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Eko

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Posts posted by Eko

  1. 55 minutes ago, JinHan said:

    then check affects from affect.h and instancebase.h to be the same

     

    affect.h

        AFFECT_BLEEDING = 304,

        AFFECT_RED_POSSESSION = 174,
        AFFECT_BLUE_POSSESSION = 175,

     

        AFF_BLEEDING,
        AFF_RED_POSSESSION,
        AFF_BLUE_POSSESSION,

     

    instancebase.h

                AFFECT_BLEEDING,                                // Wolfman
                AFFECT_RED_POSSESSION,                  // Wolfman
                AFFECT_BLUE_POSSESSION,                 // Wolfman

  2. 1 hour ago, JinHan said:

    if the affect number in affect.h is  42 for exemple in skill proto you must edit affect column with the number there's an example

    affect_x(1)

    affect_y(2)

    affect_x(3)

    affect_blue_posession(4)

    (affect.h)

    in  skill proto edit table and count how many affects you have and put it on position that you have in affect.h in my example if the affect is on position 4 you must put the effect on 4 position in skill proto as my example .so if in affect.h you have affect blue posession on position 43 in skill proto it must be on position 43 in affect column i hope you will understand

     

    'YMIR','INVISIBILITY','SPAWN','POISON','SLOW','STUN','DUNGEON_READY','FORCE_VISIBLE','BUILDING_CONSTRUCTION_SMALL','BUILDING_CONSTRUCTION_LARGE','BUILDING_UPGRADE','MOV_SPEED_POTION','ATT_SPEED_POTION','FISH_MIDE','JEONGWIHON','GEOMGYEONG','CHEONGEUN','GYEONGGONG','EUNHYUNG','GWIGUM','TERROR','JUMAGAP','HOSIN','BOHO','KWAESOK','MANASHIELD','MUYEONG','REVIVE_INVISIBLE','FIRE','GICHEON','JEUNGRYEOK','NONE33','NONE34','NONE35','NONE36','NONE37','NONE38','NONE39','NONE40','NONE41','NONE42','AFFECT_BLEEDING','AFFECT_RED_POSSESSION','AFFECT_BLUE_POSSESSION'

    right?

  3. Hi, i dont see effekts i search my wrong

     

    https://metin2.download/picture/goEyAAAEcNhl724z5I2gxq5NxYR5lGgN/.gif

     

    playersettingsmodule.py

        chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+42, "Bip01", "d:/ymir work/effect/hit/blow_poison/bleeding_loop.mse")
        chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+43, "Bip01", "d:/ymir work/effect/hit/blow_flame/flame_loop_w.mse")
        chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+44, "", "d:/ymir work/pc3/common/effect/gyeokgongjang_loop_w.mse")
     

    uiaffectshower.py

                chr.AFFECT_RED_POSSESSION : (localeInfo.AFFECT_RED_POSSESSION, "d:/ymir work/ui/skill/wolfman/red_possession_03.sub",),
                chr.AFFECT_BLUE_POSSESSION : (localeInfo.AFFECT_BLUE_POSSESSION, "d:/ymir work/ui/skill/wolfman/red_possession_03.sub",),
                chr.AFFECT_BLEEDING : (localeInfo.SKILL_BLEEDING, "d:/ymir work/ui/skill/wolfman/blue_possession_03.sub",),
     

    instancebase.h

                AFFECT_BLEEDING,                                // Wolfman
                AFFECT_RED_POSSESSION,                  // Wolfman
                AFFECT_BLUE_POSSESSION,                 // Wolfman

    PythonCharacterModule.cpp

        PyModule_AddIntConstant(poModule, "AFFECT_BLEEDING",                    CInstanceBase::AFFECT_BLEEDING);
        PyModule_AddIntConstant(poModule, "AFFECT_RED_POSSESSION",                CInstanceBase::AFFECT_RED_POSSESSION);
        PyModule_AddIntConstant(poModule, "AFFECT_BLUE_POSSESSION",                CInstanceBase::AFFECT_BLUE_POSSESSION);
     

    PythonPlayer.cpp

        m_kMap_dwAffectIndexToSkillIndex.insert(make_pair(int(CInstanceBase::AFFECT_BLEEDING), 170));
        m_kMap_dwAffectIndexToSkillIndex.insert(make_pair(int(CInstanceBase::AFFECT_RED_POSSESSION), 174));
        m_kMap_dwAffectIndexToSkillIndex.insert(make_pair(int(CInstanceBase::AFFECT_BLUE_POSSESSION), 175));
     

     

  4. try this work for me 

     

    90000    sash_scroll    "ITEM_USE"    "USE_DETACHMENT"    1    "ANTI_STACK"    "NONE"    "NONE"    "NONE"    0    0    0    0    0    "LIMIT_NONE"    0    "LIMIT_NONE"    0    "APPLY_NONE"    0    "APPLY_NONE"    0    "APPLY_NONE"    0    7    0    0    0    0    0    0    0    0

     

  5. if you have in ActorInstaceData.cpp

     

    in void CActorInstance::SetAcce(DWORD eAcce, float fSpecular)

    this

                SetModelInstance(CRaceData::PART_ACCE, CRaceData::PART_ACCE, 0);
                AttachModelInstance(0, "Bip01 Spine2", CRaceData::PART_ACCE);

    change to this

    SetModelInstance(CRaceData::PART_ACCE, CRaceData::PART_ACCE, 0, CRaceData::PART_MAIN);

    solved i send gr2 models

    • Love 1
  6. What your type of the sashes?
    costume(type:28) with costume_sash(subtype:3)?

    You have to correct this statement for your system:

    #ifdef __ACCE_COSTUME_SYSTEM__
    							if (ITEM_COSTUME != item2->GetType() && COSTUME_HAIR < item2->GetSubType())
    #else
    							if (ITEM_COSTUME != item2->GetType())
    #endif
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

    Like this:

    							if (ITEM_COSTUME != item2->GetType() || (item2->GetSubType() != COSTUME_BODY && item2->GetSubType() != COSTUME_HAIR))
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

     

    type 28 subtype 2 thanks for share

    the costume_body is subtype2 so that isn't possible ... 

    sash 2 xD

  7. What your type of the sashes?
    costume(type:28) with costume_sash(subtype:3)?

    You have to correct this statement for your system:

    #ifdef __ACCE_COSTUME_SYSTEM__
    							if (ITEM_COSTUME != item2->GetType() && COSTUME_HAIR < item2->GetSubType())
    #else
    							if (ITEM_COSTUME != item2->GetType())
    #endif
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

    Like this:

    							if (ITEM_COSTUME != item2->GetType() || (item2->GetSubType() != COSTUME_BODY && item2->GetSubType() != COSTUME_HAIR))
    							{
    								ChatPacket(CHAT_TYPE_INFO, LC_TEXT("ŔĚ Ç׸ń°ú Ç׸ńŔÇ ĽÓĽşŔ» şŻ°ćÇŇ Ľö ľř˝Ŕ´Ď´Ů."));
    								return false;
    							}

     

    type 28 subtype 2 thanks for share

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