Karavoc;822416 said:ok so the format is
<Object> <LBR version (anim2)> <AoS version (anim3)> <AoW version (anim4)><Mondain version (anim5)>
how would i format this? and tie it in for each item?
Karavoc;823339 said:thanks hellrazor, i managed to figure all that out, now i'm trying to figure out how to add customer monsters with mulpatcher, i have a .vd file and managed to get it to show up on insideUO but i can't figure out how to make it actually appear in the game
mabinogi;825154 said:I am working on my files and here's what I have managed to do so far.
GumpID: 0xC76A
AnimID: 0x41A
In MulPatcher I copied the anim 0x3AC to give it the Paladin-Sword look.
Tiledata: 0x7FFF
Art: 0x7FFF
Now in Body.def it shows...
1050 {940} 0
940 being the animation number of the paladin sword -- not 0x41A; but I wasn't sure how to get the # for 0x41A, did I do this right?
mabinogi;825414 said:Alright guys, I have to use that area range right?
Here's a problem I run into, under ALOT of the gumps, I find "Animation already exists" -- okay... I go to look what it is... and it's tons of shit from UO-Beta. I'm not confident in the idea of my running through wantonly erasing these as I'm not sure what that might/might-not do, but does it matter that they're there?
Similarly: This problem happens with almost all my 60,000+ ones, for example 0xEE7A is the female sword version for my sword, if I needed one. But... "Animation already exists?"
It confuses me, so please clarify.
Similarly!! I have alot of 'female only, no male version will exist' items. Does that mean i'm SUPPOSED to use a male-only slot for the female-version-only dress, INSTEAD of a female version with a empty male?
And please clarify what you mean, because I only ever saw one place for art to go in the thing, in TileData my sword will read 0x41A for the animation; as I know that's what the gump is tied to, I did it right didn't I?
-- Thanks
mabinogi;825414 said:Similarly!! I have alot of 'female only, no male version will exist' items. Does that mean i'm SUPPOSED to use a male-only slot for the female-version-only dress, INSTEAD of a female version with a empty male?
And please clarify what you mean, because I only ever saw one place for art to go in the thing, in TileData my sword will read 0x41A for the animation; as I know that's what the gump is tied to, I did it right didn't I?
mabinogi;825481 said:I also am curious -- in body.def do I assign the animation change to both gumps somehow, or what?
mabinogi;825653 said:On gumps: is it okay to use 0xC350 to 0xEEFF ?
On Tiledata: Can I use ANYTHING ranging from 0xC3 [yes 0xC3] to 0x3FFF as long as it's empty in Artand Tiledata?
Note** My tile data is grossly clogged due to the nature of the project, they added siege weaponry thatsanimated as it moves to the tiles and it took up nearly 145 slots from what I can tell D:
-- thanks