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Autor Topic: Custom Bow/CrossBow (1.04j/S3) - Kapocha  (Visto 2259 veces)

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Offline Kapocha33 Posteado: February 14, 2022, 02:10:15 PM | Modificado: February 14, 2022, 02:42:51 PM by Kapocha33

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Lo de adaptar para el Maininfo se los dejo a ustedes

Enjoy!




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Consultas al Discord: Kapocha33

Offline kayito #1 Posteado: February 14, 2022, 02:50:45 PM | Modificado: February 14, 2022, 02:53:58 PM by kayito

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No lo verifiqué pero checkeaste que las flechas se recarguen automáticamente? Checkeaste los ataques sobre las distintas monturas? El fenrir tiene sus propias animaciones jaja

Yo tengo todos estos, te los comparto para que los chusmees.

Code: [Select]
	SetCompleteHook(0xE9, 0x0050A4EA, &this->EnableBowAnimation1); //OK - ANIM_STAND7
SetCompleteHook(0xE9, 0x0050B0C2, &this->EnableBowAnimation2); //OK - ANIM_WALK7
SetCompleteHook(0xE9, 0x0050B394, &this->EnableBowAnimation3); //OK - ANIM_RUN6
SetCompleteHook(0xE9, 0x0067EB99, &this->EnableBowAnimation4); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C7AD, &this->EnableBowAnimation5); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C336, &this->EnableBowAnimation6); //OK - ANIM_PETATTACKELF1
SetCompleteHook(0xE9, 0x0050C09D, &this->EnableBowAnimation7); //OK - ANIM_PETATTACKELF4 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC59, &this->EnableBowAnimation8); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BEC6, &this->EnableBowAnimation9); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BDC9, &this->EnableBowAnimation10); //OK - ANIM_PETATTACKELF5
SetCompleteHook(0xE9, 0x0050A554, &this->EnableCrossAnimation1); //OK - ANIM_STAND8
SetCompleteHook(0xE9, 0x0050B12C, &this->EnableCrossAnimation2); //OK - ANIM_WALK8
SetCompleteHook(0xE9, 0x0050B3FE, &this->EnableCrossAnimation3); //OK - ANIM_RUN7
SetCompleteHook(0xE9, 0x0067EBB8, &this->EnableCrossAnimation4); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C838, &this->EnableCrossAnimation5); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C3A2, &this->EnableCrossAnimation6); //OK - ANIM_PETATTACKELF2
SetCompleteHook(0xE9, 0x0050C109, &this->EnableCrossAnimation7); //OK - ANIM_PETATTACKELF3 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC78, &this->EnableCrossAnimation8); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BF54, &this->EnableCrossAnimation9); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BE35, &this->EnableCrossAnimation10); //OK - ANIM_PETATTACKELF6

Al costado de cada hook le puse el nombre de la animación según el enum que hice de ese main correspondiente a cada animación del player.bmd, que sería este:

Spoiler for Hiden:
enum ePlayerAction //-> Player.bmd Actions
{
   ANIM_RESET = 0,   // Animation reset
   ANIM_STAND1 = 1,
   ANIM_STAND2 = 2,
   ANIM_STAND3 = 3,
   ANIM_STAND4 = 4,
   ANIM_STAND5 = 5,
   ANIM_STAND6 = 6,
   ANIM_STAND7 = 7,
   ANIM_STAND8 = 8,
   ANIM_FLYSTAND1 = 9,
   ANIM_FLYSTAND2 = 10,
   ANIM_PETSTAND1 = 11,
   ANIM_PETSTAND2 = 12,
   ANIM_WALK1 = 13,
   ANIM_WALK2 = 14,
   ANIM_WALK3 = 15,
   ANIM_WALK4 = 16,
   ANIM_WALK5 = 17,
   ANIM_WALK6 = 18,
   ANIM_WALK7 = 19,
   ANIM_WALK8 = 20,
   ANIM_SWIM1 = 21,
   ANIM_RUN1 = 22,
   ANIM_RUN2 = 23,
   ANIM_RUN3 = 24,
   ANIM_RUN4 = 25,
   ANIM_RUN5 = 26,
   ANIM_RUN6 = 27,
   ANIM_RUN7 = 28,
   ANIM_SWIM2 = 29,
   ANIM_SWIMSTAND1 = 30,
   ANIM_SWIMSTAND2 = 31,
   ANIM_PETWALK1 = 32,
   ANIM_PETWALK2 = 33,
   ANIM_ATTACK1 = 34,
   ANIM_ATTACK2 = 35,
   ANIM_ATTACK3 = 36,
   ANIM_ATTACK4 = 37,
   ANIM_ATTACK5 = 38,
   ANIM_ATTACK6 = 39,
   ANIM_ATTACK7 = 40,
   ANIM_ATTACK8 = 41,
   ANIM_ATTACK9 = 42,
   ANIM_ATTACK10 = 43,
   ANIM_ATTACK11 = 44,
   ANIM_ATTACK12 = 45,
   ANIM_ATTACKELF1 = 46,
   ANIM_ATTACKELF2 = 47,
   ANIM_ATTACKELF3 = 48,
   ANIM_ATTACKELF4 = 49,
   ANIM_PETATTACK1 = 50,
   ANIM_PETATTACK2 = 51,
   ANIM_PETATTACK3 = 52,
   ANIM_PETATTACK4 = 53,
   ANIM_PETATTACKELF1 = 54,
   ANIM_PETATTACKELF2 = 55,
   ANIM_ATTACK13 = 56,
   ANIM_ATTACK14 = 57,
   ANIM_ATTACK15 = 58,
   ANIM_ATTACK16 = 59,
   ANIM_ATTACK17 = 60,
   ANIM_ATTACK18 = 61,
   ANIM_ATTACK19 = 62,
   ANIM_ATTACK20 = 63,
   ANIM_PETATTACK5 = 64,
   ANIM_PETATTACK6 = 65,
   ANIM_PETATTACK7 = 66,
   ANIM_ATTACK21 = 67,
   ANIM_ATTACK22 = 68,
   ANIM_ATTACK23 = 69,
   ANIM_PETSTAND3 = 70,
   ANIM_PETSTAND4 = 71,
   ANIM_STAND9 = 72,
   ANIM_WALK9 = 73,
   ANIM_PETSTAND5 = 74,
   ANIM_PETSTAND6 = 75,
   ANIM_ATTACK24 = 76,
   ANIM_ATTACK25 = 77,
   ANIM_PETATTACK8 = 78,
   ANIM_PETATTACK9 = 79,
   ANIM_PETATTACK10 = 80,
   ANIM_PETATTACK11 = 81,
   ANIM_PETATTACK12 = 82,
   ANIM_PETATTACK13 = 83,
   ANIM_PETATTACK14 = 84,
   ANIM_PETATTACK15 = 85,
   ANIM_PETATTACK16 = 86,
   ANIM_PETATTACK17 = 87,
   ANIM_PETATTACK18 = 88,
   ANIM_PETATTACK19 = 89,
   ANIM_PETATTACK20 = 90,
   ANIM_PETATTACK21 = 91,
   ANIM_PETATTACK22 = 92,
   ANIM_PETATTACK23 = 93,
   ANIM_PETATTACKELF3 = 94,
   ANIM_PETATTACK24 = 95,
   ANIM_PETATTACK25 = 96,
   ANIM_PETATTACKELF4 = 97,
   ANIM_PETATTACK26 = 98,
   ANIM_PETATTACK27 = 99,
   ANIM_PETATTACK28 = 100,
   ANIM_PETATTACK29 = 101,
   ANIM_PETATTACK30 = 102,
   ANIM_PETATTACK31 = 103,
   ANIM_PETATTACK32 = 104,
   ANIM_PETATTACK33 = 105,
   ANIM_PETSTAND7 = 106,
   ANIM_PETSTAND8 = 107,
   ANIM_PETSTAND9 = 108,
   ANIM_PETSTAND10 = 109,
   ANIM_PETSTAND11 = 110,
   ANIM_PETSTAND12 = 111,
   ANIM_PETSTAND13 = 112,
   ANIM_PETSTAND14 = 113,
   ANIM_PETSTAND15 = 114,
   ANIM_PETSTAND16 = 115,
   ANIM_PETSTAND17 = 116,
   ANIM_PETSTAND18 = 117,
   ANIM_PETSTAND19 = 118,
   ANIM_PETSTAND20 = 119,
   ANIM_PETSTAND21 = 120,
   ANIM_PETSTAND22 = 121,
   ANIM_PETSTAND23 = 122,
   ANIM_PETSTAND24 = 123,
   ANIM_PETSTAND25 = 124,
   ANIM_PETSTAND26 = 125,
   ANIM_ATTACKELF5 = 126,
   ANIM_ATTACKELF6 = 127,
   ANIM_ATTACKELF7 = 128,
   ANIM_ATTACKELF8 = 129,
   ANIM_PETATTACKELF5 = 130,
   ANIM_PETATTACKELF6 = 131,
   ANIM_ATTACK26 = 132,
   ANIM_ATTACK27 = 133,
   ANIM_ATTACK28 = 134,
   ANIM_ATTACK29 = 135,
   ANIM_WIN1 = 136,
   ANIM_FALL = 137,
   ANIM_STAND10 = 138,
   ANIM_WALK10 = 139,
   ANIM_RUN8 = 140,
   ANIM_ATTACK30 = 141,
   ANIM_ATTACK31 = 142,
   ANIM_ATTACK32 = 143,
   ANIM_ATTACK33 = 144,
   ANIM_ATTACK34 = 145,
   ANIM_ATTACK35 = 146,
   ANIM_ATTACK36 = 147,
   ANIM_ATTACK37 = 148,
   ANIM_ATTACK38 = 149,
   ANIM_ATTACK39 = 150,
   ANIM_PETATTACK34 = 151,
   ANIM_ATTACK40 = 152,
   ANIM_INTRODUCE1 = 153,
   ANIM_INTRODUCE2 = 154,
   ANIM_HELLO1 = 155,
   ANIM_HELLO2 = 156,
   ANIM_APPLAUSE1 = 157,
   ANIM_APPLAUSE2 = 158,
   ANIM_CHEERS1 = 159,
   ANIM_CHEERS2 = 160,
   ANIM_POINT1 = 161,
   ANIM_POINT2 = 162,
   ANIM_COMEHERE1 = 163,
   ANIM_COMEHERE2 = 164,
   ANIM_DONT1 = 165,
   ANIM_DONT2 = 166,
   ANIM_CRY1 = 167,
   ANIM_CRY2 = 168,
   ANIM_EMBARRASING1 = 169,
   ANIM_EMBARRASING2 = 170,
   ANIM_SERIOUS1 = 171,
   ANIM_SERIOUS2 = 172,
   ANIM_WIN2 = 173,
   ANIM_KISS1 = 174,
   ANIM_LAUGH1 = 175,
   ANIM_LAUGH2 = 176,
   ANIM_TOUCHFACE1 = 177,
   ANIM_TOUCHFACE2 = 178,
   ANIM_COLD1 = 179,
   ANIM_COLD2 = 180,
   ANIM_ALRIGHT1 = 181,
   ANIM_ALRIGHT2 = 182,
   ANIM_RESPECT1 = 183,
   ANIM_YESSIR = 184,
   ANIM_STRETCHARM1 = 185,
   ANIM_RESPECT2 = 186,
   ANIM_STRETCHARM2 = 187,
   ANIM_HUSTLE = 188,
   ANIM_COMEON = 189,
   ANIM_LOOKAROUND = 190,
   ANIM_CHEERS3 = 191,
   ANIM_CHEERS4 = 192,
   ANIM_DANCE1 = 193,
   ANIM_GO = 194,
   ANIM_EMERGE = 195,
   ANIM_HURT = 196,
   ANIM_DIE = 197,
   ANIM_ROLL = 198,
   ANIM_SIT1 = 199,
   ANIM_SIT2 = 200,
   ANIM_SIT3 = 201,
   ANIM_SIT4 = 202,
   ANIM_FLOAT1 = 203,
   ANIM_FLOAT2 = 204,
   ANIM_WALLSTAND1 = 205,
   ANIM_WALLSTAND2 = 206,
   ANIM_DANCE2 = 207,
   ANIM_DANCE3 = 208,
   ANIM_CHEERS5 = 209,
   ANIM_KISS2 = 210,
   ANIM_FLOAT3 = 211
};

