Eko 25 Posted February 18, 2016 Share Posted February 18, 2016 (edited) 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)); Edited September 2, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
alondark 59 Posted February 18, 2016 Share Posted February 18, 2016 up help the berke xdxdxd 1 Link to comment Share on other sites More sharing options...
alondark 59 Posted February 18, 2016 Share Posted February 18, 2016 up 1 Link to comment Share on other sites More sharing options...
badyufuk 1 Posted February 18, 2016 Share Posted February 18, 2016 Up 1 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 19, 2016 Author Share Posted February 19, 2016 up Link to comment Share on other sites More sharing options...
Eko 25 Posted February 21, 2016 Author Share Posted February 21, 2016 up Link to comment Share on other sites More sharing options...
Eko 25 Posted February 22, 2016 Author Share Posted February 22, 2016 up Link to comment Share on other sites More sharing options...
JinHan 187 Posted February 22, 2016 Share Posted February 22, 2016 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 2 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 22, 2016 Author Share Posted February 22, 2016 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? Link to comment Share on other sites More sharing options...
JinHan 187 Posted February 22, 2016 Share Posted February 22, 2016 yes if the affects are in thot order in instancebase 1 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 22, 2016 Author Share Posted February 22, 2016 (edited) 10 minutes ago, JinHan said: yes if the affects are in thot order in instancebase instancebase.h already have but doesnt work https://metin2.download/picture/Hy5BsE5gPQvIVpoaz61SjC46T43TFL6t/.png Edited September 2, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
JinHan 187 Posted February 22, 2016 Share Posted February 22, 2016 then check affects from affect.h and instancebase.h to be the same 1 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 22, 2016 Author Share Posted February 22, 2016 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 Link to comment Share on other sites More sharing options...
JinHan 187 Posted February 22, 2016 Share Posted February 22, 2016 i told you already count them Link to comment Share on other sites More sharing options...
Eko 25 Posted February 22, 2016 Author Share Posted February 22, 2016 3 hours ago, JinHan said: i told you already count them Effects in game doesnt work Link to comment Share on other sites More sharing options...
PeaceMaker 121 Posted February 22, 2016 Share Posted February 22, 2016 check skill_proto.sql for setAffectFlag 174 -> JEOKRANG 175 -> CHEONGRANG 1 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 23, 2016 Author Share Posted February 23, 2016 15 hours ago, PeaceMaker said: check skill_proto.sql for setAffectFlag 174 -> JEOKRANG 175 -> CHEONGRANG this effects dnt have in my client source and this not official thx Link to comment Share on other sites More sharing options...
PeaceMaker 121 Posted February 23, 2016 Share Posted February 23, 2016 Check whats the affects called in your source and make sure to place the right name in setAffectFlag 1 Link to comment Share on other sites More sharing options...
Eko 25 Posted February 24, 2016 Author Share Posted February 24, 2016 up Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now