Tools:
- DS Map Studio


You need to make duplicates of both special effects and visual effects to go along with the corresponding hands.

I'll break it down the best I can…some terminology first:

"ID" = Field located in "SpEffectParam"; and row numbers that control all your special effects. It will be referred to as "SpEffect ID" to avoid confusion.

"vfxID" (Effect VFX [0]) = Field located in "SpEffectParam"; row numbers that control all the visual effects

"wepParamChange" (Weapon Parameter Change) = Field that controls right and left-hand weapon categories. "1" = right hand, "2" = left hand


Step 1: You need to create a duplicate of the right-hand buff you are trying to get on the left-hand at the same time.
In this instance I am doing, "Sword of St. Trina - Right" and my duplicate "SpEffect ID" will be "9000000" and will be named "Sword of St. Trina - Right dupe".

Step 2: Now in the duplicate "SpEffect ID", in my case that's row "9000000", "Sword of St. Trina - Right dupe", find the "wepParamChange" field and change it from "1" to "2".

Step 3: Now go to the original row and input the duplicate row number or "SpEffect ID", in my case that's "9000000", into the "cycleOccurrenceSpEffectId" (Cycle SpEffect ID) field.
You just took a buff for your right hand, made a copy of it for your left hand, and programmed the game to cast both when you buff your right hand.

Step 4: Repeat steps 1-3 except this time make a duplicate of the left-hand row number or "SpEffect ID", in my case that's "Sword of St. Trina - Left". Make sure you use a different row number for this duplicate as well, in my case I will be using "9000001" and change the "wepParamChange" to "1".
So, now you have the ability to buff both weapons at once, but you won't be able to see your duplicates because they have no visual effects.
The same method for duplicating special effects will be used, except now, we duplicate visuals effects.

Step 5: Go to the original row, in my case that's "Sword of St. Trina - Right" and look for the field "vfxID" this value is the visual effect ID of said buff, in my case this value is 5091.

Step 6: In "SpEffectVfxParam" go to the above "vfxID" you set and input your row name, mine will be "Sword of St. Trina - Right VFX", that way you can find it easily.

Step 7: Now duplicate this row (mine is 5091) and give it a new "vfxID", in my case I will be using "9000000" (since these are different parameters this is fine) and name it, "Sword of St. Trina - Left VFX" so it's easy to find.

Step 8: Find the "effectType" field of the duplicate VFX you just made and change it from "1" to "2". You just changed that VFX from right to left and will need to change some other things from right to left as well.

Step 9: You will need to edit multiple fields in this duplicate VFX, they should be edited from this:

1 = Right

Enchant SFX Start - Dummy Poly ID [0]   |   10300
Enchant SFX End   - Dummy Poly ID [0]   |   -1       
Enchant SFX Start - Dummy Poly ID [1]   |   11300
Enchant SFX End   - Dummy Poly ID [1]   |   -1       
Enchant SFX Start - Dummy Poly ID [2]   |   10310
Enchant SFX End   - Dummy Poly ID [2]   |   -1       
Enchant SFX Start - Dummy Poly ID [3]   |   11310
Enchant SFX End   - Dummy Poly ID [3]   |   -1       
Enchant SFX Start - Dummy Poly ID [4]   |   10320
Enchant SFX End   - Dummy Poly ID [4]   |   -1       
Enchant SFX Start - Dummy Poly ID [5]   |   11320
Enchant SFX End   - Dummy Poly ID [5]   |   -1       
Enchant SFX Start - Dummy Poly ID [6]   |   10330
Enchant SFX End   - Dummy Poly ID [6]   |   -1       
Enchant SFX Start - Dummy Poly ID [7]   |   11330
Enchant SFX End   - Dummy Poly ID [7]   |   -1

To this:

2 = Left

Enchant SFX Start - Dummy Poly ID [0]   |   20300
Enchant SFX End   - Dummy Poly ID [0]   |   -1       
Enchant SFX Start - Dummy Poly ID [1]   |   21300
Enchant SFX End   - Dummy Poly ID [1]   |   -1       
Enchant SFX Start - Dummy Poly ID [2]   |   20310
Enchant SFX End   - Dummy Poly ID [2]   |   -1       
Enchant SFX Start - Dummy Poly ID [3]   |   21310
Enchant SFX End   - Dummy Poly ID [3]   |   -1       
Enchant SFX Start - Dummy Poly ID [4]   |   20320
Enchant SFX End   - Dummy Poly ID [4]   |   -1       
Enchant SFX Start - Dummy Poly ID [5]   |   21320
Enchant SFX End   - Dummy Poly ID [5]   |   -1       
Enchant SFX Start - Dummy Poly ID [6]   |   20330
Enchant SFX End   - Dummy Poly ID [6]   |   -1       
Enchant SFX Start - Dummy Poly ID [7]   |   21330
Enchant SFX End   - Dummy Poly ID [7]   |   -1

(If you refence the right-hand VFX you will notice these are the same except your right hand VFX has all the first numbers switched to 1, for instance 20300, 21300, will be 10300, 11300, etc… Basically, the 1 signifies right, and 2 signifies left. If that doesn't make sense that's all right as long as you follow these steps, you'll be fine.)

Step 10: So, we need to put a left-hand visual effect with that duplicate right hand special effect first. Go to the right-hand duplicate row, "9000000", or the ID you gave it, and change the "vfxId" to the visual effect ID: "9000000" or the ID you gave it. Now do the same thing vice-versa to the left hand duplicate you created. Use the "vfxId" from the original right-hand SpEffect and use the "vfxId" value for your left-hand duplicate. (Since this would technically be your right hand here.)

Now when you cast on your right hand, your left hand gets the buff as a cycle effect, has the visuals to go along with it, and vice-versa.