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Animated weapons ..


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Hi guys

 

I found these weapons, but I could not install them. Because they are completely different from regular weapons
Does any of you know how to install them?

 

This is a video of them

 

 

 

weapons Download link :

This is the hidden content, please

vs :  https://www.virustotal.com/gui/url/0ba746179bf373a6b1f1cb080d3c70d90cdd6c0e6436d68403a168219a2e61de/detection

 

thnx alot

 

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You can add trought the source :  

InstanceBase.h (Search)

EFFECT_BODYARMOR_SPECIAL2 = 21,

Add the effect names with number ( easier )

 

			EFFECT_KARD = 23,
			EFFECT_SURA= 24,
			EFFECT_KETKEZES= 25,
			EFFECT_TOR= 26,
			EFFECT_IJ= 27,
			EFFECT_HARANG= 28,
			EFFECT_LEGYEZO= 29,		
			EFFECT_TOR_2= 30, 
			EFFECT_LEGYEZO_2 = 31,
			EFFECT_IJ_2 = 38,

InstanceBase.cpp ()

UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)

You need to render effect to item vnum like this ( this is a shit  code but it swork :D



		if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
		{
			if (vnum == 19000 || vnum == 19001 || vnum == 19002 || vnum == 19003 || vnum == 19004 || vnum == 19005 ||
				vnum == 19006 || vnum == 19006 || vnum == 19007 || vnum == 19008 || vnum == 19009)
				m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_KARD;
			else if (vnum >= 19010 && vnum <= 19019)
				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SURA;
		}
		else if (pItem->GetSubType() == CItemData::WEAPON_TWO_HANDED)
		{
			if (vnum >= 19060 && vnum <= 19069)
				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_KETKEZES;
		}
		else if (pItem->GetSubType() == CItemData::WEAPON_DAGGER)
		{
			if (vnum >= 19020 && vnum <= 19029)
			{
				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR;
				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2;
			}
		}
		else if (pItem->GetSubType() == CItemData::WEAPON_BOW)
		{
			if (vnum >= 19030 && vnum <= 19039)
				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_IJ_2;
		}
		else if (pItem->GetSubType() == CItemData::WEAPON_BELL)
		{
			if (vnum >= 19040 && vnum <= 19049)
				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_HARANG;
		}
		else if (pItem->GetSubType() == CItemData::WEAPON_FAN)
		{
			if (vnum >= 19070 && vnum <= 19079)
			{
				if (CRaceMotionData::MODE_HORSE == m_GraphicThingInstance.GetMotionMode())
				{
					m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO;
					m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_LEGYEZO_2;
				}
				else
					m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_LEGYEZO;
			}
		}

		if (m_swordRefineEffectRight)
			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
		if (m_swordRefineEffectLeft)
			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
	}
	break;

Playersettingsmodule.py 
Create the effect like this.

	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+23, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_sword.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+24, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_swords.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+25, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_spear.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+26, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse")	
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+27, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse")	
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+28, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_bell.mse")	
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+29, "PART_WEAPON", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+30, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_knife.mse")
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+31, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_fan.mse")	
	chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+38, "PART_WEAPON_LEFT", "D:/ymir work/pc/common/effect/armor/ridack_bow.mse")	

(NOTE) char who have 2 weapon like ninja need effect EFFECT_TOR , EFFECT_TOR2

 

Left and right hand

				m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_TOR;
				m_swordRefineEffectLeft = EFFECT_REFINED + EFFECT_TOR_2;

 

 

You dont need add GR2 model to item_list just put the icon like this 

19020	WEAPON	icon/item/iconmdeknife.tga

 

Edited by Datheft15
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