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Re: weapon effects [message #65802 is a reply to message #65800] Fri, 10 February 2012 17:28 Go to previous messageGo to previous message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

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Hmm... You can add the JoB blue aura to the SOA, as well as his body aura. There are two ways of doing this. One is currently beyond my ability, I have yet to figure it out. It involves adding a new helper to the weapon mesh and using that helper to spawn a new effect through the CParticleAttacherDef. Problem is, you need a need a name.bin entry to match the helper you're spawning from, I can't access the name.bin, so trying to do it that way has become an excercise in futility for me. The other way is through the CObjectAugmentationsDef that every weapon has. Find your effect in effects.bin, then in the four listed effect slots for each augment's special effect on that weapon, change the effect ID to the new effect. Problem with this is, permanent effects suck. Unless you find a good trail effect to use on the bottom two of the four augment effect entries, you have to either A:Leave the trail effect stuff blank, thus causing you to have a non effect-y sword whenever you swing, or B:Use the effect you already selected as a trail, which if it's a permanent effect, will grow bigger and bigger each time you swing until you can't see hardly anything. Rolling Eyes So, there's your options, have fun.

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