look for the twohanded boolean idk exact name
itemassistant i think
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THREAD CLOSED - FIXED 100%
(350+ views on this thread and not one person had positive input to help me in anyway - Just thought I'd note that)
Hey guys, this thread has been updated a bit and reorganized. My current problem can be found below.
When I wield a shield after wearing a 2h, the animation doesn't reset as shown:
Also, just found out that equipping a 2h while having a weapon and shield already on with your inventory full, causes the shield to disappear...-FIXED
how can I make it not even equip the 2h?
Now I found that equipping a shield while wearing a 2h with less than 1 inventory spot causes the shield to disappear.FIXED 100%!
Alright guys, my last issue is the animation not reseting as seen above...
Any idea on how to fix these problems?
[SPOIL]
SPOILER IS FOR OLD PROBLEM (Fixed)
Here is a video of the issue...- - - FIXED (New problem, read below please)
The problem is:FIXED - READ BELOW
If a 2h weapon is equipped, it removes the shield as it's suppose to but the shield doesn't go away from the equipment interface.
This is the same vice-versa when a 2h weapon is equipped and a shield is attached afterwards, the 2h goes to the inventory but it stays on the equipment screen.
Also, it should be noted that it is impossible to remove this item unless another item replaces its slot, as seen in the video.
Fixed this problem:
NEW PROBLEM CAN BE FOUND AT THE TOP OF THE THREAD - CLOSE THE SPOILER![/SPOIL]
SPOILER IS FOR OLD PROBLEM (Fixed)
If you know anything about this issue or know a way to fix it, please lead me in the correct direction.
All help will be greatly appreciated, those who help will receive rep.
If you need more information, just ask.
Thanks in advance.
I can't find it. I'm using a devolution based server.
Anymore help?
Thread updated - New problem now.
Fixed the first issue but now when a shield is equipped after a 2h, the animation doesn't reset back to the normal emote.
Still need help
Anyone?
Rearranging and reorganizing this thread in a second. Sorry it's so messy!
Edit: Added spoiler tags for old problem. New problem can be found at the top of the thread
Yet another issue found. Please don't complain about bumping because I'm trying the best I can to combine my threads to cause less spam in the forums.
New problem involves a glitch where while wearing a weapon and shield. With a full inventory, if a 2h is equipped, the shield disappears. How can I make it so the 2h doesn't even become equipped?
If a mod happens to come by this thread, if you feel the need, please combine my past few posts. Thanks.
1. Animation fix...
Not sure if devo has this :O
search for
underneath addCode:public int GetStandAnim(int id)
Code:if(id == -1){ return 808; }Spoiler for Bumping Rule:
I've already tried that. Anymore suggestions?
Also, for the bump rule, I could have easily made SEVERAL different threads but since I'm combining my threads I'm reducing forum clutter. Also, if I were to make a new thread for it, it would have the same effect as a bump.
I've only been bumping when the thread has been altered when needed.
Sorry for any inconveniences this causes, but at the same time, I'm only trying to make things cleaner in the long-run.
Right now, the second issue is of most importance. I believe it has something to do this this method:
I've tried adding this under the last else statement but had no luck.Code:public boolean addItem(int item, int amount) { if (item >= Item.itemStackable.length) { return false; } if ((item < 0) || (amount < 1)) { return false; } if (!Item.itemStackable[item] || (amount < 1)) { amount = 1; } if (((freeSlots() >= amount) && !Item.itemStackable[item]) || (playerHasItem(item) && Item.itemStackable[item])) { for (int i = 0; i < playerItems.length; i++) { if ((playerItems[i] == (item + 1)) && Item.itemStackable[item] && (playerItems[i] > 0)) { playerItems[i] = (item + 1); if (((playerItemsN[i] + amount) < maxItemAmount) && ((playerItemsN[i] + amount) > -1)) { playerItemsN[i] += amount; } else { playerItemsN[i] = maxItemAmount; } outStream.createFrameVarSizeWord(34); outStream.writeWord(3214); outStream.writeByte(i); outStream.writeWord(playerItems[i]); if (playerItemsN[i] > 254) { outStream.writeByte(255); outStream.writeDWord(playerItemsN[i]); } else { outStream.writeByte(playerItemsN[i]); // amount } outStream.endFrameVarSizeWord(); i = 30; return true; } } for (int i = 0; i < playerItems.length; i++) { if (playerItems[i] <= 0) { playerItems[i] = item + 1; if ((amount < maxItemAmount) && (amount > -1)) { playerItemsN[i] = amount; } else { playerItemsN[i] = maxItemAmount; } outStream.createFrameVarSizeWord(34); outStream.writeWord(3214); outStream.writeByte(i); outStream.writeWord(playerItems[i]); if (playerItemsN[i] > 254) { outStream.writeByte(255); outStream.writeDWord(playerItemsN[i]); } else { outStream.writeByte(playerItemsN[i]); // amount } outStream.endFrameVarSizeWord(); i = 30; return true; } } return false; } else { CAM().sendMessage("Not enough space in your inventory."); return false; } }
Any other ideas on a fix?Code:setEquipment(playerEquipment[playerShield], 1, playerShield); setEquipment(playerEquipment[playerWeapon], 1, playerWeapon);
Edit: I was wrong, this has nothing to do with it! :trollface:
are u stupid this stuff is all for the client
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