Bvural41 1
Bvural41
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Cevaplanmadı Skill loop for last skill grade

  • Konuyu başlatan Konuyu başlatan rawn3cr0
  • Başlangıç tarihi Başlangıç tarihi
  • Cevaplar Cevaplar 0
  • Görüntüleme Görüntüleme 206
I installed skill over P. I tried to assign this skill a different aura color than the normal one.

EX: M-G-P normal aura skill / E = red aura skill moded

I tried to make a loop, but only I can see it, the other players can't see it. How could I solve it?

C++:
void CInstanceBase::__Warrior_SetGeomgyeongAffect(bool isVisible)
{
    if (isVisible)
    {
        if (IsWearingDress())
            return;

        if (m_kWarrior.m_dwGeomgyeongEffect)
            __DetachEffect(m_kWarrior.m_dwGeomgyeongEffect);

        m_GraphicThingInstance.SetReachScale(1.5f);
        if (m_GraphicThingInstance.IsTwoHandMode())
        {
            DWORD dwSkillGrade = 0, dwSlotIndex = 0;
            if (CPythonPlayer::Instance().GetSkillSlotIndex(4, &dwSlotIndex))
            {
                if (dwSlotIndex < SKILL_MAX_NUM)
                {
                    dwSkillGrade = CPythonPlayer::Instance().GetSkillGrade(dwSlotIndex);
                    if (dwSkillGrade == 4)
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+51);    // Skill over P 2hands loop
                    else
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+WEAPON_TWOHAND);    // Normal skill
                }
            }       
        }
        else
        {
            DWORD dwSkillGrade = 0, dwSlotIndex = 0;
            if (CPythonPlayer::Instance().GetSkillSlotIndex(4, &dwSlotIndex))
            {
                if (dwSlotIndex < SKILL_MAX_NUM)
                {
                    dwSkillGrade = CPythonPlayer::Instance().GetSkillGrade(dwSlotIndex);
                    if (dwSkillGrade == 4)
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+50);    // Skill over P 1hand loop
                    else
                        m_kWarrior.m_dwGeomgyeongEffect=__AttachEffect(EFFECT_WEAPON+WEAPON_ONEHAND);    // Normal skill
                }
            }   
        }
    }
    else
    {
        m_GraphicThingInstance.SetReachScale(1.0f);

        __DetachEffect(m_kWarrior.m_dwGeomgyeongEffect);
        m_kWarrior.m_dwGeomgyeongEffect=0;
    }
}
 

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