renegade Posted January 18, 2015 Group: Members Topic Count: 10 Topics Per Day: 0.00 Content Count: 14 Reputation: 0 Joined: 01/06/15 Last Seen: December 16, 2017 Share Posted January 18, 2015 (edited) Let's say I enable a bow to be used by a swordsman or any class. How would I make this possible without an error/invisible weapon? If I equip it, I would get an error (understandable) and then when I attack monsters I would be holding an invisible sword. How do I make it so that, a swordsman, can use a bow without this error? Is it as simple as copy/pasting the weapon sprites to the folder? IIRC job sprites also have a role in weapon usage. Edited January 18, 2015 by renegade Quote Link to comment Share on other sites More sharing options...
Conflicts Posted January 18, 2015 Group: Members Topic Count: 14 Topics Per Day: 0.00 Content Count: 317 Reputation: 63 Joined: 11/13/11 Last Seen: March 23 Share Posted January 18, 2015 Short answer: No, it's not. Long answer: It's not normally possible. However if you want to dedicate some insane amount of time for it, it "might" work. First off, you can't change how a job's animation is, so you can then opt to change your bow to be used as a Sword. Would look funny. You would then have to edit the .act file which comes with your bow, to fit it to the job you wanted to use / wield it (e.g. a Swordsman). But really, this requires so much time and effort. PS: Moved this to Client-side support. Quote Link to comment Share on other sites More sharing options...
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renegade
Let's say I enable a bow to be used by a swordsman or any class. How would I make this possible without an error/invisible weapon?
If I equip it, I would get an error (understandable) and then when I attack monsters I would be holding an invisible sword.
How do I make it so that, a swordsman, can use a bow without this error?
Is it as simple as copy/pasting the weapon sprites to the folder? IIRC job sprites also have a role in weapon usage.
Edited by renegadeLink to comment
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