Dbow Spec

Discussion in 'Archives' started by Rdogg999, Mar 27, 2008.

Dbow Spec
  1. Unread #1 - Mar 27, 2008 at 10:37 AM
  2. Rdogg999
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    Rdogg999 Active Member

    Dbow Spec

    Step 1: OK, First we've got to add the GFX, we add a new case


    Code:

    Code:
    case 643: // This is the GFX ID
    originalDataID = 7;
    gfx.anInt405 = 2391; // This is the Model ID! (Original was 26391)
    break; Don't forget to change
    Code:
    int newSpotAnimCount = 1;to
    Code:
    int newSpotAnimCount = 2;

    Step 2:

    Now we've got to add the model to the cache by using the Model adding Tutorial http://www.run3-s3rv3r.org/showthread.php?t=28358 (the e's are 3's because it blocks the e's in it.)
    Log in and type add model 2391 (I renamed 26391 to 2391) and close the client.
    Here is a download for the model of the Dark Bow Special: http://www.megaupload.com/nl/?d=R6GGDJJX (Gzipped)

    Now we have the gfx added to our client.

    Second the SERVER SIDE:
    If you don't have a special attack for your dark bow don't do this tut.

    Now we have added the GFX but we can't see it yet because we havn't added it into the client.java (SERVER SIDE!)

    Step 1: Open client.java and go to your dark bow special. Because it's a bow you need to add a projectile to.

    Add this:

    Code:

    Code:
    createProjectile(absY, absX, offsetX, offsetY, 50, 78, 643, 43, 31, attacknpc+1);
    createProjectile(absY, absX, offsetX, offsetY, 50, 70, 643, 43, 31, attacknpc+1);
    So now we've created 2 projectiles for the special the GFX ID is 643

    Now when you use the special attack it will fire two dragon heads
     
  3. Unread #2 - Mar 27, 2008 at 12:22 PM
  4. IfirecapeI
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    IfirecapeI Active Member
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    Dbow Spec

    Ripped from Moparscape.org again!

    LEECHER!
     
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