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Full Costume Mount System


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21 hours ago, finaltorment said:

ok after the new update now mount/unmount whit ctrl+g/j work fine, but i found only 1 bug:

on the mount, when you warp somewhere you see you pg whitout mount and the seal in the slot.

sorry for my bad english.

This problem is hard to find because i don't have this problem + i can't test it because for me all works.. But i try to find some way how to fix it :) 

 

//EnZi

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You can modify this:

Amok

71124    ąé»çŔÚŔĚżë±Ç    ITEM_COSTUME    COSTUME_MOUNT    1    ANTI_DROP | ANTI_SELL | ANTI_GIVE | ANTI_MYSHOP    QUEST_USE_MULTIPLE | LOG    WEAR_SHIELD    NONE    0    0    0    0    0    LEVEL    0    LIMIT_NONE    0    APPLY_NONE    0    APPLY_NONE    0    APPLY_NONE    0    2400    0    0    0    0    0    0    0    0


i need an example.

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71124    Weißer Löwe    ITEM_COSTUME    COSTUME_MOUNT    0    1    ANTI_STACK    QUEST_USE_MULTIPLE | LOG    WEAR_SHIELD        100    100    0    0    0    REAL_TIME_FIRST_USE    86400    LIMIT_NONE    0    APPLY_NONE    0    APPLY_NONE    0    APPLY_NONE    0    2400    0    0    0    0    0    0    0    0

 

you can also use: TIMER_BASED_ON_WEAR then it only runs when the item is equiped

..,-

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avertuss Here :)

 

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
	const DWORD c_New_Equipment_Start = c_Equipment_Start + 23;
	const DWORD c_New_Equipment_Count = 3;
	const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
	const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
	const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2;
#endif

 
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1 hour ago, M.Sorin said:

Paste here the content of:

 

enum EWearPositions - lenght.h

 

enum EWearPositions
{
    WEAR_BODY,        // 0
    WEAR_HEAD,        // 1
    WEAR_FOOTS,        // 2
    WEAR_WRIST,        // 3
    WEAR_WEAPON,    // 4
    WEAR_NECK,        // 5
    WEAR_EAR,        // 6
    WEAR_UNIQUE1,    // 7
    WEAR_UNIQUE2,    // 8
    WEAR_ARROW,        // 9
    WEAR_SHIELD,    // 10
      WEAR_ABILITY1,  // 11
       WEAR_ABILITY2,  // 12
      WEAR_ABILITY3,  // 13
        WEAR_ABILITY4,  // 14
        WEAR_ABILITY5,  // 15
        WEAR_ABILITY6,  // 16
        WEAR_ABILITY7,  // 17
        WEAR_ABILITY8,  // 18
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_COSTUME_ACCE,    // 21
    WEAR_COSTUME_MOUNT,    // 22??
    WEAR_RING1,            // 23??    : 신규 반지슬롯1 (왼쪽)
    WEAR_RING2,            // 24??    : 신규 반지슬롯2 (오른쪽)

    WEAR_BELT,            // 23    : 신규 벨트슬롯

    WEAR_MAX = 32    // 
};

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1 hour ago, avertuss said:

enum EWearPositions
{
    WEAR_BODY,        // 0
    WEAR_HEAD,        // 1
    WEAR_FOOTS,        // 2
    WEAR_WRIST,        // 3
    WEAR_WEAPON,    // 4
    WEAR_NECK,        // 5
    WEAR_EAR,        // 6
    WEAR_UNIQUE1,    // 7
    WEAR_UNIQUE2,    // 8
    WEAR_ARROW,        // 9
    WEAR_SHIELD,    // 10
      WEAR_ABILITY1,  // 11
       WEAR_ABILITY2,  // 12
      WEAR_ABILITY3,  // 13
        WEAR_ABILITY4,  // 14
        WEAR_ABILITY5,  // 15
        WEAR_ABILITY6,  // 16
        WEAR_ABILITY7,  // 17
        WEAR_ABILITY8,  // 18
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_COSTUME_ACCE,    // 21
    WEAR_COSTUME_MOUNT,    // 22??
    WEAR_RING1,            // 23??    : 신규 반지슬롯1 (왼쪽)
    WEAR_RING2,            // 24??    : 신규 반지슬롯2 (오른쪽)

    WEAR_BELT,            // 23    : 신규 벨트슬롯

    WEAR_MAX = 32    // 
};

So in here, enum EWearPositions, we have:
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_COSTUME_ACCE,    // 21
    WEAR_COSTUME_MOUNT, // 22 index

then this will be corect:
    WEAR_RING1, // 23 START INDEX GAMETYPE !!
    WEAR_RING2, // 24

    WEAR_BELT, // 25
Gametype.h part will be this:
const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; // START INDEX FROM lenght.h

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1 hour ago, AlexxD said:

So in here, enum EWearPositions, we have:
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_COSTUME_ACCE,    // 21
    WEAR_COSTUME_MOUNT, // 22 index

then this will be corect:
    WEAR_RING1, // 23 START INDEX GAMETYPE !!
    WEAR_RING2, // 24

    WEAR_BELT, // 25
Gametype.h part will be this:
const DWORD c_New_Equipment_Start = c_Equipment_Start + 23; // START INDEX FROM lenght.h

And you know maybe id from that slot? I mean the cell that you can use in the quest.

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