other sites More sharing options...
Krixius 13 Posted June 24, 2015 Share Posted June 24, 2015 so, desaster this is fixed no? Link to comment Share on other sites More sharing options...
Krixius 13 Posted June 27, 2015 Share Posted June 27, 2015 i have a error with this, i do but when i put the weapon, the shining isn't a shine, its the effect of aura sword ._. ideas? Link to comment Share on other sites More sharing options...
d3s4st3r 40 Posted June 29, 2015 Author Share Posted June 29, 2015 Maybe picked the wrong effect? Link to comment Share on other sites More sharing options...
xRooT 24 Posted October 8, 2016 Share Posted October 8, 2016 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 Hidden Content 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 : Hidden Content 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 Hidden Content €: Fix effect doesn't disappear : Hidden Content 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 ? Link to comment Share on other sites More sharing options...
Kamylek 10 Posted June 18, 2017 Share Posted June 18, 2017 When Im riding on horse/mount i have only 1 fan, pls fix it ^.^ Link to comment Share on other sites More sharing options...
Suainzettello 23 Posted May 4, 2018 Share Posted May 4, 2018 Hi, and for 2handed swords? Link to comment Share on other sites More sharing options...
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