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Bug acce mount belt and Costume Help


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ZaVaYY2.jpg

 

GameType.h

Client

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;
#endif

#ifdef ENABLE_COSTUME_SYSTEM
const DWORD c_Costume_Slot_Start = c_Equipment_Start + 22;
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2;
const DWORD c_Costume_Slot_Mount = c_Costume_Slot_Start + 3;
const DWORD c_Costume_Slot_Count = 4;
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

 

length.h

Source Game

enum EWearPositions
{
    WEAR_BODY,        // 0
    WEAR_HEAD,        // 1
    WEAR_FOOTS,        // 2
    WEAR_WRIST,        // 3
    WEAR_WEAPON,    // 4
    WEAR_NECK,        // 5
    WEAR_EAR,        // 6
    WEAR_UNIQUE1,    // 7
    WEAR_UNIQUE2,    // 8
    WEAR_ARROW,        // 9
    WEAR_SHIELD,    // 10
    WEAR_ABILITY1,  // 11
    WEAR_ABILITY2,  // 12
    WEAR_ABILITY3,  // 13
    WEAR_ABILITY4,  // 14
    WEAR_ABILITY5,  // 15
    WEAR_ABILITY6,  // 16
    WEAR_ABILITY7,  // 17
    WEAR_ABILITY8,  // 18
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20
    WEAR_RING1,            // 21    : 신규 반지슬롯1 (왼쪽)
    WEAR_RING2,            // 22    : 신규 반지슬롯2 (오른쪽)
    WEAR_BELT,            // 23    : 신규 벨트슬롯
    WEAR_COSTUME_ACCE,
    WEAR_COSTUME_MOUNT,
    WEAR_COSTUME_WEAPON,
    WEAR_MAX = 32    // 

 

 

Costumewindows.py

{"index":COSTUME_START_INDEX+0, "x":61, "y":45, "width":32, "height":64},
  {"index":COSTUME_START_INDEX+1, "x":61, "y": 8, "width":32, "height":32},
 {"index":COSTUME_START_INDEX+2, "x":61, "y":125, "width":32, "height":32},
  {"index":COSTUME_START_INDEX+3, "x":10, "y":125, "width":32, "height":32},#???
 {"index":COSTUME_START_INDEX+4, "x":10, "y":125, "width":32, "height":32},

 

Edited by Metin2 Dev
Core X - External 2 Internal
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GameType.h

Client

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;
#endif

#ifdef ENABLE_COSTUME_SYSTEM
const DWORD c_Costume_Slot_Start = c_Equipment_Start + 22;
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2;
const DWORD c_Costume_Slot_Mount = c_Costume_Slot_Start + 3;
const DWORD c_Costume_Slot_Count = 4;
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

 

try this 

.......................................................................................................................................................................................................................................

GameType.h

Client

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 22;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;
#endif

#ifdef ENABLE_COSTUME_SYSTEM
const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19;
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2;
const DWORD c_Costume_Slot_Mount = c_Costume_Slot_Start + 3;
const DWORD c_Costume_Slot_Count = 4;
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

 

 

 

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   PythonItemModule.cpp 

 

 PyModule_AddIntConstant(poModule, "ITEM_TYPE_BELT", CItemData::ITEM_TYPE_BELT);
#ifdef ENABLE_COSTUME_SYSTEM
    PyModule_AddIntConstant(poModule, "ITEM_TYPE_COSTUME", CItemData::ITEM_TYPE_COSTUME);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_BODY", CItemData::COSTUME_BODY);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_HAIR", CItemData::COSTUME_HAIR);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_ACCE", CItemData::COSTUME_ACCE);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_MOUNT", CItemData::COSTUME_MOUNT); // you're type
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_WEAPON", CItemData::COSTUME_WEAPON);

    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_MOUNT", CItemData::COSTUME_MOUNT);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_START", c_Costume_Slot_Start);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_COUNT", c_Costume_Slot_Count);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_BODY", c_Costume_Slot_Body);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_HAIR", c_Costume_Slot_Hair);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_ACCE", c_Costume_Slot_Acce);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_MOUNT", c_Costume_Slot_Mount);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_END", c_Costume_Slot_End);
#endif

#ifdef ENABLE_MOUNT_COSTUME_SYSTEM
    PyModule_AddIntConstant(poModule, "ENABLE_MOUNT_COSTUME_SYSTEM", 1);
#else
    PyModule_AddIntConstant(poModule, "ENABLE_MOUNT_COSTUME_SYSTEM", 0);
#endif

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    PyModule_AddIntConstant(poModule, "BELT_INVENTORY_SLOT_START", c_Belt_Inventory_Slot_Start);
    PyModule_AddIntConstant(poModule, "BELT_INVENTORY_SLOT_COUNT", c_Belt_Inventory_Slot_Count);
    PyModule_AddIntConstant(poModule, "BELT_INVENTORY_SLOT_END", c_Belt_Inventory_Slot_End);

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