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Maslovicz

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I cant attack with fist ingame.. is there any check that blocks it?

 

I guess you should create something like chr.MOTION_MODE_CLAW and use it to load there the attack motions etc..

 

def __LoadGameWolfmanEx(race, path):
	chrmgr.SelectRace(race)

	## GENERAL MOTION MODE
	SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/")
	chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50)

	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
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  • Former Staff

 

solved..

 

This was the problem:

 

bool CActorInstance::IsPoly()
{
	if (TYPE_POLY==m_eActorType)
		return true;

	if (TYPE_PC==m_eActorType)
		if (m_eRace >= MAIN_RACE_MAX_NUM)
			return TRUE;

	return false;
}

Increase MAIN_RACE_MAX_NUM to 9 and you will be fine

Where?

 

 

rightclick -> Search for definition

 

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I have a problem after implemented the complete char.

I added all Binary, Game and python functions, and also all the archive files.

 

But now after login i got a blackscreen and after a half second the client closed.

The syserr is clean, the Log.txt show's nothing like an error, only the ErrorLog.txt say's me something.

 

But i don't know how to work with the ErrorLog.txt i hope someone can help me, i think the error is in the introselect.py... :)

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  • Bot

Charcreation and Charselection work...
Armors work...

But i cant attack... And if i riding a horse im running on it.... :o
Someone got an Idea?

def __LoadGameWolfmanEx(race, path):

	## Wolfman
	#########################################################################################
	chrmgr.SelectRace(race)

	## GENERAL MODE
	SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/")
	chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50)

	## SKILL
	chrmgr.SetPathName(path + "skill/")
	for i in xrange(skill.SKILL_EFFECT_COUNT):
		END_STRING = ""
		if i != 0: END_STRING = "_%d" % (i+1)
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1, "blue_possession" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2, "red_possesion" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3, "reef_attack" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4, "split_slash" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5, "wind_death" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6, "wreckage" + END_STRING + ".msa")

	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa")

	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)

	## EMOTION
	emotion.RegisterEmotionAnis(path)

	## CLAW BATTLE
	chrmgr.SetPathName(path + "claw/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_CLAW)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT,				"wait.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT,				"wait1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WALK,				"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE,			"front_damage.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE,			"front_damage1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK,		"back_damage.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK,		"back_damage1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_1,	"combo_01.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_2,	"combo_02.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_3,	"combo_03.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_4,	"combo_04.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_5,	"combo_05.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_6,	"combo_06.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_7,	"combo_07.msa")

	## Combo Type 1
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, 4)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4)
	## Combo Type 2
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, 5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7)
	## Combo Type 3
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, 6)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4)

	## FISHING
	chrmgr.SetPathName(path + "fishing/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_FISHING)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WAIT,			"wait.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WALK,			"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_THROW,	"throw.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_WAIT,	"fishing_wait.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_STOP,	"fishing_cancel.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_REACT,	"fishing_react.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_CATCH,	"fishing_catch.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_FAIL,	"fishing_fail.msa")

	## HORSE
	chrmgr.SetPathName(path + "horse/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait.msa", 90)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait1.msa", 9)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait2.msa", 1)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK,				"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE,			"front_damage.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK,		"front_damage.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD,				"dead.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE,			"skill_charge.msa")

	## HORSE_CLAW
	chrmgr.SetPathName(path + "horse_claw/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_CLAW)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, 3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_SPLASH, "skill_splash.msa")

	## Bone
	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_hand")
	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left")

And where u got the orginal skill damages?

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Charcreation and Charselection work...

Armors work...

But i cant attack... And if i riding a horse im running on it.... :o

Someone got an Idea?

def __LoadGameWolfmanEx(race, path):

	## Wolfman
	#########################################################################################
	chrmgr.SelectRace(race)

	## GENERAL MODE
	SetGeneralMotions(chr.MOTION_MODE_GENERAL, path + "general/")
	chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait_1.msa", 30)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack_1.msa", 50)

	## SKILL
	chrmgr.SetPathName(path + "skill/")
	for i in xrange(skill.SKILL_EFFECT_COUNT):
		END_STRING = ""
		if i != 0: END_STRING = "_%d" % (i+1)
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1, "blue_possession" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2, "red_possesion" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3, "reef_attack" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4, "split_slash" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5, "wind_death" + END_STRING + ".msa")
		chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6, "wreckage" + END_STRING + ".msa")

	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa")

	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)

