Sari la conținut

Caută în comunitate

Afișez rezultate pentru tagurile 'effect'

  • Caută după taguri

    Tastează taguri separate prin virgulă.
  • Caută după Autor

Tip conținut


Forumuri

  • ADMINISTRARE
    • Noutăţi
    • Prezentare membrii
    • Aplică pentru grad
  • Informatii, resurse, tutoriale si multe altele
    • Ghiduri și Tutoriale
    • Resurse Metin2
    • Utilități
    • Dezvoltare web
    • Premium
    • Probleme și întrebări
    • Just4metin Productions
  • Advertisement Metin2
    • Certificate
    • Servere Private
    • Prezentari / Descrieri video
  • Trash
    • Deleted topics and messages

Găsește rezultate în...

Găsește rezultate care...


Cată creare

  • Început

    Final


Ultima actualizare

  • Început

    Final


Filtrează după numărul de...

Înregistrat

  • Început

    Final


Grup


About Me

Găsit 1 rezultat

  1. 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 Ưȭ 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 Ưȭ 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.
×