(12-17-2011, 11:22 PM)alex2ooo Wrote: Dar eo chiar aia vruiam nu ce ai zis tu..
Aha...N-am inteles eu bine . Deci editezi si exporti doar textura, forma ramanand aceeasi. Ar trebui sa se rezolve din script.Ma "documentez" maine si-ti spun daca am rezolvat ceva .
Gata am aflat. Intri in work data scripts content items, deschizi cu un editor de text it Armor.d si copiezi asta:
instance ItAr_PAl_H(C_Item)
{
name = "Paladin's Armor";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection[PROT_EDGE] = 150;
protection[PROT_BLUNT] = 150;
protection[PROT_POINT] = 150;
protection[PROT_FIRE] = 100;
protection[PROT_MAGIC] = 50;
value = value_itar_pal_h;
wear = WEAR_TORSO;
visual = "ItAr_Pal_H.3ds";
visual_change = "Armor_Pal_H.asc";
visual_skin = 0;
material = MAT_METAL;
description = name;
text[1] = NAME_Prot_Edge;
count[1] = protection[PROT_EDGE];
text[2] = NAME_Prot_Point;
count[2] = protection[PROT_POINT];
text[3] = NAME_Prot_Fire;
count[3] = protection[PROT_FIRE];
text[4] = NAME_Prot_Magic;
count[4] = protection[PROT_MAGIC];
text[5] = NAME_Value;
count[5] = value;
};
asezand-o sub cea originala, spre exemplu, dupa care inlocuiesti asa:
instance ItAr_PAl_G(C_Item)
{
name = "Paladin's Cuirass";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection[PROT_EDGE] = 200;
protection[PROT_BLUNT] = 250;
protection[PROT_POINT] = 250;
protection[PROT_FIRE] = 200;
protection[PROT_MAGIC] = 150;
value = value_itar_pal_h;
wear = WEAR_TORSO;
visual = "ItAr_Pal_H.3ds";
visual_change = "Armor_Pal_H.asc";
visual_skin = 0;
material = MAT_METAL;
description = name;
text[1] = NAME_Prot_Edge;
count[1] = protection[PROT_EDGE];
text[2] = NAME_Prot_Point;
count[2] = protection[PROT_POINT];
text[3] = NAME_Prot_Fire;
count[3] = protection[PROT_FIRE];
text[4] = NAME_Prot_Magic;
count[4] = protection[PROT_MAGIC];
text[5] = NAME_Value;
count[5] = value;
};
sau cum vrei tu...Dai reparse scripts in spacer ,salvezi si ai doua armuri diferite ca nume si ca parametri dar care deocamdata arata la fel. Sper ca asta voiai...