Original Post
-------------------------------------------------------------------------------------------------------------------
Instalation instructions:
Files: (Last update: 2010.12.01)
Code: (Last update: 2010.12.01)
Just noting, that I'm, with help of Damski and ZarethPL, messing with armors...
Much work, before release... But still, wanted to brag a little.
Much work, before release... But still, wanted to brag a little.
Instalation instructions:
- Download the files from files section (Note: Password is for files FTP)
- Extract RunMeBliat.7z content to main directory and run RunMeBliat.bat
- Extract Models.7z and Textures7.z content to RESOURCE foldier.
- Edit the code like noted in code section of this post.
- new game or re-initialization required... I guess
Files: (Last update: 2010.12.01)
Note: Password is from files FTP
Models part (last update: 2010.12.01)
Texture part (last update: 2010.12.01)
RunMe.bat file (last update: 2010.12.01)
Models part (last update: 2010.12.01)
Texture part (last update: 2010.12.01)
RunMe.bat file (last update: 2010.12.01)
Code: (Last update: 2010.12.01)
...PROGRAM\MODELS\initModels.c
...PROGRAM\ITEMS\initItems.c
...RESOURCE\INI\INTERFACES\pictures.ini
find and delete armor code for:
Blaze_A1, Blaze_A2, Blaze_A3
and add this code:
Blaze_A1, Blaze_A2, Blaze_A3
and add this code:
Code:
// SD armors -->
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_NB_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_NB_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_NB_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze_NB_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze4_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze4_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze4_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze4_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze5_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze5_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze5_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze5_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze6_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze6_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze6_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze6_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze7_A0";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze7_A1";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze7_A2";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
makeref(model,Models[n]);
model.description = "";
model.id = "Blaze7_A6";
model.FaceId = "Blaze";
model.nation = BROKEN; // we autoassign it elsewhere
model.price = 1000;
model.assigned = true;
n++;
// SD armors <--
replace:
with:
Code:
//-----------------------------------------------------------------------------------------------
// STANDARD ARMOR: picIndex price bladefrac armor
// armorID | rare | coverage | gunstop | quality
// ItemIndex | picTexture | | minlevel | | bladestop | gunfrac| cmodel|
//---------------|---|---------------|---|---|-----|-----|---|---|---|---|---|----|----|---|-----
n = InitStdArmor(n, "cheaparmor", 7, 14, 0.60, 2, 2000, 50, 20, 90, 15, 67, 15, "1", 3); // Frac values are inverse.
n = InitStdArmor(n, "commonarmor", 7, 6, 0.20, 6, 6000, 67, 40, 50, 25, 50, 30, "2", 6); // Lower is better!
n = InitStdArmor(n, "goldarmor", 7, 5, 0.05, 12, 15000, 75, 75, 40, 40, 40, 50, "3", 9);
//-----------------------------------------------------------------------------------------------
// scheffnow - tailorsmod <--
Code:
//-----------------------------------------------------------------------------------------------
// STANDARD ARMOR: picIndex price bladefrac armor
// armorID | rare | coverage | gunstop | quality
// ItemIndex | picTexture | | minlevel | | bladestop | gunfrac| cmodel|
//---------------|---|---------------|---|---|-----|-----|---|---|---|---|---|----|----|---|-----
/*
//Original armor code <--
n = InitStdArmor(n, "cheaparmor", 7, 14, 0.60, 2, 2000, 50, 20, 90, 15, 67, 15, "1", 3); // Frac values are inverse.
n = InitStdArmor(n, "commonarmor", 7, 6, 0.20, 6, 6000, 67, 40, 50, 25, 50, 30, "2", 6); // Lower is better!
n = InitStdArmor(n, "goldarmor", 7, 5, 0.05, 12, 15000, 75, 75, 40, 40, 40, 50, "3", 9);
//Original armor code -->
*/
//SuperDurnius armor code -->
n = InitStdArmor(n, "cheaparmor", 30, 1, 0.64, 5, 1995, 40, 20, 90, 15, 67, 15, "0", 3); // Cheap Cuirass
n = InitStdArmor(n, "commonarmor", 30, 2, 0.47, 10, 5850, 40, 30, 75, 25, 50, 25, "1", 6); // Guard Cuirass
n = InitStdArmor(n, "qualityarmor", 30, 3, 0.28, 15, 11835, 40, 60, 60, 30, 45, 38, "2", 9); // Quality Cuirass
n = InitStdArmor(n, "goldarmor", 30, 4, 0.11, 25, 21375, 40, 75, 40, 40, 40, 50, "6", 12); // Gold-Plated Cuirass
n = InitStdArmor(n, "corsairarmor", 30, 5, 0.18, 17, 15198, 65, 60, 50, 30, 45, 38, "3", 10); // Corsair Armor (Quality Cuirass+)
n = InitStdArmor(n, "captainarmor", 30, 6, 0.21, 19, 16416, 65, 60, 60, 30, 45, 38, "4", 10); // Captain Armor (Quality Cuirass+)
n = InitStdArmor(n, "royalarmor", 30, 7, 0.05, 25, 26100, 80, 70, 50, 55, 45, 38, "5", 10); // Royal Guard Armor (Quality Cuirass+)
n = InitStdArmor(n, "officerarmor", 30, 8, 0.01, 30, 32850, 70, 75, 40, 50, 40, 50, "7", 13); // Officer Armor (Gold-Plated Cuirass+)
//SuperDurnius armor code <--
...RESOURCE\INI\INTERFACES\pictures.ini
Add:
Code:
//SuperDurnius armors -->
[ITEMS_30]
sTextureName = items30.tga
wTextureWidth = 512
wTextureHeight = 512
picture = itm1,0,0,128,128
picture = itm2,128,0,256,128
picture = itm3,256,0,384,128
picture = itm4,384,0,512,128
picture = itm5,0,128,128,256
picture = itm6,128,128,256,256
picture = itm7,256,128,384,256
picture = itm8,384,128,512,256
picture = itm9,0,256,128,384
picture = itm10,128,256,256,384
picture = itm11,256,256,384,384
picture = itm12,384,256,512,384
picture = itm13,0,384,128,512
picture = itm14,128,384,256,512
picture = itm15,256,384,384,512
picture = itm16,384,384,512,512
//SuperDurnius armors <--