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Sirio

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Posts posted by Sirio

  1. 8 hours ago, Shahin said:

    It is working half way.. Only until SourceSkin2. Nothing past that

    Is there a way to make it work?

     

     

    Your bin reads only until SourceSkin2, you need to extend it.

     

    Go to GameLib\RaceDataFile.cpp and search:
     

                    if (TextFileLoader.GetTokenString("sourceskin2", &strSourceSkin) &&
                        TextFileLoader.GetTokenString("targetskin2", &strTargetSkin))
                    {
                        AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                    }

     

    add under it:


     

                    if (TextFileLoader.GetTokenString("sourceskin3", &strSourceSkin) &&
                        TextFileLoader.GetTokenString("targetskin3", &strTargetSkin))
                    {
                        AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                    }
                    if (TextFileLoader.GetTokenString("sourceskin4", &strSourceSkin) &&
                        TextFileLoader.GetTokenString("targetskin4", &strTargetSkin))
                    {
                        AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                    }

     

    You can add more if you want.

    • Love 1
  2. In char_skill.cpp, under:

    bool CHARACTER::UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaster)
    {
    	if (false == CanUseSkill(dwVnum))
    		return false;

    paste:

    	int iArrayIndexSkill[] = {94, 95, 96, 109, 110, 111}; // skill index
    
    	for (int iBuffSkill = 0; iBuffSkill < _countof(iArrayIndexSkill); iBuffSkill++)
    	{
    		if (iArrayIndexSkill[iBuffSkill] == dwVnum && pkVictim->GetMapIndex() == 26) // map index
    		{
    			ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Say something."));
    			pkVictim = this;
    		} 
    	}

     

    Not my code, but i forgot who it is.

    • Love 1
  3. Try this

     

    if (pItem->GetSubType() == CItemData::WEAPON_SWORD)
            {
                DWORD vnum = pItem->GetIndex();

                if (vnum == 60299)
                {
                    __ClearWeaponRefineEffect();
                    m_swordRefineEffectRight = EFFECT_REFINED + EFFECT_SWORD_REFINED7 + refine - 7;
                    m_swordRefineEffectRight = EFFECT_REFINED +  EFFECT_SWORD_REFINED_SPECIAL1; //effect 24 sword effect
                }
            }

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