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  1. #1
    LegumI's Avatar
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    How to make custom "While key held" on a star?

    Basically, only effect that works on star while key held is the default one (speedy), how can I make it give Berserk?

  2. #2
    Zolmex's Avatar
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    <ExtraTooltipData>
    <EffectInfo name="{equip.While_Key_Held}" description=""/>
    <EffectInfo name="" description="{equip.Berserk_on_self}"/>
    <EffectInfo name="" description="{equip.Drain_10_MP/sec}"/>
    <EffectInfo name="{equip.When_Key_Released}" description=""/>
    </ExtraTooltipData>
    Try with that
    hi

  3. #3
    HGAEHaeheadhetdhtertherh's Avatar
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    wServer/realm/entities/player/Player.UseItem.cs
    Code:
    case ActivateEffects.ShurikenAbility:
                            {
                                if (!ninjaShoot)
                                {
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Speedy,
                                        DurationMS = -1
                                    });
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Berserk,
                                        DurationMS = -1
                                    });
                                    ninjaFreeTimer = true;
                                    ninjaShoot = true;
                                }
                                else
                                {
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Speedy,
                                        DurationMS = 0
                                    });
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Berserk,
                                        DurationMS = 0
                                    });
                                    ushort obj;
                                    Manager.GameData.IdToObjectType.TryGetValue(item.ObjectId, out obj);
                                    if (Mp >= item.MpEndCost)
                                    {
                                        ActivateShoot(time, item, pkt.ItemUsePos);
                                        Mp -= (int)item.MpEndCost;
                                    }
                                    targetlink = target;
                                    ninjaShoot = false;
                                }
                            }
                            break;

  4. The Following User Says Thank You to HGAEHaeheadhetdhtertherh For This Useful Post:

    LegumI (12-02-2016)

  5. #4
    LegumI's Avatar
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    Quote Originally Posted by GhostMareee View Post
    wServer/realm/entities/player/Player.UseItem.cs
    Code:
    case ActivateEffects.ShurikenAbility:
                            {
                                if (!ninjaShoot)
                                {
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Speedy,
                                        DurationMS = -1
                                    });
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Berserk,
                                        DurationMS = -1
                                    });
                                    ninjaFreeTimer = true;
                                    ninjaShoot = true;
                                }
                                else
                                {
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Speedy,
                                        DurationMS = 0
                                    });
                                    ApplyConditionEffect(new ConditionEffect
                                    {
                                        Effect = ConditionEffectIndex.Berserk,
                                        DurationMS = 0
                                    });
                                    ushort obj;
                                    Manager.GameData.IdToObjectType.TryGetValue(item.ObjectId, out obj);
                                    if (Mp >= item.MpEndCost)
                                    {
                                        ActivateShoot(time, item, pkt.ItemUsePos);
                                        Mp -= (int)item.MpEndCost;
                                    }
                                    targetlink = target;
                                    ninjaShoot = false;
                                }
                            }
                            break;
    Thanks what about making drain higher? like 25/s

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