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Metin2 [C ++] Animated weapon overlays

Vanilla

Elite
Elite
Credits
1,148
Hey, I'll show you how to add animated weapon overlays, because as you know, ordinary animated weapons as we change to overlays do not work, we need a new function for that.
UserInterface/InstanceBase.cpp:


We are looking for:


Code:
 if (refine < 7)
            return 0;
            if (pItem->GetSubType() == CItemData::ARMOR_BODY)
        {
            m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
            __AttachEffect(m_armorRefineEffect);
        }
        break;

Under Add:
Code:
 case CItemData::ITEM_TYPE_COSTUME:
        __ClearArmorRefineEffect();
            if (pItem->GetSubType() == CItemData::COSTUME_WEAPON)
        {
                PItem- a DWORD => getIndex ();
            if (a == TX) // mieczem
            {
                m_swordRefineEffectRight = EFFECT_REFINED+MIECZ1;
                {
                if (m_swordRefineEffectRight)
                m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
            }
            if (a == TX) // CALF
            {
                m_swordRefineEffectRight = EFFECT_REFINED+SURA1;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
                
            }
            if (vnum == ID) // SZTYLET
            {
                m_swordRefineEffectRight = EFFECT_REFINED+SZTYLET_1_1;
                m_swordRefineEffectLeft = EFFECT_REFINED+SZTYLET_1_2;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                if (m_swordRefineEffectLeft)
                    m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
                }
            }
            if (a == TX) // LUK
            {
                m_swordRefineEffectRight = EFFECT_REFINED+LUK1;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
                
            }
            if (a == TX) // DWURECZNY
            {
                m_swordRefineEffectRight = EFFECT_REFINED+DWURECZNY1;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
                
            }
            if (a == TX) // dzwon
            {
                m_swordRefineEffectRight = EFFECT_REFINED+DZWON1;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
                
            }
            if (vnum == ID) // WACHLARZ
            {
                m_swordRefineEffectRight = EFFECT_REFINED+WACHLARZ1;
                {
                if (m_swordRefineEffectRight)
                    m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
                }
                
            } // Of course, we replace our ID with the names of the type MIECZ1 -> MOJANAZWAMIECZA1
UserInterface/InstanceBase.h


We are looking for:


Code:
    EFFECT_BODYARMOR_SPECIAL2,
Under the following:
Code:
    MOJANAZWAMIECZA1 // (or how you called it for each weapon)
    Attention! As you add a dagger, you must add:
    MOJANAZWASZTYLETU1_1
    MOJANAZWASZTYLETU1_2
Client:


Root/playersettingmodule.py


We are looking for:

Code:
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse")
Under Add:
Code:
        chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "PART_WEAPON", "D:/ymir work/item/weapon/AnimowanaBron.mse")
    // And how do you add another EFFECT_REFINED + 21 you swap to +22 etc. etc. in turn just count from EFFECT_BODYARMOR_SPECIAL2 which is number 20 in instancebase.h
That's it
 

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