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davidviral

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Posts posted by davidviral


  1. On 10/22/2021 at 4:37 PM, wouter2004 said:

    Animatie.gif.b333d13a0a0f9ec8002346c5e4c2971a.gif.947bfaa9200332824c1b89c525adeed4.gif

     

    Fixed the mount animation in the client, swings still dont work

     

    To get animated mounts update the following the the Character.ccp

    
    void CCharacter::FrameMove(DWORD dwTimeParam)
    {
    	CSceneNode::FrameMove(dwTimeParam);	
    
    	if( !_isArrive )
    	{
    		if( _IsMoveTimeType )
    		{
    			static float dis;
    			static D3DXVECTOR2 vTmp;
    
    			dis = (float)( CGameApp::GetCurTick() - _dwStartTime ) * _fMoveSpeed;
    			if( dis>_fMoveLen )
    			{
    				setPos( (int)_vMoveEnd.x, (int)_vMoveEnd.y );
    				
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;
    			}
    			else
    			{
    
    ++				if(pMount)
    ++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				vTmp = _vMoveStart + _vMoveDir * dis;
    				setPos( (int)vTmp.x, (int)vTmp.y );
    			}
    		}
    		else if( GetChaState()->IsTrue(enumChaStateMove) )
    		{
    			// ????????ProgressRate(??????j???????)------------------------------------------------------------------------------
    			if( _nTurnCnt>1 )
    				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate() / (float)_nTurnCnt;
    			else
    				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate();
    
    			_CalPos(_fStepProgressRate);
    			if(_fStepProgressRate >= 1.0f)
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;				
    			}
    			else if( _isStopMove )
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;
    			}
    			else
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    			}
    		}
    	}

     

    hello brother if you still have not solved the swings let me know to prepare a file and upload it...


  2. On 6/16/2020 at 12:57 PM, gainster81 said:

    @JaR did you find a decompiler? I am having the same issue as there are some txt that arent being compiled by server exes and others that arent used by server as well.

    Hello ( Deguix-Decompiler ) and try Numer = [2]

    Like this: decompile_folder_bin('D:/Tales Of Pirates Full Coleccion/TOP Full Colecion/Files/Corsair Online/script (default client)/table',2)

     

    first use number one and check the tables that are well compiled save those that are good and use number two and so on.

     


  3. 2 hours ago, FruitJuice said:

    Need to modify through Game.exe, or do changes in string text for already pre-made ones in iteminfo I think 823 and other Title medals, otherwise with client source.

    Nice i think game.exe is the solution but i will try stringset.txt sure is too harder (823) songs good thanks danny (other way maybe is en_US.res i see the titles only in compiler/system folder same itempre.txt 11 at 20 IDs, idk way only in compiler)

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