You need to:
- split the item table after the last weapon record
- the weapon index in the table will define which animation is to be used, weapons have to be at the top of the table
- this might require moving the table, editing pointers
- add your weapon after the last weapon, and put the rest of the table after
- then again, pointers maybe
- the index value for animation is coded on 8bit so you can have up to 255 weapons in your table
- edit the animation files M*bip.inx in the char/tmABCD folder to integrate your new weapon index
- if you use the currently existing M*bip.inx files you'll see that you have a limited space to add weapons. Until someone decypher those files you can't add as much weapon as you want.
In the .inx files you can find patterns like
Code:
YY YY YY YY AA BB CC DD EE FF GG
representing list of indexes (indexes being the index of weapons in the item table). YY YY YY YY is the 32-bit number of elements in the table, then AA, BB, .. are 8-bit indexes. All these values are hexadecimal (0 - F).
For instance
Code:
04 00 00 00 54 55 56 57
If you want to fetch the item indexes from your item table, you can use this tool I made called Item Table (http://pt.gregooverse.net/?c=program). It's not perfect but it gets the job done.
Good luck (: