Premium EnKor 42 Posted January 4, 2017 Premium Share Posted January 4, 2017 in bin client open: InstanceBaseEffect.cpp find: void CInstanceBase::__ComboProcess() replace all function: void CInstanceBase::__ComboProcess() { DWORD dwcurComboIndex = m_GraphicThingInstance.GetComboIndex(); if (0 != dwcurComboIndex) { if (m_dwLastComboIndex != m_GraphicThingInstance.GetComboIndex()) { if (!m_GraphicThingInstance.IsHandMode() & IsAffect(AFFECT_HWAYEOM)) { __AttachEffect(EFFECT_FLAME_ATTACK); } } } m_dwLastComboIndex = dwcurComboIndex; } PS: Only work with Warrior's, if any one know why update post please. Its a very nice effect Font: EPVP by: KOrí if pc.get_sex() == true and npc.get_sex() == false then npc.purge() end Link to comment Share on other sites More sharing options...
emoemolizu 1 Posted January 4, 2017 Share Posted January 4, 2017 photo ? Link to comment Share on other sites More sharing options...
Shang 368 Posted January 4, 2017 Share Posted January 4, 2017 13 minutes ago, EnKor said: PS: Only work with Warrior's, if any one know why update post please. Its a very nice effect It only works on Warrior's with Sword Aura affect. Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4871 Posted January 4, 2017 Bot Share Posted January 4, 2017 If you want that effect for every normal hit, delete this: & IsAffect(AFFECT_HWAYEOM) Link to comment Share on other sites More sharing options...
Premium EnKor 42 Posted January 4, 2017 Author Premium Share Posted January 4, 2017 7 minutes ago, Cyber36 said: If you want that effect for every normal hit, delete this: & IsAffect(AFFECT_HWAYEOM) noway!! It's NOT the soluction xD because Effect will be Attach in char and not in weapon. 1 if pc.get_sex() == true and npc.get_sex() == false then npc.purge() end Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4871 Posted January 4, 2017 Bot Share Posted January 4, 2017 1 hour ago, EnKor said: noway!! It's NOT the soluction xD because Effect will be Attach in char and not in weapon. I tested it and it works. Normal hits will do this effect, skills won't. Show me the opposite or a better way, when you know how please. MfG Cyber Link to comment Share on other sites More sharing options...
Premium EnKor 42 Posted January 4, 2017 Author Premium Share Posted January 4, 2017 (edited) 22 minutes ago, Cyber36 said: I tested it and it works. Normal hits will do this effect, skills won't. Show me the opposite or a better way, when you know how please. MfG Cyber in all races ?? :Sura: :Ninja: and same for shaman. efect stay in char body, not in weapon its to ugly this way. Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal 2 if pc.get_sex() == true and npc.get_sex() == false then npc.purge() end Link to comment Share on other sites More sharing options...
JeXuX 1 Posted January 4, 2017 Share Posted January 4, 2017 working full? Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4871 Posted January 5, 2017 Bot Share Posted January 5, 2017 (edited) 4 hours ago, EnKor said: in all races ?? :Sura: :Ninja: and same for shaman. efect stay in char body, not in weapon its to ugly this way. Okay, that I didn't tested, you're right Oo Le'me check that P.S: Huh, first I thought it's a stupid check like: "if character == "warrior"" or things like that, but it isn't Oo In my source this function was uncommented, is that the reason maybe? xD MfG Cyber Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
OtherChoice 77 Posted December 19, 2018 Share Posted December 19, 2018 playersettingmodule.py : EDIT chrmgr.RegisterEffect(chrmgr.EFFECT_FLAME_ATTACK, "equip_right_hand", "d:/ymir work/effect/hit/blow_flame/flame_3_weapon.mse") TO chrmgr.RegisterCacheEffect(chrmgr.EFFECT_FLAME_ATTACK, "Bip01 R Hand", "d:/ymir work/effect/hit/blow_flame/flame_3_weapon.mse") (equip_right_hand >> Bip01 R Hand) It will work smoothly on every model (shaman, ninja, sura, warrior) Moreover this way the effect won't be displayed across clients since the combo index used is referred only to played character. To display the effect correctly the function may be modified this way InstanceBase.cpp void CInstanceBase::__ComboProcess() { if (isGetComboAttacking()) { if (!m_GraphicThingInstance.IsHandMode()) { __AttachEffect(EFFECT_FLAME_ATTACK2); } } } InstanceBase.h BOOL isGetComboAttacking(); InstanceBaseMovement.cpp BOOL CInstanceBase::isGetComboAttacking() { return m_GraphicThingInstance.isGetComboAttacking(); } ActorInstanceBattle.cpp BOOL CActorInstance::isGetComboAttacking() { if (!m_pkCurRaceMotionData) return FALSE; if (!m_pkCurRaceMotionData->isAttackingMotion()) return FALSE; const NRaceData::TMotionAttackData * c_pData = m_pkCurRaceMotionData->GetMotionAttackDataPointer(); if (NRaceData::MOTION_TYPE_COMBO != c_pData->iMotionType) return FALSE; if (m_lastMotionName == m_pkCurRaceMotionData->GetMotionFileName()) return FALSE; m_lastMotionName = m_pkCurRaceMotionData->GetMotionFileName(); return TRUE; } (ActorInstanceBattle.cpp) find "void CActorInstance::__OnEndCombo()", "void CActorInstance::__ClearCombo()" and within those add m_lastMotionName = NULL; ActorInstance.h BOOL isGetComboAttacking(); const char* m_lastMotionName; I know its a old question but someone might find this useful (can be applied to other effects like the lighting one in /effect/hit/blow_electric 1 Link to comment Share on other sites More sharing options...
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