Gracias:


Offline Kapocha33 #2 Posteado: February 14, 2022, 02:55:39 PM

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No lo verifiqué pero checkeaste que las flechas se recarguen automáticamente? Checkeaste los ataques sobre las distintas monturas? El fenrir tiene sus propias animaciones jaja

Yo tengo todos estos, te los comparto para que los chusmees.

Code: [Select]
	SetCompleteHook(0xE9, 0x0050A4EA, &this->EnableBowAnimation1); //OK - ANIM_STAND7
SetCompleteHook(0xE9, 0x0050B0C2, &this->EnableBowAnimation2); //OK - ANIM_WALK7
SetCompleteHook(0xE9, 0x0050B394, &this->EnableBowAnimation3); //OK - ANIM_RUN6
SetCompleteHook(0xE9, 0x0067EB99, &this->EnableBowAnimation4); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C7AD, &this->EnableBowAnimation5); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C336, &this->EnableBowAnimation6); //OK - ANIM_PETATTACKELF1
SetCompleteHook(0xE9, 0x0050C09D, &this->EnableBowAnimation7); //OK - ANIM_PETATTACKELF4 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC59, &this->EnableBowAnimation8); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BEC6, &this->EnableBowAnimation9); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BDC9, &this->EnableBowAnimation10); //OK - ANIM_PETATTACKELF5
SetCompleteHook(0xE9, 0x0050A554, &this->EnableCrossAnimation1); //OK - ANIM_STAND8
SetCompleteHook(0xE9, 0x0050B12C, &this->EnableCrossAnimation2); //OK - ANIM_WALK8
SetCompleteHook(0xE9, 0x0050B3FE, &this->EnableCrossAnimation3); //OK - ANIM_RUN7
SetCompleteHook(0xE9, 0x0067EBB8, &this->EnableCrossAnimation4); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C838, &this->EnableCrossAnimation5); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C3A2, &this->EnableCrossAnimation6); //OK - ANIM_PETATTACKELF2
SetCompleteHook(0xE9, 0x0050C109, &this->EnableCrossAnimation7); //OK - ANIM_PETATTACKELF3 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC78, &this->EnableCrossAnimation8); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BF54, &this->EnableCrossAnimation9); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BE35, &this->EnableCrossAnimation10); //OK - ANIM_PETATTACKELF6

Al costado de cada hook le puse el nombre de la animación según el enum que hice de ese main correspondiente a cada animación del player.bmd, que sería este:

