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How To Make Combo Effect


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in bin client open: InstanceBaseEffect.cpp

 

find:

void CInstanceBase::__ComboProcess()

replace all function:

 

void CInstanceBase::__ComboProcess()
{
	DWORD dwcurComboIndex = m_GraphicThingInstance.GetComboIndex();
	if (0 != dwcurComboIndex)
	{
		if (m_dwLastComboIndex != m_GraphicThingInstance.GetComboIndex())
		{
			if (!m_GraphicThingInstance.IsHandMode() & IsAffect(AFFECT_HWAYEOM))
			{
				__AttachEffect(EFFECT_FLAME_ATTACK);
			}
		}
	}
	m_dwLastComboIndex = dwcurComboIndex;
}

 

 

 

PS: Only work with Warrior's, if any one know why update post please. Its a very nice effect

 

 

 

Font: EPVP by: KOrí

if pc.get_sex() == true and npc.get_sex() == false then
	npc.purge()
end

 

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22 minutes ago, Cyber36 said:

I tested it and it works. Normal hits will do this effect, skills won't. Show me the opposite or a better way, when you know how please.

 

MfG

Cyber

in all races ??

 

:Sura: :Ninja: and same for shaman.  efect stay in char body, not in weapon  its to ugly this way.

Edited by Metin2 Dev
Core X - External 2 Internal
  • Metin2 Dev 2
if pc.get_sex() == true and npc.get_sex() == false then
	npc.purge()
end

 

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4 hours ago, EnKor said:

in all races ??

 

:Sura: :Ninja: and same for shaman.  efect stay in char body, not in weapon  its to ugly this way.

Okay, that I didn't tested, you're right Oo

Le'me check that :)

P.S: Huh, first I thought it's a stupid check like: "if character == "warrior"" or things like that, but it isn't Oo In my source this function was uncommented, is that the reason maybe? xD

MfG

Cyber

Edited by Metin2 Dev
Core X - External 2 Internal

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  • 1 year later...

playersettingmodule.py

EDIT chrmgr.RegisterEffect(chrmgr.EFFECT_FLAME_ATTACK, "equip_right_hand", "d:/ymir work/effect/hit/blow_flame/flame_3_weapon.mse")

TO

chrmgr.RegisterCacheEffect(chrmgr.EFFECT_FLAME_ATTACK, "Bip01 R Hand", "d:/ymir work/effect/hit/blow_flame/flame_3_weapon.mse")

(equip_right_hand >> Bip01 R Hand) It will work smoothly on every model (shaman, ninja, sura, warrior)

Moreover this way the effect won't be displayed across clients since the combo index used is referred only to played character. To display the effect correctly the function may be modified this way

InstanceBase.cpp

void CInstanceBase::__ComboProcess()
{
	if (isGetComboAttacking())
	{
		if (!m_GraphicThingInstance.IsHandMode())
		{
			__AttachEffect(EFFECT_FLAME_ATTACK2);
		}
	}
}

InstanceBase.h

BOOL					isGetComboAttacking();

InstanceBaseMovement.cpp

BOOL CInstanceBase::isGetComboAttacking()
{
	return m_GraphicThingInstance.isGetComboAttacking();
}

ActorInstanceBattle.cpp

BOOL CActorInstance::isGetComboAttacking()
{
	if (!m_pkCurRaceMotionData)
		return FALSE;

	if (!m_pkCurRaceMotionData->isAttackingMotion())
		return FALSE;

	const NRaceData::TMotionAttackData * c_pData = m_pkCurRaceMotionData->GetMotionAttackDataPointer();
	if (NRaceData::MOTION_TYPE_COMBO != c_pData->iMotionType)
		return FALSE;
	if (m_lastMotionName == m_pkCurRaceMotionData->GetMotionFileName())
		return FALSE;
	m_lastMotionName = m_pkCurRaceMotionData->GetMotionFileName();
	return TRUE;
}
(ActorInstanceBattle.cpp) find "void CActorInstance::__OnEndCombo()", "void CActorInstance::__ClearCombo()" and within those add m_lastMotionName = NULL;

ActorInstance.h

BOOL		isGetComboAttacking();
const char*						m_lastMotionName;

I know its a old question but someone might find this useful (can be applied to other effects like the lighting one in /effect/hit/blow_electric

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