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Lolly the Magicial Effect


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Hi Devs! i want share you lolly effect

Let's start

  • Open common/lenght.h and search SE_EQUIP_LOVE_PENDANT
  • make new line and paste this
  • SE_EQUIP_MAGIC_CANDY,

 

  1. Open common/vnumhelper.cpp and search const bool    IsLovePendant(DWORD vnum)        { return 71145 == vnum; }
  2. make new line and paste
  3. static    const bool    IsMagicCandy(DWORD vnum)        { return 71188 == vnum; }

Common is done!

  1. Open game/char_item.cpp and search
  2.         else if (true == CItemVnumHelper::IsLovePendant(dwVnum))
  3.         {
  4.             this->EffectPacket(SE_EQUIP_LOVE_PENDANT);       
  5.         }
  6. make new line and paste
  7.         else if (true == CItemVnumHelper::IsMagicCandy(dwVnum))
  8.         {
  9.             this->EffectPacket(SE_EQUIP_MAGIC_CANDY);
  10.         }

 

  1. Open game/unique_item.cpp search UNIQUE_ITEM_RAMADAN_RING =    71135, 
  2. make new line and paste
  3. UNIQUE_MAGIC_CANDY     =        71188,

Game is Done!

 

  1. Open Client/instancebase.h and Search EFFECT_LOVE_PENDANT_EQUIP
  2. make new line and paste
  3. EFFECT_EQUIP_CANDY,

 

  1. open Client/packet.h and search SE_EQUIP_LOVE_PENDANT,
  2. make new line and paste
  3. SE_EQUIP_MAGIC_CANDY,

 

  1. open Client/PythonNetworkStreamPhaseGameItem.cpp
  2. search 
  3.         case SE_EQUIP_LOVE_PENDANT:
  4.             effect = CInstanceBase::EFFECT_LOVE_PENDANT_EQUIP;
  5.            break;
  6. make new line and paste
  7.         case SE_EQUIP_MAGIC_CANDY:
  8.             effect = CInstanceBase::EFFECT_EQUIP_CANDY;
  9.             break;

 

  1. open Client/PythonCharacterManagerModule.cpp  CInstanceBase::EFFECT_LOVE_PENDANT_EQUIP);
  2. make new line and paste
  3. PyModule_AddIntConstant(poModule, "EFFECT_EQUIP_CANDY", CInstanceBase::EFFECT_EQUIP_CANDY);

Client is done!

  1. Open root/playersettingsmodule.py search chrmgr.RegisterCacheEffect(chrmgr.EFFECT_LOVE_PENDANT_EQUIP, "", "d:/ymir work/effect/etc/buff/buff_item4.mse")
  2. make new line and paste
  3. chrmgr.RegisterCacheEffect(chrmgr.EFFECT_EQUIP_CANDY, "", "d:/ymir work/effect/etc/buff/buff_candy2.mse")

item_proto.sql

71188    ºÎÈ°Àı »çÅÁ    Lolly The Magical    16    0    0    1    106624    0    128        0    0    0    0    0    0    7    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    -1    -1    -1    -1    -1    -1    0    0    0
 

item_proto.txt

71188    Ãʽ´ŞÀÇ ¹İÁö    ITEM_UNIQUE    UNIQUE_NONE    1    NONE    NONE    WEAR_SHIELD    NONE    0    0    0    0    0    REAL_TIME    0    LIMIT_NONE    0    APPLY_NONE    0    APPLY_NONE    0    APPLY_NONE    0    0    0    0    0    0    0    0    0    0
 

item_names

71188    Lolly the Magical

 

effect 

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Ingame screen:

PPr1p9.png

sorry i dont know how to make blocks for topic.

Good luck :)

Edited by Metin2 Dev
Core X - External 2 Internal
  • Metin2 Dev 4
  • Love 7
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  • 2 weeks later...
  • 2 weeks later...

Nice and Thanks

 

But.

 

Open special_item_group.txt
 

add

 

Group ½ºÆó¼È
{
 Vnum 10050
 type special
 1 71148 100000 1
 2 71149 100001 1
 3 71158 100002 1
 4 71135 100003 1
 5 71136 100003 1
 6 71143 100004 1
 7 71145 100005 1
 8 71188 100006 1

    add under this

 

Group ¼Ó¼º    
{    
 Vnum 100006
 type ATTR  
 1 66 30 
 2 78 20 
 3 79 20 
 4 85 30 
 5 69 10 
 6 70 10 
 effect "d:\ymir work\effect\etc\buff\EFFECT_NAME.mse"

 

So when you now equip the Lolli have you all ATTR with out item.sql or item_proto entrys for ATTR`s and the effect replace "EFFECT_NAME.mse" to name of the MSE effect.

this function exist since 34083r GAME.

Ven.

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