Spoiler for Hiden:
enum ePlayerAction //-> Player.bmd Actions
{
   ANIM_RESET = 0,   // Animation reset
   ANIM_STAND1 = 1,
   ANIM_STAND2 = 2,
   ANIM_STAND3 = 3,
   ANIM_STAND4 = 4,
   ANIM_STAND5 = 5,
   ANIM_STAND6 = 6,
   ANIM_STAND7 = 7,
   ANIM_STAND8 = 8,
   ANIM_FLYSTAND1 = 9,
   ANIM_FLYSTAND2 = 10,
   ANIM_PETSTAND1 = 11,
   ANIM_PETSTAND2 = 12,
   ANIM_WALK1 = 13,
   ANIM_WALK2 = 14,
   ANIM_WALK3 = 15,
   ANIM_WALK4 = 16,
   ANIM_WALK5 = 17,
   ANIM_WALK6 = 18,
   ANIM_WALK7 = 19,
   ANIM_WALK8 = 20,
   ANIM_SWIM1 = 21,
   ANIM_RUN1 = 22,
   ANIM_RUN2 = 23,
   ANIM_RUN3 = 24,
   ANIM_RUN4 = 25,
   ANIM_RUN5 = 26,
   ANIM_RUN6 = 27,
   ANIM_RUN7 = 28,
   ANIM_SWIM2 = 29,
   ANIM_SWIMSTAND1 = 30,
   ANIM_SWIMSTAND2 = 31,
   ANIM_PETWALK1 = 32,
   ANIM_PETWALK2 = 33,
   ANIM_ATTACK1 = 34,
   ANIM_ATTACK2 = 35,
   ANIM_ATTACK3 = 36,
   ANIM_ATTACK4 = 37,
   ANIM_ATTACK5 = 38,
   ANIM_ATTACK6 = 39,
   ANIM_ATTACK7 = 40,
   ANIM_ATTACK8 = 41,
   ANIM_ATTACK9 = 42,
   ANIM_ATTACK10 = 43,
   ANIM_ATTACK11 = 44,
   ANIM_ATTACK12 = 45,
   ANIM_ATTACKELF1 = 46,
   ANIM_ATTACKELF2 = 47,
   ANIM_ATTACKELF3 = 48,
   ANIM_ATTACKELF4 = 49,
   ANIM_PETATTACK1 = 50,
   ANIM_PETATTACK2 = 51,
   ANIM_PETATTACK3 = 52,
   ANIM_PETATTACK4 = 53,
   ANIM_PETATTACKELF1 = 54,
   ANIM_PETATTACKELF2 = 55,
   ANIM_ATTACK13 = 56,
   ANIM_ATTACK14 = 57,
   ANIM_ATTACK15 = 58,
   ANIM_ATTACK16 = 59,
   ANIM_ATTACK17 = 60,
   ANIM_ATTACK18 = 61,
   ANIM_ATTACK19 = 62,
   ANIM_ATTACK20 = 63,
   ANIM_PETATTACK5 = 64,
   ANIM_PETATTACK6 = 65,
   ANIM_PETATTACK7 = 66,
   ANIM_ATTACK21 = 67,
   ANIM_ATTACK22 = 68,
   ANIM_ATTACK23 = 69,
   ANIM_PETSTAND3 = 70,
   ANIM_PETSTAND4 = 71,
   ANIM_STAND9 = 72,
   ANIM_WALK9 = 73,
   ANIM_PETSTAND5 = 74,
   ANIM_PETSTAND6 = 75,
   ANIM_ATTACK24 = 76,
   ANIM_ATTACK25 = 77,
   ANIM_PETATTACK8 = 78,
   ANIM_PETATTACK9 = 79,
   ANIM_PETATTACK10 = 80,
   ANIM_PETATTACK11 = 81,
   ANIM_PETATTACK12 = 82,
   ANIM_PETATTACK13 = 83,
   ANIM_PETATTACK14 = 84,
   ANIM_PETATTACK15 = 85,
   ANIM_PETATTACK16 = 86,
   ANIM_PETATTACK17 = 87,
   ANIM_PETATTACK18 = 88,
   ANIM_PETATTACK19 = 89,
   ANIM_PETATTACK20 = 90,
   ANIM_PETATTACK21 = 91,
   ANIM_PETATTACK22 = 92,
   ANIM_PETATTACK23 = 93,
   ANIM_PETATTACKELF3 = 94,
   ANIM_PETATTACK24 = 95,
   ANIM_PETATTACK25 = 96,
   ANIM_PETATTACKELF4 = 97,
   ANIM_PETATTACK26 = 98,
   ANIM_PETATTACK27 = 99,
   ANIM_PETATTACK28 = 100,
   ANIM_PETATTACK29 = 101,
   ANIM_PETATTACK30 = 102,
   ANIM_PETATTACK31 = 103,
   ANIM_PETATTACK32 = 104,
   ANIM_PETATTACK33 = 105,
   ANIM_PETSTAND7 = 106,
   ANIM_PETSTAND8 = 107,
   ANIM_PETSTAND9 = 108,
   ANIM_PETSTAND10 = 109,
   ANIM_PETSTAND11 = 110,
   ANIM_PETSTAND12 = 111,
   ANIM_PETSTAND13 = 112,
   ANIM_PETSTAND14 = 113,
   ANIM_PETSTAND15 = 114,
   ANIM_PETSTAND16 = 115,
   ANIM_PETSTAND17 = 116,
   ANIM_PETSTAND18 = 117,
   ANIM_PETSTAND19 = 118,
   ANIM_PETSTAND20 = 119,
   ANIM_PETSTAND21 = 120,
   ANIM_PETSTAND22 = 121,
   ANIM_PETSTAND23 = 122,
   ANIM_PETSTAND24 = 123,
   ANIM_PETSTAND25 = 124,
   ANIM_PETSTAND26 = 125,
   ANIM_ATTACKELF5 = 126,
   ANIM_ATTACKELF6 = 127,
   ANIM_ATTACKELF7 = 128,
   ANIM_ATTACKELF8 = 129,
   ANIM_PETATTACKELF5 = 130,
   ANIM_PETATTACKELF6 = 131,
   ANIM_ATTACK26 = 132,
   ANIM_ATTACK27 = 133,
   ANIM_ATTACK28 = 134,
   ANIM_ATTACK29 = 135,
   ANIM_WIN1 = 136,
   ANIM_FALL = 137,
   ANIM_STAND10 = 138,
   ANIM_WALK10 = 139,
   ANIM_RUN8 = 140,
   ANIM_ATTACK30 = 141,
   ANIM_ATTACK31 = 142,
   ANIM_ATTACK32 = 143,
   ANIM_ATTACK33 = 144,
   ANIM_ATTACK34 = 145,
   ANIM_ATTACK35 = 146,
   ANIM_ATTACK36 = 147,
   ANIM_ATTACK37 = 148,
   ANIM_ATTACK38 = 149,
   ANIM_ATTACK39 = 150,
   ANIM_PETATTACK34 = 151,
   ANIM_ATTACK40 = 152,
   ANIM_INTRODUCE1 = 153,
   ANIM_INTRODUCE2 = 154,
   ANIM_HELLO1 = 155,
   ANIM_HELLO2 = 156,
   ANIM_APPLAUSE1 = 157,
   ANIM_APPLAUSE2 = 158,
   ANIM_CHEERS1 = 159,
   ANIM_CHEERS2 = 160,
   ANIM_POINT1 = 161,
   ANIM_POINT2 = 162,
   ANIM_COMEHERE1 = 163,
   ANIM_COMEHERE2 = 164,
   ANIM_DONT1 = 165,
   ANIM_DONT2 = 166,
   ANIM_CRY1 = 167,
   ANIM_CRY2 = 168,
   ANIM_EMBARRASING1 = 169,
   ANIM_EMBARRASING2 = 170,
   ANIM_SERIOUS1 = 171,
   ANIM_SERIOUS2 = 172,
   ANIM_WIN2 = 173,
   ANIM_KISS1 = 174,
   ANIM_LAUGH1 = 175,
   ANIM_LAUGH2 = 176,
   ANIM_TOUCHFACE1 = 177,
   ANIM_TOUCHFACE2 = 178,
   ANIM_COLD1 = 179,
   ANIM_COLD2 = 180,
   ANIM_ALRIGHT1 = 181,
   ANIM_ALRIGHT2 = 182,
   ANIM_RESPECT1 = 183,
   ANIM_YESSIR = 184,
   ANIM_STRETCHARM1 = 185,
   ANIM_RESPECT2 = 186,
   ANIM_STRETCHARM2 = 187,
   ANIM_HUSTLE = 188,
   ANIM_COMEON = 189,
   ANIM_LOOKAROUND = 190,
   ANIM_CHEERS3 = 191,
   ANIM_CHEERS4 = 192,
   ANIM_DANCE1 = 193,
   ANIM_GO = 194,
   ANIM_EMERGE = 195,
   ANIM_HURT = 196,
   ANIM_DIE = 197,
   ANIM_ROLL = 198,
   ANIM_SIT1 = 199,
   ANIM_SIT2 = 200,
   ANIM_SIT3 = 201,
   ANIM_SIT4 = 202,
   ANIM_FLOAT1 = 203,
   ANIM_FLOAT2 = 204,
   ANIM_WALLSTAND1 = 205,
   ANIM_WALLSTAND2 = 206,
   ANIM_DANCE2 = 207,
   ANIM_DANCE3 = 208,
   ANIM_CHEERS5 = 209,
   ANIM_KISS2 = 210,
   ANIM_FLOAT3 = 211
};

Le mando un check para que no use montura con bow (? Vi algunos ids más de animaciones pero me dio pereza saber que era jajaja y lo de recargar no lo revisé

Gracias después veo que onda y lo actualizo  :D

Consultas al Discord: Kapocha33

Offline kayito #3 Posteado: February 14, 2022, 03:01:34 PM

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  • C++ Coder
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No lo verifiqué pero checkeaste que las flechas se recarguen automáticamente? Checkeaste los ataques sobre las distintas monturas? El fenrir tiene sus propias animaciones jaja

Yo tengo todos estos, te los comparto para que los chusmees.