	## EMOTION
	emotion.RegisterEmotionAnis(path)

	## CLAW BATTLE
	chrmgr.SetPathName(path + "claw/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_CLAW)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT,				"wait.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT,				"wait1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WALK,				"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE,			"front_damage.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE,			"front_damage1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK,		"back_damage.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK,		"back_damage1.msa", 50)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_1,	"combo_01.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_2,	"combo_02.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_3,	"combo_03.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_4,	"combo_04.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_5,	"combo_05.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_6,	"combo_06.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_7,	"combo_07.msa")

	## Combo Type 1
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, 4)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4)
	## Combo Type 2
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, 5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7)
	## Combo Type 3
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, 6)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4)

	## FISHING
	chrmgr.SetPathName(path + "fishing/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_FISHING)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WAIT,			"wait.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_WALK,			"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_THROW,	"throw.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_WAIT,	"fishing_wait.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_STOP,	"fishing_cancel.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_REACT,	"fishing_react.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_CATCH,	"fishing_catch.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_FISHING, chr.MOTION_FISHING_FAIL,	"fishing_fail.msa")

	## HORSE
	chrmgr.SetPathName(path + "horse/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait.msa", 90)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait1.msa", 9)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT,				"wait2.msa", 1)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK,				"walk.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN,				"run.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE,			"front_damage.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK,		"front_damage.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD,				"dead.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE,			"skill_charge.msa")

	## HORSE_CLAW
	chrmgr.SetPathName(path + "horse_claw/")
	chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_CLAW)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
	chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, 3)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
	chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa")
	chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_SPLASH, "skill_splash.msa")

	## Bone
	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_hand")
	chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left")

And where u got the orginal skill damages?

 

 

solved..

 

This was the problem:

 

bool CActorInstance::IsPoly()
{
	if (TYPE_POLY==m_eActorType)
		return true;

	if (TYPE_PC==m_eActorType)
		if (m_eRace >= MAIN_RACE_MAX_NUM)
			return TRUE;

	return false;
}

Increase MAIN_RACE_MAX_NUM to 9 and you will be fine

Apply that Inya said and the horse will be ok

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solved..

 

This was the problem:

 

bool CActorInstance::IsPoly()
{
	if (TYPE_POLY==m_eActorType)
		return true;

	if (TYPE_PC==m_eActorType)
		if (m_eRace >= MAIN_RACE_MAX_NUM)
			return TRUE;

	return false;
}

Increase MAIN_RACE_MAX_NUM to 9 and you will be fine

I can't find this from where need MAIN_RACE_MAX_NUM modification game source client db?

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I have a problem about skills.

 

It looks like warrior skills.

 

hv7WT9z.png

inline int RaceToJob(int race)
{
	const int JOB_NUM = 4;
	return race % JOB_NUM;

How I should change this JOB_NUM

put:

if (race == 8)

 return 4;

 

 

Why i have this errors?

 

04a05-20ddeb0a-d088-4305-9079-5525f5315c

1005 11:39:25535 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/skill/wind_death_4.msa) ERROR
1005 11:39:25535 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/skill/wreckage_4.msa) ERROR
1005 11:39:26289 :: CRaceData::RegisterMotionData - LoadMotionData(c_szFileName=d:/ymir work/pc3/wolfman/horse_claw/skill_splash.msa) ERROR
1005 11:39:03926 :: CActorInstance::__RunNextCombo(wComboType=0, wComboIndex=1) - m_pkCurRaceData->GetComboDataPointer(m_wcurMotionMode=9, &pComboData) == NULL
1005 11:39:03929 :: CActorInstance::__RunNextCombo(wComboType=0, wComboIndex=1) - m_pkCurRaceData->GetComboDataPointer(m_wcurMotionMode=9, &pComboData) == NULL

doesnt read the msa of skills and i can't do punch ; i put the gamelib race_max_num = 9.

Edited by Metin2 Dev
Core X - External 2 Internal
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  • Honorable Member

 

48fa62c70b.jpg

 

All Weapons + Hit animation + Sounds working

Armors and weapons it's free(public)? or it's your work?

 

Go to first page of this topic and download it.

Edited by Metin2 Dev
Core X - External 2 Internal
  • Love 2

plechi-frost-dungeon.gif

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Solved: now i can attack but i can't see the skill of icons xd

 

04a05-88f26cfe-4a9a-43db-b39a-a509218c0d

 

i can use the skills but the server go down

 

04a05-d7154588-dc2e-41b5-8aca-c721a32280

 

Gif image with the error when i use the skill:

server go down

https://metin2.download/picture/n6E0WaJ4WnJ13vf6dd639poOYKsn7i5e/.gif

Edited by Metin2 Dev
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