Pięknie wszystko wytłumaczyłeś, ale albo jestem debilem... Otóż stworzyłem plik o nazwie
Wolverine.mds
A oto jego wnętrzności!
//////////////////////////// WEAPON CHOOSE
//////////////////////////
// FIST
ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 1 3)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 4 4)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistDraw.asc" F 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" R 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Fist" R)
// Fist beim Rennen ziehen
ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" F 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" R 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
// TRANSITIONS FIST
aniBlend ("t_Fist_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_Fist_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2)
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 MI "Hum_Amb_FistRun_M01.asc" F 1 50 FPS:10)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 1 11)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistRun.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3)
// Fist-Run Backwards Movement
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "t_JumpB" F)
// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 MI "s_FistRun" F)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Hum_FistWalk.asc" F 1 9)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Hum_FistWalk.asc" F 10 32)
{
*eventSFXGrnd (13 "Run")
*eventSFXGrnd (23 "Run")
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Hum_FistWalk.asc" F 33 39)
{
*eventSFXGrnd (35 "Run")
*eventSFXGrnd (39 "Run")
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Fist-Walk Backwards Movement
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Fist-SNEAK
aniAlias ("s_FistSneak" 1 "s_FistSneak" 0.2 0.1 MI "s_Sneak" F)
aniAlias ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F)
aniAlias ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "s_SneakL" F)
aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_SneakL_2_Sneak" F)
aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2)
// Fist-Sneak Backwards Movement
aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2)
aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_SneakL" R)
aniBlend ("t_FistSneakBL_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2)
/////////////////////
// FIST TURNING
/////////////////////
aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.4 0.2 M. "t_RunTurnR" F)
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistSneakTurnL" 20 "t_FistSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F)
aniAlias ("t_FistSneakTurnR" 20 "t_FistSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F)
/////////////////////
// FIST STRAFING
/////////////////////
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Hum_FistStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Hum_FistStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
aniAlias ("t_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F)
aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R)
/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)
/////////////////////
// FIST FIGHTING
/////////////////////
// Attack-Combo
ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.2 M. "Hum_FistAttack_A01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "9 24")
*eventTag (0 "DEF_HIT_END" "15 29")
*eventTag (0 "DEF_WINDOW" "9 15 24 29")
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
*eventSFX (19 "BACK" EMPTY_SLOT )
}
// während des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Hum_FistAttackMove.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R FOOT")
*eventTag (0 "DEF_OPT_FRAME" "19")
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
}
// Parade
ani ("t_FistParade_0" 1 "" 0.0 0.0 M. "Hum_FistParadeO.asc" F 1 12)
{
*eventTag (0 "DEF_WINDOW" "1 10")
}
// JumpBack
ani ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "Hum_FistParadeU.asc" F 1 12)
{
*eventTag (0 "DEF_WINDOW" "1 10")
}
No i niby wszystko fajnie, pięknie, nie wysypuje do pulpitu, nie wyskakuje błąd, ale jest coś innego... NIC... Nic się nie zmienia po rozpoczęciu walki tą bronią, NPC nadal ma broń w eq, ale nie ma jej na łapie... Oto skrypt broni...
// *******************
INSTANCE Wolverine_Pazury (C_Item)
{
name = "Pazury";
mainflag = ITEM_KAT_NF;
flags = ITEM_AXE;
material = MAT_METAL;
value = 2000;
damageTotal = 190;
damagetype = DAM_EDGE;
range = 130;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 200;
visual = "wolverine.3DS";
on_equip = Equip_Wolverine;
on_unequip = UnEquip_Wolverine;
description = name;
TEXT[0] = "Znalezione w podziemiach Klasztoru Boga Gwałtu.";
TEXT[1] = "Najwyraźniej robione z rudy!";
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_OneHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Equip_Wolverine()
{
Mdl_ApplyOverlaymds (self, "Wolverine.MDS");
};
FUNC VOID UnEquip_Wolverine()
{
Mdl_ApplyOverlaymds (self, "HumanS.MDS");
};
No i jaki z tego wniosek? Jestem debilem
Albo źle zrozumiałem twoje tłumaczenie, Jasiu, albo po prostu się do tego nie nadaje, ale tak łatwo się nie poddam i proszę was o pomoc