Code: [Select]
	SetCompleteHook(0xE9, 0x0050A4EA, &this->EnableBowAnimation1); //OK - ANIM_STAND7
SetCompleteHook(0xE9, 0x0050B0C2, &this->EnableBowAnimation2); //OK - ANIM_WALK7
SetCompleteHook(0xE9, 0x0050B394, &this->EnableBowAnimation3); //OK - ANIM_RUN6
SetCompleteHook(0xE9, 0x0067EB99, &this->EnableBowAnimation4); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C7AD, &this->EnableBowAnimation5); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C336, &this->EnableBowAnimation6); //OK - ANIM_PETATTACKELF1
SetCompleteHook(0xE9, 0x0050C09D, &this->EnableBowAnimation7); //OK - ANIM_PETATTACKELF4 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC59, &this->EnableBowAnimation8); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BEC6, &this->EnableBowAnimation9); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BDC9, &this->EnableBowAnimation10); //OK - ANIM_PETATTACKELF5
SetCompleteHook(0xE9, 0x0050A554, &this->EnableCrossAnimation1); //OK - ANIM_STAND8
SetCompleteHook(0xE9, 0x0050B12C, &this->EnableCrossAnimation2); //OK - ANIM_WALK8
SetCompleteHook(0xE9, 0x0050B3FE, &this->EnableCrossAnimation3); //OK - ANIM_RUN7
SetCompleteHook(0xE9, 0x0067EBB8, &this->EnableCrossAnimation4); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C838, &this->EnableCrossAnimation5); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C3A2, &this->EnableCrossAnimation6); //OK - ANIM_PETATTACKELF2
SetCompleteHook(0xE9, 0x0050C109, &this->EnableCrossAnimation7); //OK - ANIM_PETATTACKELF3 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC78, &this->EnableCrossAnimation8); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BF54, &this->EnableCrossAnimation9); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BE35, &this->EnableCrossAnimation10); //OK - ANIM_PETATTACKELF6

Al costado de cada hook le puse el nombre de la animación según el enum que hice de ese main correspondiente a cada animación del player.bmd, que sería este:

