اليكم الطريقه , من رد أحد الاشخاص علي استفساري في منتدي اجنبي
You can add trought the source :
Instanceb*ase.h (Search)
EFFECT_BODYARMOR_SPECIAL2 = 21,
Add the effect names with number ( easier )
EFFECT_KARD = 23,
EFFECT_SURA= 24,
EFFECT_KETKEZES= 25,
EFFECT_TOR= 26,
EFFECT_IJ= 27,
EFFECT_HARANG= 28,
EFFECT_LEGYEZO= 29,
EFFECT_TOR_2= 30,
EFFECT_LEGYEZO_2 = 31,
EFFECT_IJ_2 = 38,
Instanceb*ase.cpp ()
UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
You need to render effect to item vnum like this ( this is a shit code but it swork )
if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
{
if (vnum == 19000 || vnum == 19001 || vnum == 19002 || vnum == 19003 || vnum == 19004 || vnum == 19005 ||
vnum == 19006 || vnum == 19006 || vnum == 19007 || vnum == 19008 || vnum == 19009)
m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_KARD;
else if (vnum >= 19010 && vnum <= 19019)
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SURA;
}
else if (pItem->GetSubType() == CItemData::WEAPON_TWO_HANDED)
{
if (vnum >= 19060 && vnum <= 19069)
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_KETKEZES;
}
else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER)
{
if (vnum >= 19020 && vnum <= 19029)
{
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR;
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2;
}
}
else if (pItem->GetSubType() == CItemData::WEAPON_BOW)
{
if (vnum >= 19030 && vnum <= 19039)
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_IJ_2;
}
else if (pItem->GetSubType() == CItemData::WEAPON_BELL)
{
if (vnum >= 19040 && vnum <= 19049)
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_HARANG;
}
else if (pItem->GetSubType() == CItemData::WEAPON_FAN)
{
if (vnum >= 19070 && vnum <= 19079)
{
if (CRaceMotionData::MODE_HORSE == m_GraphicThingInstance.GetMotionMode())
{
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO;
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_LEGYEZO_2;
}
else
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO;
}
}
if (m_swordRefineEffectRight)
m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
if (m_swordRefineEffectLeft)
m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
}
break;
Playersettingsmodule.py
Create the effect like this.
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+23, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_sword.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_swords.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_spear.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bell.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+29, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+30, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+31, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+38, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse")
(NOTE) char who have 2 weapon like ninja need 2 effect EFFECT_TOR , EFFECT_TOR2
Left and right hand :
m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR;
m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2;
You dont need add GR2 model to item_list just put the icon like this
19020 WEAPON icon/item/iconmdeknife.tga
شئ أخير للبعض هنا , نتيجه ما رأيته في الاونه الاخيره
قال النبي ﷺ: من سئل عن علم فكتمه ألجمه الله يوم القيامة بلجام من نار
مشاركتك المعرفه لاتقلل من شأنك ولا تمنع من رزقك . وإن كنت تفضل الاحتفاظ بعلمك لنفسك , فلا داعي لأضافه رد من الاساس لرفع الحرج عنك وعن السائل
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