Alles anzeigenIn costume is work , and costume weapon dont work .
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49008 "d:/ymir work/pc/common/effect/plechito/weapons/steampunk/armor.mse" work
60123 "d:/ymir work/pc/common/effect/plechito/weapons/steampunk/sword.mse" dont work.
binary client
InstanceBase
i use this
ZitatAlles anzeigenvoid CInstanceBase::__GetShiningEffect(CItemData* pItem)
{
//Set this to true if you want to hide the refine effect if there's a shining for this item.
bool removeRefineEffect = false;
CItemData::TItemShiningTable shiningTable = pItem->GetItemShiningTable();
#if defined(ENABLE_COSTUME_SYSTEM) && defined(ENABLE_WEAPON_COSTUME_SYSTEM)
if (pItem->GetType() == CItemData::ITEM_TYPE_WEAPON (pItem->GetType() == CItemData::ITEM_TYPE_COSTUME && pItem->GetSubType() == CItemData::COSTUME_WEAPON))
{
BYTE bSubType = pItem->GetType() == CItemData::ITEM_TYPE_COSTUME && pItem->GetSubType() == CItemData::COSTUME_WEAPON ? pItem->GetValue(3) : pItem->GetSubType();
#else
if (pItem->GetType() == CItemData::ITEM_TYPE_WEAPON)
{
BYTE bSubType = pItem->GetSubType();
#endif
__ClearWeaponShiningEffect();
if (shiningTable.Any() && removeRefineEffect)
{
__ClearWeaponRefineEffect();
}
for (int i = 0; i < CItemData::ITEM_SHINING_MAX_COUNT; i++)
{
if (strcmp(shiningTable.szShinings[i], ""))
{
if (bSubType == CItemData::WEAPON_BOW)
{
__AttachWeaponShiningEffect(i, shiningTable.szShinings[i], "PART_WEAPON_LEFT");
}
else
{
//Check for double sided weapons or fan which is attached on both sides when mounted.
#ifdef ENABLE_WOLFMAN
bool twoSidedWeapon = bSubType == CItemData::WEAPON_DAGGER (IsMountingHorse() && bSubType == CItemData::WEAPON_FAN) bSubType == CItemData::WEAPON_CLAW;
#else
bool twoSidedWeapon = bSubType == CItemData::WEAPON_DAGGER (IsMountingHorse() && bSubType == CItemData::WEAPON_FAN);
#endif
if (twoSidedWeapon)
{
__AttachWeaponShiningEffect(i, shiningTable.szShinings[i], "PART_WEAPON_LEFT");
}
__AttachWeaponShiningEffect(i, shiningTable.szShinings[i], "PART_WEAPON");
}
}
}
}
#if defined(ENABLE_COSTUME_SYSTEM)
if ((pItem->GetType() == CItemData::ITEM_TYPE_ARMOR && pItem->GetSubType() == CItemData::ARMOR_BODY) (pItem->GetType() == CItemData::ITEM_TYPE_COSTUME && pItem->GetSubType() == CItemData::COSTUME_BODY))
#else
if (pItem->GetType() == CItemData::ITEM_TYPE_ARMOR && pItem->GetSubType() == CItemData::ARMOR_BODY)
#endif
{
__ClearArmorShiningEffect();
if (shiningTable.Any() && removeRefineEffect)
{
__ClearArmorRefineEffect();
}
for (int i = 0; i < CItemData::ITEM_SHINING_MAX_COUNT; i++)
{
if (strcmp(shiningTable.szShinings[i], ""))
{
__AttachArmorShiningEffect(i, shiningTable.szShinings[i]);
}
}
}
}
I had the same error, with the weapon costumes. They don't want to add a shining with the shiningtable.txt