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:
Under Add:
UserInterface/InstanceBase.h
We are looking for:
Under the following:
Client:
Root/playersettingmodule.py
We are looking for:
Under Add:
That's it
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
We are looking for:
Code:
EFFECT_BODYARMOR_SPECIAL2,
Code:
MOJANAZWAMIECZA1 // (or how you called it for each weapon)
Attention! As you add a dagger, you must add:
MOJANAZWASZTYLETU1_1
MOJANAZWASZTYLETU1_2
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")
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