Spoiler for Hiden:
enum ePlayerAction //-> Player.bmd Actions
{
   ANIM_RESET = 0,   // Animation reset
   ANIM_STAND1 = 1,
   ANIM_STAND2 = 2,
   ANIM_STAND3 = 3,
   ANIM_STAND4 = 4,
   ANIM_STAND5 = 5,
   ANIM_STAND6 = 6,
   ANIM_STAND7 = 7,
   ANIM_STAND8 = 8,
   ANIM_FLYSTAND1 = 9,
   ANIM_FLYSTAND2 = 10,
   ANIM_PETSTAND1 = 11,
   ANIM_PETSTAND2 = 12,
   ANIM_WALK1 = 13,
   ANIM_WALK2 = 14,
   ANIM_WALK3 = 15,
   ANIM_WALK4 = 16,
   ANIM_WALK5 = 17,
   ANIM_WALK6 = 18,
   ANIM_WALK7 = 19,
   ANIM_WALK8 = 20,
   ANIM_SWIM1 = 21,
   ANIM_RUN1 = 22,
   ANIM_RUN2 = 23,
   ANIM_RUN3 = 24,
   ANIM_RUN4 = 25,
   ANIM_RUN5 = 26,
   ANIM_RUN6 = 27,
   ANIM_RUN7 = 28,
   ANIM_SWIM2 = 29,
   ANIM_SWIMSTAND1 = 30,
   ANIM_SWIMSTAND2 = 31,
   ANIM_PETWALK1 = 32,
   ANIM_PETWALK2 = 33,
   ANIM_ATTACK1 = 34,
   ANIM_ATTACK2 = 35,
   ANIM_ATTACK3 = 36,
   ANIM_ATTACK4 = 37,
   ANIM_ATTACK5 = 38,
   ANIM_ATTACK6 = 39,
   ANIM_ATTACK7 = 40,
   ANIM_ATTACK8 = 41,
   ANIM_ATTACK9 = 42,
   ANIM_ATTACK10 = 43,
   ANIM_ATTACK11 = 44,
   ANIM_ATTACK12 = 45,
   ANIM_ATTACKELF1 = 46,
   ANIM_ATTACKELF2 = 47,
   ANIM_ATTACKELF3 = 48,
   ANIM_ATTACKELF4 = 49,
   ANIM_PETATTACK1 = 50,
   ANIM_PETATTACK2 = 51,
   ANIM_PETATTACK3 = 52,
   ANIM_PETATTACK4 = 53,
   ANIM_PETATTACKELF1 = 54,
   ANIM_PETATTACKELF2 = 55,
   ANIM_ATTACK13 = 56,
   ANIM_ATTACK14 = 57,
   ANIM_ATTACK15 = 58,
   ANIM_ATTACK16 = 59,
   ANIM_ATTACK17 = 60,
   ANIM_ATTACK18 = 61,
   ANIM_ATTACK19 = 62,
   ANIM_ATTACK20 = 63,
   ANIM_PETATTACK5 = 64,
   ANIM_PETATTACK6 = 65,
   ANIM_PETATTACK7 = 66,
   ANIM_ATTACK21 = 67,
   ANIM_ATTACK22 = 68,
   ANIM_ATTACK23 = 69,
   ANIM_PETSTAND3 = 70,
   ANIM_PETSTAND4 = 71,
   ANIM_STAND9 = 72,
   ANIM_WALK9 = 73,
   ANIM_PETSTAND5 = 74,
   ANIM_PETSTAND6 = 75,
   ANIM_ATTACK24 = 76,
   ANIM_ATTACK25 = 77,
   ANIM_PETATTACK8 = 78,
   ANIM_PETATTACK9 = 79,
   ANIM_PETATTACK10 = 80,
   ANIM_PETATTACK11 = 81,
   ANIM_PETATTACK12 = 82,
   ANIM_PETATTACK13 = 83,
   ANIM_PETATTACK14 = 84,
   ANIM_PETATTACK15 = 85,
   ANIM_PETATTACK16 = 86,
   ANIM_PETATTACK17 = 87,
   ANIM_PETATTACK18 = 88,
   ANIM_PETATTACK19 = 89,
   ANIM_PETATTACK20 = 90,
   ANIM_PETATTACK21 = 91,
   ANIM_PETATTACK22 = 92,
   ANIM_PETATTACK23 = 93,
   ANIM_PETATTACKELF3 = 94,
   ANIM_PETATTACK24 = 95,
   ANIM_PETATTACK25 = 96,
   ANIM_PETATTACKELF4 = 97,
   ANIM_PETATTACK26 = 98,
   ANIM_PETATTACK27 = 99,
   ANIM_PETATTACK28 = 100,
   ANIM_PETATTACK29 = 101,
   ANIM_PETATTACK30 = 102,
   ANIM_PETATTACK31 = 103,
   ANIM_PETATTACK32 = 104,
   ANIM_PETATTACK33 = 105,
   ANIM_PETSTAND7 = 106,
   ANIM_PETSTAND8 = 107,
   ANIM_PETSTAND9 = 108,
   ANIM_PETSTAND10 = 109,
   ANIM_PETSTAND11 = 110,
   ANIM_PETSTAND12 = 111,
   ANIM_PETSTAND13 = 112,
   ANIM_PETSTAND14 = 113,
   ANIM_PETSTAND15 = 114,
   ANIM_PETSTAND16 = 115,
   ANIM_PETSTAND17 = 116,
   ANIM_PETSTAND18 = 117,
   ANIM_PETSTAND19 = 118,
   ANIM_PETSTAND20 = 119,
   ANIM_PETSTAND21 = 120,
   ANIM_PETSTAND22 = 121,
   ANIM_PETSTAND23 = 122,
   ANIM_PETSTAND24 = 123,
   ANIM_PETSTAND25 = 124,
   ANIM_PETSTAND26 = 125,
   ANIM_ATTACKELF5 = 126,
   ANIM_ATTACKELF6 = 127,
   ANIM_ATTACKELF7 = 128,
   ANIM_ATTACKELF8 = 129,
   ANIM_PETATTACKELF5 = 130,
   ANIM_PETATTACKELF6 = 131,
   ANIM_ATTACK26 = 132,
   ANIM_ATTACK27 = 133,
   ANIM_ATTACK28 = 134,
   ANIM_ATTACK29 = 135,
   ANIM_WIN1 = 136,
   ANIM_FALL = 137,
   ANIM_STAND10 = 138,
   ANIM_WALK10 = 139,
   ANIM_RUN8 = 140,
   ANIM_ATTACK30 = 141,
   ANIM_ATTACK31 = 142,
   ANIM_ATTACK32 = 143,
   ANIM_ATTACK33 = 144,
   ANIM_ATTACK34 = 145,
   ANIM_ATTACK35 = 146,
   ANIM_ATTACK36 = 147,
   ANIM_ATTACK37 = 148,
   ANIM_ATTACK38 = 149,
   ANIM_ATTACK39 = 150,
   ANIM_PETATTACK34 = 151,
   ANIM_ATTACK40 = 152,
   ANIM_INTRODUCE1 = 153,
   ANIM_INTRODUCE2 = 154,
   ANIM_HELLO1 = 155,
   ANIM_HELLO2 = 156,
   ANIM_APPLAUSE1 = 157,
   ANIM_APPLAUSE2 = 158,
   ANIM_CHEERS1 = 159,
   ANIM_CHEERS2 = 160,
   ANIM_POINT1 = 161,
   ANIM_POINT2 = 162,
   ANIM_COMEHERE1 = 163,
   ANIM_COMEHERE2 = 164,
   ANIM_DONT1 = 165,
   ANIM_DONT2 = 166,
   ANIM_CRY1 = 167,
   ANIM_CRY2 = 168,
   ANIM_EMBARRASING1 = 169,
   ANIM_EMBARRASING2 = 170,
   ANIM_SERIOUS1 = 171,
   ANIM_SERIOUS2 = 172,
   ANIM_WIN2 = 173,
   ANIM_KISS1 = 174,
   ANIM_LAUGH1 = 175,
   ANIM_LAUGH2 = 176,
   ANIM_TOUCHFACE1 = 177,
   ANIM_TOUCHFACE2 = 178,
   ANIM_COLD1 = 179,
   ANIM_COLD2 = 180,
   ANIM_ALRIGHT1 = 181,
   ANIM_ALRIGHT2 = 182,
   ANIM_RESPECT1 = 183,
   ANIM_YESSIR = 184,
   ANIM_STRETCHARM1 = 185,
   ANIM_RESPECT2 = 186,
   ANIM_STRETCHARM2 = 187,
   ANIM_HUSTLE = 188,
   ANIM_COMEON = 189,
   ANIM_LOOKAROUND = 190,
   ANIM_CHEERS3 = 191,
   ANIM_CHEERS4 = 192,
   ANIM_DANCE1 = 193,
   ANIM_GO = 194,
   ANIM_EMERGE = 195,
   ANIM_HURT = 196,
   ANIM_DIE = 197,
   ANIM_ROLL = 198,
   ANIM_SIT1 = 199,
   ANIM_SIT2 = 200,
   ANIM_SIT3 = 201,
   ANIM_SIT4 = 202,
   ANIM_FLOAT1 = 203,
   ANIM_FLOAT2 = 204,
   ANIM_WALLSTAND1 = 205,
   ANIM_WALLSTAND2 = 206,
   ANIM_DANCE2 = 207,
   ANIM_DANCE3 = 208,
   ANIM_CHEERS5 = 209,
   ANIM_KISS2 = 210,
   ANIM_FLOAT3 = 211
};

Le mando un check para que no use montura con bow (? Vi algunos ids más de animaciones pero me dio pereza saber que era jajaja y lo de recargar no lo revisé

Gracias después veo que onda y lo actualizo  :D

Eso que te compartí son todos los casos de animaciones de elfa, tanto para bow como para crossbow.

Yo distingo por separado porque armé el getmaininfo y podés identificar al item como bow o crossbow jaja

Después reviso bien cuál es el offset que se encarga de recargar las flechas


Offline Tester1838a #4 Posteado: February 21, 2022, 12:03:08 PM | Modificado: February 21, 2022, 12:04:59 PM by Tester1838a

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CBow.h
Code: [Select]
#pragma once
#define DarkStinger ITEM2(4,23)
#define BlessedCross ITEM2(4,24)

#define CreateArrow ((int(__cdecl*)(int a1, int a2, int a3, char a4, char a5, unsigned __int8 a6)) 0x006F140C)
#define CreateEffect ((void(__cdecl*)(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, char a9, char a10, float a11)) 0x006A7FB0)
#define PlayBuffer ((signed int (__cdecl*)(int a1, int a2, int a3)) 0x006A4FB5)
#define sub_40B3C0 ((void(__thiscall*)(DWORD *This, unsigned int a2)) 0x0040B3C0)
#define sub_40B460 ((void(__thiscall*)(DWORD *This, char *a2)) 0x0040B460)

#define iCrossBowAddPlayerDimension 0x0051CE6F // 1.04J OK

void CBow();



CBow.cpp
Code: [Select]
#include "stdafx.h"
#include "CEffect.h"
#include "CBow.h"
#include "Util.h"

DWORD IsCrossItem = 0;

void __declspec(naked) Bow_SetPlayerStop()
{
static DWORD CReturn = 0x0050A4EF;

_asm
{
CMP EAX,0x0A9F
je ReturnLoad
CMP EAX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerWalk()
{
static DWORD CReturn = 0x0050B0C7;

_asm
{
CMP EAX,0x0A9F
je ReturnLoad
CMP EAX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerRun()
{
static DWORD CReturn = 0x0050B399;

_asm
{
CMP EAX,0x0A9F
je ReturnLoad
CMP EAX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerBowAttackFenrir()
{
static DWORD CReturn = 0x0050C0A3;

_asm
{
CMP EDX,0x0A9F
je ReturnLoad
CMP EDX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerBowAttackPet()
{
static DWORD CReturn = 0x0050BECC;

_asm
{
CMP EDX,0x0A9F
je ReturnLoad
CMP EDX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerBowAttackPet2()
{
static DWORD CReturn = 0x0050BDCF;

_asm
{
CMP EDX,0x0A9F
je ReturnLoad
CMP EDX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerWing()
{
static DWORD CReturn = 0x0050C7B3;

_asm
{
CMP EDX,0x0A9F
je ReturnLoad
CMP EDX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_SetPlayerWing2()
{
static DWORD CReturn = 0x0050C33C;

_asm
{
CMP EDX,0x0A9F
je ReturnLoad
CMP EDX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_RenderCharacterBackItem()
{
static DWORD CReturn = 0x00525C36;

