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iCoredump

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Posts posted by iCoredump

  1.  

     

    This is the easiest thing of the dungeon, since this is done in mob_proto. You don't really need to code anything to do this.

     

    you make skilldamage with the c++ part, like DE

     

     

    songs of the video please, is so amazing, this songs, lol.

     

    i don't know, sry

    • Love 1
  2.  

    I have all the converted files and everything works fine, but with 105 armor level appears me this syser

     
    Anyone know how to fix?
     
     
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 HeadNub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 Ponytail1Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 L Finger0Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 L Finger1Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 L Finger2Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 R Finger0Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 R Finger1Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 R Finger2Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 L Toe0Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 R Toe0Nub' in the ToSkeleton
    0326 22:33:08962 :: GRANNY: [c:/dev/rad/granny/rt/granny_mesh_binding.cpp:137] NewMeshBinding: Unable to find bone: 'Bip01 TailNub' in the ToSkeleton

     

    Convert fail, try it again.

    Granny can not finde the bone!

     

    (AttachingBoneName    "Bip01")

  3. Hi everyone,
     
    In this thread I will show you how to add new armor effects to the binary.
     
     
    Open InstanceBase.cpp and search for this:
    	case CItemData::ITEM_TYPE_ARMOR:
    		__ClearArmorRefineEffect();
    
    		// °©¿Ê Ưȭ ÀÌÆåÆ®
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			DWORD vnum = pItem->GetIndex();
    
    			if (12010 <= vnum && vnum <= 12049)
    			{
    				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
    				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
    			}
    		}
    
    		if (refine < 7)	//ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
    			return 0;
    
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
    			__AttachEffect(m_armorRefineEffect);
    		}
    		break;
    	}
    	return 0;
    }

    Replace with this:

    	case CItemData::ITEM_TYPE_ARMOR:
    		__ClearArmorRefineEffect();
    
    		// °©¿Ê Ưȭ ÀÌÆåÆ®
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			DWORD vnum = pItem->GetIndex();
    			// color armors [blue shining] - DEFAULT
    			if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer
    				vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug
    				vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer
    				vnum >= 12040 && vnum <= 12049)   //Kleidung des Drachen
    			{
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining
    			}
    //Beginning NEW ARMOR - [New Effect] - NEW ARMOR
    			if (vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID? ||
    				vnum == Item-ID?)
    			{
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT
    				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect
    			}			
    //End NEW ARMOR - [New Effect] - NEW ARMOR
    		}
    		if (refine < 7)	//ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
    			return 0;
    
    		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
    		{
    			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
    			__AttachEffect(m_armorRefineEffect);
    		}
    		break;
    	}
    	return 0;
    }

    Open InstanceBase.h and search for this:

    EFFECT_BODYARMOR_SPECIAL,
    EFFECT_BODYARMOR_SPECIAL2,
     
    Add the new lines with the new effects name and go over with the mouse to see the position of the effect in the enum. 
    Example:
    EFFECT_BODYARMOR_SPECIAL = 19
    EFFECT_BODYARMOR_SPECIAL2 = 20
    EFFECT_BODYARMOR_NEW_SPECIAL1 = 21
    EFFECT_BODYARMOR_NEW_SPECIAL2 = 22

    Open the playersettingmodule.py and add the new effects 

    chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-1.mse")
    chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse")
    chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new1.mse")
    chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new2.mse")

    After you did it pack the root.epk/eix and compile the binary.

     

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