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	DOH/DOL graphic support.
Adding the rest of the missing item graphics for DOH/DOL weapons. Modified the equip script to also set the correct "special" graphics for the workbenches and such.
This commit is contained in:
		| @@ -153,6 +153,7 @@ function equipItem(player, equipSlot, item) | ||||
|  | ||||
| 		player:GetEquipment():Set(equipSlot, item);		 | ||||
| 		 | ||||
| 		--EquipSlot -> GraphicSlot | ||||
| 		if 	   (equipSlot == EQUIPSLOT_MAINHAND and gItem:IsNailWeapon() == false) then graphicSlot = GRAPHICSLOT_MAINHAND; | ||||
| 		elseif (equipSlot == EQUIPSLOT_OFFHAND) then graphicSlot = GRAPHICSLOT_OFFHAND; | ||||
| 		elseif (equipSlot == EQUIPSLOT_THROWINGWEAPON) then graphicSlot = GRAPHICSLOT_THROWING; | ||||
| @@ -168,12 +169,17 @@ function equipItem(player, equipSlot, item) | ||||
| 		elseif (equipSlot == EQUIPSLOT_LFINGER) then graphicSlot = GRAPHICSLOT_L_RINGFINGER; | ||||
| 		end | ||||
| 				 | ||||
| 		--Special cases for WVR and GSM. Offhand goes to the special offhand slot. | ||||
| 		if (equipSlot == EQUIPSLOT_OFFHAND) then | ||||
| 			if (gItem:IsWeaverWeapon() == true) then graphicSlot = GRAPHICSLOT_SPOFFHAND; end | ||||
| 			if (gItem:IsGoldSmithWeapon() == true) then graphicSlot = GRAPHICSLOT_SPOFFHAND; end | ||||
| 		end | ||||
| 				 | ||||
| 		--Graphic Slot was set, otherwise it's a special case | ||||
| 		if (graphicSlot ~= nil) then | ||||
| 			player:GraphicChange(graphicSlot, item); | ||||
| 		elseif (gItem:IsNailWeapon()) then | ||||
| 			player:GraphicChange(GRAPHICSLOT_MAINHAND, item); | ||||
| 			player:GraphicChange(GRAPHICSLOT_OFFHAND, item);		 | ||||
| 		elseif (equipSlot == EQUIPSLOT_EARS) then | ||||
| 			player:GraphicChange(GRAPHICSLOT_R_EAR, item); | ||||
| 			player:GraphicChange(GRAPHICSLOT_L_EAR, item); | ||||
| @@ -181,6 +187,33 @@ function equipItem(player, equipSlot, item) | ||||
| 			player:GraphicChange(GRAPHICSLOT_R_WRIST, item); | ||||
| 			player:GraphicChange(GRAPHICSLOT_L_WRIST, item); | ||||
| 		end		 | ||||
| 		 | ||||
| 		--Special graphics for crafting classes | ||||
| 		if (classId ~= nil) then					 | ||||
| 			if (gItem:IsCarpenterWeapon()) then | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 898,4,0,0); | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPOFFHAND,  898,4,0,0); | ||||
| 			elseif (gItem:IsBlackSmithWeapon()) then | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 899,1,0,0); | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPOFFHAND,  899,1,0,0); | ||||
| 			elseif (gItem:IsArmorerWeapon()) then | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 899,2,0,0); | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPOFFHAND,  899,2,0,0); | ||||
| 			elseif (gItem:IsGoldSmithWeapon()) then | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 898,1,0,0); | ||||
| 			elseif (gItem:IsTannerWeapon()) then | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 898,3,0,0); | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPOFFHAND,  898,3,0,0); | ||||
| 			elseif (gItem:IsWeaverWeapon()) then  | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 000,0,0,0); | ||||
| 			elseif (gItem:IsAlchemistWeapon()) then  | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 900,1,0,0); | ||||
| 			elseif (gItem:IsCulinarianWeapon()) then  | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPMAINHAND, 900,2,0,0); | ||||
| 				player:GraphicChange(GRAPHICSLOT_SPOFFHAND,  898,2,0,0); | ||||
| 			end | ||||
| 		end | ||||
| 		 | ||||
| 	end | ||||
| end | ||||
|  | ||||
|   | ||||
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