_asm
{
CMP EAX,0x0A9F
je ReturnLoad
CMP EAX,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

void __declspec(naked) Bow_InventoryPosition()
{
static DWORD CReturn = 0x005E747E;

_asm
{
CMP ESI,0x0A9F
je ReturnLoad
CMP ESI,DarkStinger
je ReturnLoad
// ---
ReturnLoad :
// ---
jmp CReturn
}
}

DWORD IndexBow;
void __declspec(naked) Bow_SetPlayerAttack1()
{
static DWORD CReturn = 0x0056CCEE;
_asm
{
MOV IndexBow, ECX
}
if(IndexBow == 0x0A99 || IndexBow == DarkStinger || IndexBow == BlessedCross)
{
_asm
{
JMP CReturn
}
}
_asm
{
JMP CReturn 
}
}

void __declspec(naked) Bow_SetPlayerAttack2()
{
static DWORD CReturn = 0x0056E75D;
_asm
{
MOV IndexBow, ECX
}
if(IndexBow == 0x0A9F || IndexBow == DarkStinger || IndexBow == BlessedCross)
{
_asm
{
JMP CReturn
}
}
_asm
{
JMP CReturn 
}
}

void __declspec(naked) Bow_SetPlayerAttack3()
{
static DWORD CReturn = 0x0067EC5D;
_asm
{
MOV IndexBow, EAX
}
if(IndexBow == 0x0A9F || IndexBow == DarkStinger || IndexBow == BlessedCross)
{
_asm
{
JMP CReturn
}
}
_asm
{
JMP CReturn 
}
}

void __declspec(naked) Bow_SetPlayerAttack4()
{
static DWORD CReturn = 0x0067EB9D;
_asm
{
MOV IndexBow, EAX
}
if(IndexBow == 0x0A9F || IndexBow == DarkStinger || IndexBow == BlessedCross)
{
_asm
{
JMP CReturn
}
}
_asm
{
JMP CReturn 
}
}

void CCreateArrow(int a1, int a2, int a3, char SkillIndex, char Skill, unsigned __int8 SKKey)

int Bow;
int CrossBow;
signed int SubType;
SubType = 0;

CrossBow = *(WORD *)(a1 + 752);
Bow = *(WORD *)(a1 + 784);
if ( a1 == *(int*)0x74D2B2C )
{
sub_40B3C0(&*(DWORD*)0x7AFEA08, *(int*)0x74D2C5C);
CrossBow = *(WORD *)(*(int*)0x74D2C5C + 2932);
Bow = *(WORD *)(*(int*)0x74D2C5C + 3000);
sub_40B460(&*(DWORD*)0x7AFEA08, (char *)*(int*)0x74D2C5C);
if ( CrossBow != -1 )
{
CrossBow += 649;
}
if ( Bow != -1 )
{
Bow += 649;
}
}
if ( SKKey == 52 )
{
SubType = 2;
PlayBuffer(85, a2, 0);
}
*(int*)0x7B06C00 = SKKey;
if ( SKKey == 51 )
{
PlayBuffer(130, a2, 0);
}
if ( Skill == 2 )
{
SubType = 99;
}
if ( SKKey == 46 )
{
CreateEffect(348, a2 + 16, a2 + 28, a2 + 296, 0, a3, *(WORD *)(a2 + 190), SkillIndex, Skill, 0, 0.0);
}
else
{
switch ( CrossBow )
{
case BlessedCross:CreateEffect(307, a2 + 16, a2 + 28, a2 + 296, SubType, a2, *(WORD *)(a2 + 190), SkillIndex, Skill, 0, 0.0);break;
//default:
break;
}
switch ( Bow )
{
case DarkStinger:CreateEffect(283, a2 + 16, a2 + 28, a2 + 296, SubType, a2, *(WORD *)(a2 + 190), SkillIndex, Skill, 0, 0.0);break;
//default:
return;
}
}
CreateArrow(a1,a2,a3,SkillIndex,Skill,SKKey);
}

void __declspec(naked) cCrossBowAddPlayerDimension()
{
    static DWORD Address1 = 0x0051CEA5;
    static DWORD Address2 = 0x0051CEFC; 

_asm
{
   Mov Ecx, Dword ptr ss : [ebp + 0x1C]
   Mov Dword ptr ss : [ebp + 0x1C],Ecx
   Mov IsCrossItem, Ecx
}

    if(IsCrossItem >= ITEM2(4,8) && IsCrossItem <= ITEM2(4,14)||IsCrossItem == ITEM2(4,16)||IsCrossItem == ITEM2(4,18)||IsCrossItem == ITEM2(4,19) || IsCrossItem >= ITEM2(4, 24) && IsCrossItem <= ITEM2(4, 44)) // Devil Crossbow
    {
_asm{jmp Address1}
}
else
{
_asm{jmp Address2}
}
}

void CBow()
{


SetCompleteHook(0xE9,0x0050A4EA, &Bow_SetPlayerStop);
SetCompleteHook(0xE9,0x0050B0C2, &Bow_SetPlayerWalk);
SetCompleteHook(0xE9,0x0050B394, &Bow_SetPlayerRun);
SetCompleteHook(0xE9,0x0050C7AD, &Bow_SetPlayerWing);
SetCompleteHook(0xE9,0x0050C09D, &Bow_SetPlayerBowAttackFenrir); //
SetCompleteHook(0xE9,0x0050BEC6, &Bow_SetPlayerBowAttackPet); //
SetCompleteHook(0xE9,0x0050BDC9, &Bow_SetPlayerBowAttackPet2); //
SetCompleteHook(0xE9,0x0050C336, &Bow_SetPlayerWing2); //
SetCompleteHook(0xE9,0x00525C31, &Bow_RenderCharacterBackItem);
SetRange2((LPVOID)iCrossBowAddPlayerDimension, 6, ASM::NOP); //
SetJmp2((LPVOID)iCrossBowAddPlayerDimension, cCrossBowAddPlayerDimension); //
SetCompleteHook(0xE9,0x005E7478, &Bow_InventoryPosition);
SetCompleteHook(0xE9,0x0056CCE9, &Bow_SetPlayerAttack1);
SetCompleteHook(0xE9,0x0056E758, &Bow_SetPlayerAttack2);
SetCompleteHook(0xE9,0x0067EC59, &Bow_SetPlayerAttack3);
SetCompleteHook(0xE9,0x0067EB99, &Bow_SetPlayerAttack4); //

SetCompleteHook(0xE8,0x006F1C61, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1D1E, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1D50, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1D82, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1DB4, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1E27, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1E59, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1E8B, &CCreateArrow);
SetCompleteHook(0xE8,0x006F1EFA, &CCreateArrow);


}

- Fixed Crossbow normal rotation show in town
- Fixed Bows animations while fenrir/uniria

Gracias:


Offline kayito #5 Posteado: February 21, 2022, 12:25:36 PM | Modificado: February 21, 2022, 12:31:28 PM by kayito

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Code: [Select]
	SetRange2((LPVOID)iCrossBowAddPlayerDimension, 6, ASM::NOP);
SetJmp2((LPVOID)iCrossBowAddPlayerDimension, cCrossBowAddPlayerDimension);

Nunca voy a entender por qué meten NOPs innecesariamente antes del hook xD

y lo correcto para no perder el estilo de los demás llamados es cambiar esto:

Code: [Select]
	SetRange2((LPVOID)iCrossBowAddPlayerDimension, 6, ASM::NOP);
SetJmp2((LPVOID)iCrossBowAddPlayerDimension, cCrossBowAddPlayerDimension);

por esto:

Code: [Select]
	SetCompleteHook(0xE9, 0x0051CE6F, &cCrossBowAddPlayerDimension);

Gracias:


Offline davidrcj #6 Posteado: February 21, 2022, 12:59:58 PM

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Ahora falta agregarle los efectos estáticos y dinámicos jaja buen aporté


Offline ZTMarkz #7 Posteado: February 24, 2022, 08:41:55 PM

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Como seria para agregar una bow mas? en su posicion de inventario;

Sludos


Offline Kapocha33 #8 Posteado: February 24, 2022, 09:06:21 PM

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Como seria para agregar una bow mas? en su posicion de inventario;

Sludos

En estos 3 métodos se hace de esta forma para copiar y añadir otra bow

Los index para los efectos hay muchos mas.. Pero estos son los que se usan en los Arcos ya existentes

Consultas al Discord: Kapocha33

Offline spartacus #9 Posteado: April 08, 2022, 10:39:24 PM

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@kayito 
Agregué WeaponFloat personalizado y la espada cambia constantemente de posición cada pocos segundos.
tienes alguna solución para resolver este problema?



