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Join Today!I'm trying to implement a new class for IRIS, the archer.
I'm having some difficulties, I am studying the necessary files to edit the Client.
Example: I do not know which files call the animations of the character.
What has been done:
- Added client and server in the new type of weapon: Bow
Animations
Weapon
Interface Skill Tree:
- Added model in resource/item_filename
Code:999999 weapon13_060.nif None None None None None
Icon Bow
- Added icon in interface/path_icon.txt
Code:21 "weapon_bow_01.tga"
Bow ingame
resource/item_define.txt
Code:9999999 Beginner's Bow 9999999 0 0 10 1 110 59999 21 1 1 1 1 1665 0 0 0 0 0 0 0 40001 1 0 0 0 0 0 1 1 5 0 0 0 9999 999999 0 0 2 0
language/item_categoryname.txt
Code:110 "Bow" -------- 59999 "Bow"
language/item_name.txt
Code:9999999 "Beginner's Bow"
---- ## ----
I'm accepting help for files that need to edit the Resource/Direct.
--°ø°Ý1: ¸Ç¼Õ
Header
{
type 0
sound 21 4001
sound 22 4501
}
Activity
{
animation 32
soundplay 200 21 0
soundplay 367 22 0
active 333
}
Apply
{
damage 0 100
}
Use GB animation tool to view the kfm of a character (in this instance, it's the elf girl, "j_w.kfm"), and from there, you'll see a bunch of sequences. If you select one of them, you'll clearly see the ID of it at the right side of the screen.I did not understand the function animation.
Where he read the id of the animation, to know the id of the animation is 32?
Use GB animation tool to view the kfm of a character (in this instance, it's the elf girl, "j_w.kfm"), and from there, you'll see a bunch of sequences. If you select one of them, you'll clearly see the ID of it at the right side of the screen.
The structure is:
Players
hm_xxxx_x: Human boy
hw_xxxx_x: Human girl
jm_xxxx_x: Elf boy
jw_xxxx_x: Elf girl
sm_xxxx_x: Dwarf boy
sw_xxxx_x: Dwarf girl
Other
e_xxxxx: Boss (both boy and girl)
m_xxxxx: Monster (both boy and girl)
All those are stored in direct.pack as you have noticed.
Note that they control animations and effects, so they shouldn't harm the game. The effects are like muzzle flashes from pistols for example, so don't worry about editing them to something else.
Hope that helped!
Also, you may have to export your bow animations into .kf and import them inside animation tool. Then from there give them an id. And as far as I know I couldn't determine how the skills are scripted, so unfortunately I'm blank at this point, but I'll look deeper though!