longtianchi
Member
What attribute is the location of equipment?
using System;
namespace Server.Items
{
public class ArmorOfFortune : StuddedChest
{
public override bool IsArtifact { get { return true; } }
[Constructable]
public ArmorOfFortune()
{
this.Hue = 0x501;
this.Attributes.Luck = 200;
this.Attributes.DefendChance = 15;
this.Attributes.LowerRegCost = 40;
this.ArmorAttributes.MageArmor = 1;
}
public ArmorOfFortune(Serial serial)
: base(serial)
{
}
public override int LabelNumber
{
get
{
return 1061098;
}
}// Armor of Fortune
public override int ArtifactRarity
{
get
{
return 11;
}
}
public override int InitMinHits
{
get
{
return 255;
}
}
public override int InitMaxHits
{
get
{
return 255;
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
I want to make some special equipment. I need to know how the equipment is located in the corresponding position of the character's body.What are you trying to do, though?
https://github.com/ServUO/ServUO/blob/master/Server/Item.cs#L24
https://github.com/ServUO/ServUO/blob/master/Server/Item.cs#L757
https://github.com/ServUO/ServUO/blob/master/Server/Item.cs#L3916
https://github.com/ServUO/ServUO/blob/master/Scripts/Items/Equipment/Armor/BaseArmor.cs#L1256
There are other base classes like weapon and shield and talisman ext.
string filePath = Core.FindDataFile("tiledata.mul");
Thank you very much for your answer.It's located with the Layer attribute.
Go in game and use [props on any item. Find the Layer field, and click the little arrow, which will pop out a list of the available layers a character has.
You can assign an item to any layer with: Layer = Layer.<your choice>
Each item in the tiledata is given a default layer, which can be changed with Fiddler. Otherwise you can do it programmatically.
So if you wanted that AoF there to go on the legs, you'd just add a line telling it which layer it's assigned to. This won't change the gumps at all, so you might end up with some kooky animations.
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