Offline kayito #10 Posteado: April 08, 2022, 10:52:31 PM

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@kayito 
Agregué WeaponFloat personalizado y la espada cambia constantemente de posición cada pocos segundos.
tienes alguna solución para resolver este problema?



Si, que lo programes mejor jeje salu2

Gracias:


Offline spartacus #11 Posteado: April 09, 2022, 09:02:56 AM

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@kayito 
Agregué WeaponFloat personalizado y la espada cambia constantemente de posición cada pocos segundos.
tienes alguna solución para resolver este problema?



Si, que lo programes mejor jeje salu2

gracias, me ayudo mucho  aplausos aplausos aplausos aplausos aplausos


Offline kayito #12 Posteado: April 09, 2022, 09:19:07 AM

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@kayito 
Agregué WeaponFloat personalizado y la espada cambia constantemente de posición cada pocos segundos.
tienes alguna solución para resolver este problema?



Si, que lo programes mejor jeje salu2

gracias, me ayudo mucho  aplausos aplausos aplausos aplausos aplausos

Esa clase de problemas son de programación y de cómo hayas implementado ese sistema bro. Desde acá me contacto telepáticamente con tu source para que me diga cómo está implementado y así yo poder darte la respuesta de cuál es tu error jaja no funciona así.
Y por otro lado, yo nunca liberé ningún código de Weapon View así que tampoco me corresponde corregírtelo pero no tengo problemas en que me contactes por discord y lo revisamos.

Gracias:


Offline spartacus #13 Posteado: April 09, 2022, 09:36:49 AM

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@kayito
Traté de usar la costumbre que estaba en la fuente de este tema, y ​​como noté que también has ayudado en los temas de esta versión, decidí preguntarte porque de repente ya habrías pasado por este problema que informé. ..

https://tuservermu.com.ve/index.php?topic=38781.0


Offline kayito #14 Posteado: April 09, 2022, 10:51:00 AM

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@kayito
Traté de usar la costumbre que estaba en la fuente de este tema, y ​​como noté que también has ayudado en los temas de esta versión, decidí preguntarte porque de repente ya habrías pasado por este problema que informé. ..

https://tuservermu.com.ve/index.php?topic=38781.0

Es que yo no copypasteo códigos bro, yo armo mis propios códigos siempre o a lo sumo adapto sistemas desde otros mains pero siempre armando el código de 0 limpio. Entonces de esa forma, yo sé bien dónde puedo llegar a encontrar errores y cómo solucionarlos. Lo que vos me estás comentando es algo muy específico de como hayas implementado vos ese source o si lo copypasteaste quizá no tuviste en cuenta algún detalle o inclusive el mismo código base que usaste puede estar mal. Por eso es muy difícil que alguien te diga "me falla de esta manera, qué puede ser" y tener la respuesta a eso porque depende completamente de cómo esté programado

Gracias:


Offline komandirbk #15 Posteado: April 27, 2023, 03:07:56 PM

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No lo verifiqué pero checkeaste que las flechas se recarguen automáticamente? Checkeaste los ataques sobre las distintas monturas? El fenrir tiene sus propias animaciones jaja

Yo tengo todos estos, te los comparto para que los chusmees.

Code: [Select]
	SetCompleteHook(0xE9, 0x0050A4EA, &this->EnableBowAnimation1); //OK - ANIM_STAND7
SetCompleteHook(0xE9, 0x0050B0C2, &this->EnableBowAnimation2); //OK - ANIM_WALK7
SetCompleteHook(0xE9, 0x0050B394, &this->EnableBowAnimation3); //OK - ANIM_RUN6
SetCompleteHook(0xE9, 0x0067EB99, &this->EnableBowAnimation4); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C7AD, &this->EnableBowAnimation5); //OK - ANIM_ATTACKELF1
SetCompleteHook(0xE9, 0x0050C336, &this->EnableBowAnimation6); //OK - ANIM_PETATTACKELF1
SetCompleteHook(0xE9, 0x0050C09D, &this->EnableBowAnimation7); //OK - ANIM_PETATTACKELF4 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC59, &this->EnableBowAnimation8); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BEC6, &this->EnableBowAnimation9); //OK - ANIM_ATTACKELF5
SetCompleteHook(0xE9, 0x0050BDC9, &this->EnableBowAnimation10); //OK - ANIM_PETATTACKELF5
SetCompleteHook(0xE9, 0x0050A554, &this->EnableCrossAnimation1); //OK - ANIM_STAND8
SetCompleteHook(0xE9, 0x0050B12C, &this->EnableCrossAnimation2); //OK - ANIM_WALK8
SetCompleteHook(0xE9, 0x0050B3FE, &this->EnableCrossAnimation3); //OK - ANIM_RUN7
SetCompleteHook(0xE9, 0x0067EBB8, &this->EnableCrossAnimation4); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C838, &this->EnableCrossAnimation5); //OK - ANIM_ATTACKELF2
SetCompleteHook(0xE9, 0x0050C3A2, &this->EnableCrossAnimation6); //OK - ANIM_PETATTACKELF2
SetCompleteHook(0xE9, 0x0050C109, &this->EnableCrossAnimation7); //OK - ANIM_PETATTACKELF3 (FENRIR)
SetCompleteHook(0xE9, 0x0067EC78, &this->EnableCrossAnimation8); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BF54, &this->EnableCrossAnimation9); //OK - ANIM_ATTACKELF6
SetCompleteHook(0xE9, 0x0050BE35, &this->EnableCrossAnimation10); //OK - ANIM_PETATTACKELF6

Al costado de cada hook le puse el nombre de la animación según el enum que hice de ese main correspondiente a cada animación del player.bmd, que sería este:

