Cyxer 140 Posted December 1, 2015 Share Posted December 1, 2015 what i add here; if (vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID?) 1 1 Link to comment Share on other sites More sharing options...
Former Staff Shisui 490 Posted December 1, 2015 Former Staff Share Posted December 1, 2015 if (vnum == 11209 || Link to comment Share on other sites More sharing options...
Cyxer 140 Posted December 1, 2015 Share Posted December 1, 2015 1 minute ago, Shisui said: if (vnum == 11209 || thnx Link to comment Share on other sites More sharing options...
Cyxer 140 Posted December 1, 2015 Share Posted December 1, 2015 how i can in weapon; Link to comment Share on other sites More sharing options...
.Sonii 4 Posted December 26, 2015 Share Posted December 26, 2015 More than 500 errors when I make this in InstanceBase.h: EFFECT_BODYARMOR_SPECIAL EFFECT_BODYARMOR_SPECIAL2 EFFECT_BODYARMOR_NEW_SPECIAL1 EFFECT_REFINED_NUM, }; Link to comment Share on other sites More sharing options...
Siverbot 6 Posted August 31, 2016 Share Posted August 31, 2016 is it posibil to do the same with weapons and costumes ? Link to comment Share on other sites More sharing options...
glubara 0 Posted September 6, 2016 Share Posted September 6, 2016 Does someone know how to do it with costumes? Link to comment Share on other sites More sharing options...
Exonow 0 Posted February 15, 2017 Share Posted February 15, 2017 costumes? this if (pItem->GetSubType() == CItemData::ARMOR_BODY) to if (pItem->GetSubType() == CItemData::COSTUME_ARMOR) no? Link to comment Share on other sites More sharing options...
AlexxD 124 Posted February 15, 2017 Share Posted February 15, 2017 1 hour ago, Exonow said: costumes? this if (pItem->GetSubType() == CItemData::ARMOR_BODY) to if (pItem->GetSubType() == CItemData::COSTUME_ARMOR) no? if (pItem->GetSubType() == CItemData::COSTUME_BODY) "Don't be a scammer. Don't be a hacker. Don't be a motherfucker. Karma is a bitch" Link to comment Share on other sites More sharing options...
Yasin95 0 Posted January 19, 2018 Share Posted January 19, 2018 armor-effect-new1.mse that's not it.. this will happen ; chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1-3.mse") this Electric flash effect. thanks. Link to comment Share on other sites More sharing options...
catiswater77 1 Posted December 2, 2022 Share Posted December 2, 2022 (edited) On 3/24/2014 at 2:36 AM, iCoredump said: Hi everyone, In this thread I will show you how to add new armor effects to the binary. Open InstanceBase.cpp and search for this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Æ¯È ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); if (12010 <= vnum && vnum <= 12049) { __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL); __AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2); } } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Replace with this: case CItemData::ITEM_TYPE_ARMOR: __ClearArmorRefineEffect(); // °©¿Ê Æ¯È ÀÌÆåÆ® if (pItem->GetSubType() == CItemData::ARMOR_BODY) { DWORD vnum = pItem->GetIndex(); // color armors [blue shining] - DEFAULT if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer vnum >= 12040 && vnum <= 12049) //Kleidung des Drachen { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining } //Beginning NEW ARMOR - [New Effect] - NEW ARMOR if (vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID? || vnum == Item-ID?) { __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT __AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect } //End NEW ARMOR - [New Effect] - NEW ARMOR } if (refine < 7) //ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù. return 0; if (pItem->GetSubType() == CItemData::ARMOR_BODY) { m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7; __AttachEffect(m_armorRefineEffect); } break; } return 0; } Open InstanceBase.h and search for this: EFFECT_BODYARMOR_SPECIAL, EFFECT_BODYARMOR_SPECIAL2, Add the new lines with the new effects name and go over with the mouse to see the position of the effect in the enum. Example: EFFECT_BODYARMOR_SPECIAL = 19 EFFECT_BODYARMOR_SPECIAL2 = 20 EFFECT_BODYARMOR_NEW_SPECIAL1 = 21 EFFECT_BODYARMOR_NEW_SPECIAL2 = 22 Open the playersettingmodule.py and add the new effects chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new1.mse") chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new2.mse") After you did it pack the root.epk/eix and compile the binary. what causes this ? Spoiler Edited December 2, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Pseudabo 32 Posted December 3, 2022 Share Posted December 3, 2022 13 hours ago, catiswater77 said: what causes this ? Reveal hidden contents You have wrong some texture path.. Check your code and be sure its all alright 1 Link to comment Share on other sites More sharing options...
catiswater77 1 Posted December 3, 2022 Share Posted December 3, 2022 4 hours ago, Pseudabo said: You have wrong some texture path.. Check your code and be sure its all alright it was missing texture, Thank you Link to comment Share on other sites More sharing options...
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