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Master of the Internet
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ok - finialy figured this out WITH OUT having to use up a layer for it
use an existing item all players have ![]() this requires mul mods and then patching to players and a short addin the scripts for the items you want to light up ![]() 1st step - need a mul modifier - i suggest Mulpatcher I also suggest you read this thread: Interactive Custom Art Tutorial need to make a copy of the backpack art & art gump pics start up mulpatcher, load up art, artgump and tiledata find the pics for the backpack in art and artgump - save them to bitmaps then find and empty spot in both (0xE5B and 0xC4F5 work nicely) set them to the correct bitmap that you saved and write own the animation number for the gumpart - if using above should be 1A5 then go into tile data find the spot you used for new back pack (if as above 0xE5B) an use the following settings in there Name: backpack weight: 3 height: 1 Quality (not quanity): 21 unknown 4: 1 then chack: A Container Wearable Lightsource save art, artgump & tiledata ![]() then patch those 5 files to your players Now the easy step: add this in the weapon, armor, etc script or merge it in if you have these sections all ready Code:
public override bool OnEquip( Mobile from )
{
if (base.OnEquip( from ))
{
if(from is PlayerMobile && from.Backpack != null)
{
from.Backpack.Light = LightType.Circle300;
from.Backpack.ItemID = 3675;
}
}
return base.OnEquip( from );
}
public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
Mobile m = (Mobile)parent;
if (m.Backpack != null) m.Backpack.ItemID = 3701;
}
base.OnRemoved( parent );
}
when they equip the item - presto they have light when it is removed - they don't Works great - does not take up a layer slot and you can have some light there for them ![]()
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