Spoiler for Hiden:
enum ePlayerAction //-> Player.bmd Actions
{
   ANIM_RESET = 0,   // Animation reset
   ANIM_STAND1 = 1,
   ANIM_STAND2 = 2,
   ANIM_STAND3 = 3,
   ANIM_STAND4 = 4,
   ANIM_STAND5 = 5,
   ANIM_STAND6 = 6,
   ANIM_STAND7 = 7,
   ANIM_STAND8 = 8,
   ANIM_FLYSTAND1 = 9,
   ANIM_FLYSTAND2 = 10,
   ANIM_PETSTAND1 = 11,
   ANIM_PETSTAND2 = 12,
   ANIM_WALK1 = 13,
   ANIM_WALK2 = 14,
   ANIM_WALK3 = 15,
   ANIM_WALK4 = 16,
   ANIM_WALK5 = 17,
   ANIM_WALK6 = 18,
   ANIM_WALK7 = 19,
   ANIM_WALK8 = 20,
   ANIM_SWIM1 = 21,
   ANIM_RUN1 = 22,
   ANIM_RUN2 = 23,
   ANIM_RUN3 = 24,
   ANIM_RUN4 = 25,
   ANIM_RUN5 = 26,
   ANIM_RUN6 = 27,
   ANIM_RUN7 = 28,
   ANIM_SWIM2 = 29,
   ANIM_SWIMSTAND1 = 30,
   ANIM_SWIMSTAND2 = 31,
   ANIM_PETWALK1 = 32,
   ANIM_PETWALK2 = 33,
   ANIM_ATTACK1 = 34,
   ANIM_ATTACK2 = 35,
   ANIM_ATTACK3 = 36,
   ANIM_ATTACK4 = 37,
   ANIM_ATTACK5 = 38,
   ANIM_ATTACK6 = 39,
   ANIM_ATTACK7 = 40,
   ANIM_ATTACK8 = 41,
   ANIM_ATTACK9 = 42,
   ANIM_ATTACK10 = 43,
   ANIM_ATTACK11 = 44,
   ANIM_ATTACK12 = 45,
   ANIM_ATTACKELF1 = 46,
   ANIM_ATTACKELF2 = 47,
   ANIM_ATTACKELF3 = 48,
   ANIM_ATTACKELF4 = 49,
   ANIM_PETATTACK1 = 50,
   ANIM_PETATTACK2 = 51,
   ANIM_PETATTACK3 = 52,
   ANIM_PETATTACK4 = 53,
   ANIM_PETATTACKELF1 = 54,
   ANIM_PETATTACKELF2 = 55,
   ANIM_ATTACK13 = 56,
   ANIM_ATTACK14 = 57,
   ANIM_ATTACK15 = 58,
   ANIM_ATTACK16 = 59,
   ANIM_ATTACK17 = 60,
   ANIM_ATTACK18 = 61,
   ANIM_ATTACK19 = 62,
   ANIM_ATTACK20 = 63,
   ANIM_PETATTACK5 = 64,
   ANIM_PETATTACK6 = 65,
   ANIM_PETATTACK7 = 66,
   ANIM_ATTACK21 = 67,
   ANIM_ATTACK22 = 68,
   ANIM_ATTACK23 = 69,
   ANIM_PETSTAND3 = 70,
   ANIM_PETSTAND4 = 71,
   ANIM_STAND9 = 72,
   ANIM_WALK9 = 73,
   ANIM_PETSTAND5 = 74,
   ANIM_PETSTAND6 = 75,
   ANIM_ATTACK24 = 76,
   ANIM_ATTACK25 = 77,
   ANIM_PETATTACK8 = 78,
   ANIM_PETATTACK9 = 79,
   ANIM_PETATTACK10 = 80,
   ANIM_PETATTACK11 = 81,
   ANIM_PETATTACK12 = 82,
   ANIM_PETATTACK13 = 83,
   ANIM_PETATTACK14 = 84,
   ANIM_PETATTACK15 = 85,
   ANIM_PETATTACK16 = 86,
   ANIM_PETATTACK17 = 87,
   ANIM_PETATTACK18 = 88,
   ANIM_PETATTACK19 = 89,
   ANIM_PETATTACK20 = 90,
   ANIM_PETATTACK21 = 91,
   ANIM_PETATTACK22 = 92,
   ANIM_PETATTACK23 = 93,
   ANIM_PETATTACKELF3 = 94,
   ANIM_PETATTACK24 = 95,
   ANIM_PETATTACK25 = 96,
   ANIM_PETATTACKELF4 = 97,
   ANIM_PETATTACK26 = 98,
   ANIM_PETATTACK27 = 99,
   ANIM_PETATTACK28 = 100,
   ANIM_PETATTACK29 = 101,
   ANIM_PETATTACK30 = 102,
   ANIM_PETATTACK31 = 103,
   ANIM_PETATTACK32 = 104,
   ANIM_PETATTACK33 = 105,
   ANIM_PETSTAND7 = 106,
   ANIM_PETSTAND8 = 107,
   ANIM_PETSTAND9 = 108,
   ANIM_PETSTAND10 = 109,
   ANIM_PETSTAND11 = 110,
   ANIM_PETSTAND12 = 111,
   ANIM_PETSTAND13 = 112,
   ANIM_PETSTAND14 = 113,
   ANIM_PETSTAND15 = 114,
   ANIM_PETSTAND16 = 115,
   ANIM_PETSTAND17 = 116,
   ANIM_PETSTAND18 = 117,
   ANIM_PETSTAND19 = 118,
   ANIM_PETSTAND20 = 119,
   ANIM_PETSTAND21 = 120,
   ANIM_PETSTAND22 = 121,
   ANIM_PETSTAND23 = 122,
   ANIM_PETSTAND24 = 123,
   ANIM_PETSTAND25 = 124,
   ANIM_PETSTAND26 = 125,
   ANIM_ATTACKELF5 = 126,
   ANIM_ATTACKELF6 = 127,
   ANIM_ATTACKELF7 = 128,
   ANIM_ATTACKELF8 = 129,
   ANIM_PETATTACKELF5 = 130,
   ANIM_PETATTACKELF6 = 131,
   ANIM_ATTACK26 = 132,
   ANIM_ATTACK27 = 133,
   ANIM_ATTACK28 = 134,
   ANIM_ATTACK29 = 135,
   ANIM_WIN1 = 136,
   ANIM_FALL = 137,
   ANIM_STAND10 = 138,
   ANIM_WALK10 = 139,
   ANIM_RUN8 = 140,
   ANIM_ATTACK30 = 141,
   ANIM_ATTACK31 = 142,
   ANIM_ATTACK32 = 143,
   ANIM_ATTACK33 = 144,
   ANIM_ATTACK34 = 145,
   ANIM_ATTACK35 = 146,
   ANIM_ATTACK36 = 147,
   ANIM_ATTACK37 = 148,
   ANIM_ATTACK38 = 149,
   ANIM_ATTACK39 = 150,
   ANIM_PETATTACK34 = 151,
   ANIM_ATTACK40 = 152,
   ANIM_INTRODUCE1 = 153,
   ANIM_INTRODUCE2 = 154,
   ANIM_HELLO1 = 155,
   ANIM_HELLO2 = 156,
   ANIM_APPLAUSE1 = 157,
   ANIM_APPLAUSE2 = 158,
   ANIM_CHEERS1 = 159,
   ANIM_CHEERS2 = 160,
   ANIM_POINT1 = 161,
   ANIM_POINT2 = 162,
   ANIM_COMEHERE1 = 163,
   ANIM_COMEHERE2 = 164,
   ANIM_DONT1 = 165,
   ANIM_DONT2 = 166,
   ANIM_CRY1 = 167,
   ANIM_CRY2 = 168,
   ANIM_EMBARRASING1 = 169,
   ANIM_EMBARRASING2 = 170,
   ANIM_SERIOUS1 = 171,
   ANIM_SERIOUS2 = 172,
   ANIM_WIN2 = 173,
   ANIM_KISS1 = 174,
   ANIM_LAUGH1 = 175,
   ANIM_LAUGH2 = 176,
   ANIM_TOUCHFACE1 = 177,
   ANIM_TOUCHFACE2 = 178,
   ANIM_COLD1 = 179,
   ANIM_COLD2 = 180,
   ANIM_ALRIGHT1 = 181,
   ANIM_ALRIGHT2 = 182,
   ANIM_RESPECT1 = 183,
   ANIM_YESSIR = 184,
   ANIM_STRETCHARM1 = 185,
   ANIM_RESPECT2 = 186,
   ANIM_STRETCHARM2 = 187,
   ANIM_HUSTLE = 188,
   ANIM_COMEON = 189,
   ANIM_LOOKAROUND = 190,
   ANIM_CHEERS3 = 191,
   ANIM_CHEERS4 = 192,
   ANIM_DANCE1 = 193,
   ANIM_GO = 194,
   ANIM_EMERGE = 195,
   ANIM_HURT = 196,
   ANIM_DIE = 197,
   ANIM_ROLL = 198,
   ANIM_SIT1 = 199,
   ANIM_SIT2 = 200,
   ANIM_SIT3 = 201,
   ANIM_SIT4 = 202,
   ANIM_FLOAT1 = 203,
   ANIM_FLOAT2 = 204,
   ANIM_WALLSTAND1 = 205,
   ANIM_WALLSTAND2 = 206,
   ANIM_DANCE2 = 207,
   ANIM_DANCE3 = 208,
   ANIM_CHEERS5 = 209,
   ANIM_KISS2 = 210,
   ANIM_FLOAT3 = 211
};


hi bro, maybe you have this code done for main 1.02p ?


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