130 Katana wont equip

04/17/2009 14:55 flaMe~#1
Hey guys, just implemented a Katana from normal CO...

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:/ anybody got any ideas why it's doing this?
04/17/2009 15:01 your_nightmare#2
did you add same file in database? amke sure if you added
04/17/2009 15:02 flaMe~#3
Yep, it's in my database.
04/17/2009 15:09 KraHen#4
Check source code maybe and implement the item`s usage?
04/17/2009 15:11 alexbigfoot#5
well...in item usage add its id...and add the equip code.
04/17/2009 15:16 Kital82#6
To use it use phpmyadmin to equip it on your char. Hmmm i don't know if you can add it, because i have already tried and i think it comes from Conquer.exe wich don't see the katana as a weapon ...
04/17/2009 15:23 flaMe~#7
I'm pretty sure you can make Katanas... just dont know why mine isn't equipping.
04/17/2009 16:17 alexbigfoot#8
In Character.cs , in the void
Code:
UseItem(ulong ItemUID, string Item)
add
Code:
            else if (ItemParts[0] == "IDOfTheKatana")
            {
                if (ItemsInInventory < 40)
                {
                    if (Equips[5] == null)
                    {
                        if (Equips[4] == null)
                        {
                            AddItem(Item, 4, (uint)ItemUID);
                            World.UpdateSpawn(this);
                            RemoveItem(ItemUID);
                        }
                        else
                        {
                            RemoveItem(ItemUID);
                            if (Equips[4] != null)
                                UnEquip(4);

                            AddItem(Item, 4, (uint)ItemUID);
                            World.UpdateSpawn(this);
                        }
                    }
                    else
                    {
                        RemoveItem(ItemUID);
                        if (Equips[5] != null)
                            UnEquip(5);

                        AddItem(Item, 5, (uint)ItemUID);
                        World.UpdateSpawn(this);
                    }
                }
            }
To be sure it will work, in else if (ItemParts[0] == "IDOfTheKatana") put the id of the katana so it will be if (ItemParts[0] == "xxxxxxxxxx") xxxxxxxx= id of katana.

After u got it added, right click on the katana , if u have no weapon in the second hand, it will go in the first hand but if u got a weapon in both hands , the katana will go in the second hand.

Have fun!
04/17/2009 16:27 Zatoichi#9
Holy shit Alex, ty so much. I have spent now almost 4 days trying to get the katana in my hand. You dont even wanna KNOW the things i resorted to trying. >.<

Anyway, i appreciate the help. I will try this now, but i gave you thanks already, since it is the most helpful ANYONE has been on this subject. Thanks for taking the time to help. Pce.
04/17/2009 16:37 flaMe~#10
Thanks for your help Alex, but i've run into another problem...

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I cannot move either...

EDIT: HAHA! Nvm, forgot to add the mesh in 3dobj.ini

Fixed it myself :) I'm just gonna get the glow working, then i'll screenshot it for you guys. :)

EDIT2: Only works in my left hand, cant move if it's in my right... and can't equip two of them..
04/17/2009 16:56 alexbigfoot#11
Lol, no problem guys =) , i`m glad i was helpful :D
and guys...if u want the katana to be as a weapon is, add it using the guide for BusterBlade, just dont add the blade`s *.c3 or others add the katana`s things.

here is the link:
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04/17/2009 16:59 flaMe~#12
That's what i did... :) read my last post please alex.
04/17/2009 17:02 alexbigfoot#13
if u added using the guide ... it cant dont work. well... i didnt tryed but i`ll give it a try
04/17/2009 17:04 flaMe~#14
I think it's something to do with the code you just posted, to equip the Katanas, because if i have a blade in my right hand.. and a katana in my left, i can move around and it works perfectly...

but i cannot move when the katana is in my right hand, and i cannot equip two katanas at once...

EDIT:

WOW! I just stumbled across something really cool!

I was playing with the code that alex just posted up here...

(I added in the red text)
Code:
else if (ItemParts[0] == "601339")
            {
                if (ItemsInInventory < 40)
                {
                    if (Equips[5] == null)
                    {
                        [COLOR="Red"]AddItem(Item, 5, (uint)ItemUID);
                        World.UpdateSpawn(this);[/COLOR]
                        if (Equips[4] == null)
                        {
                            AddItem(Item, 4, (uint)ItemUID);
                            World.UpdateSpawn(this);
                            RemoveItem(ItemUID);
                        }
                        else
                        {
                            RemoveItem(ItemUID);
                            if (Equips[4] != null)
                                UnEquip(4);

                            AddItem(Item, 4, (uint)ItemUID);
                            World.UpdateSpawn(this);
                        }
                    }
                    else
                    {
                        RemoveItem(ItemUID);
                        if (Equips[5] != null)
                            UnEquip(5);

                        AddItem(Item, 5, (uint)ItemUID);
                        World.UpdateSpawn(this);
                    }
                }
Now if I equip one katana, it will equip two :P

Like so:

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04/17/2009 17:22 alexbigfoot#15
lemme remake the code to work proper...i was in a hurry before and now i got more time...just wait a few minutes :D

EDIT:
Code:
else if (ItemParts[0] == "601339")
            {
                if (ItemsInInventory < 40)
                {
                    if (Equips[4] == null && Equips[5] == null)
                    {
                        AddItem(Item, 4, (uint)ItemUID);
                        World.UpdateSpawn(this);
                        RemoveItem(ItemUID);
                    }
                    else if (Equips[4] != null && Equips[5] == null)
                    {
                        AddItem(Item, 5, (uint)ItemUID);
                        World.UpdateSpawn(this);
                        RemoveItem(ItemUID);
                    }
                    else if (Equips[4] != null && Equips[5] != null)
                    {
                        UnEquip(5);
                        AddItem(Item, 5, (uint)ItemUID);
                        World.UpdateSpawn(this);
                        RemoveItem(ItemUID);
                    }
                }
            }
So...if u got no weapons in ur hands, the katana will go in the first hand, if u got a weapon in the first hand the katana will go in the second hand, if u got both hands with weapons , the katana will go in the second hand.
Enjoy!