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[TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able

Discussion on [TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able within the Flyff Private Server forum part of the Flyff category.

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[TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able

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Old 10/14/2011, 23:42   #2
 
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nice aber das mit dem unteren teil kannste ausführlicher machen für die die kp von sowas haben
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Old 10/14/2011, 23:50   #3
 
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sehen die schilder dann auch mit den glows so aus?
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Old 10/14/2011, 23:51   #4


 
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Quote:
Originally Posted by Jopsi332 View Post
das mit dem unteren teil kannste ausführlicher machen für die die kp von sowas haben
Wieso wenn's doch das selbe Prinzip ist?
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Old 10/14/2011, 23:51   #5
 
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Quote:
Originally Posted by /-/µR€ View Post
sehen die schilder dann auch mit den glows so aus?
Ja man sieht die Glows. Probiers einfach mal aus..
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Old 10/14/2011, 23:52   #6
 
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Quote:
Originally Posted by Apfelsuchtii View Post
Wieso wenn's doch das selbe Prinzip ist?
weil es pfögel gibt die es trotzdem nicht checken (ich habs gecheckt xD)
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Old 10/14/2011, 23:59   #7
 
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Beim Pierceable gehst du in der IsPierceable zum elseif und änderst es so um:

Quote:
else if(
GetProp()->dwItemKind3 == IK3_SHIELD
|| GetProp()->dwItemkind3 == IK3_MAGICBARUNA
|| GetProp()->dwItemkind3 == IK3_ZEMBARUNA
|| GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT
|| GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC
)
nun kann man auch Zembaruna und Magicbaruna sockeln.
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Old 10/15/2011, 00:03   #8
 
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ich weiß das doch <.<
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Old 10/15/2011, 00:20   #9
 
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ja glaub ich dir nur du sagtest man sollte es auch schreiben wie es geht, also hab ichs geschrieben für alle die es benötigen
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Old 10/15/2011, 00:27   #10
 
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Könntest du evtl. ein paar Screens zeigen?
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Old 10/15/2011, 00:29   #11
 
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Quote:
Originally Posted by [K]urosaki* View Post
Könntest du evtl. ein paar Screens zeigen?
EDIT: Screens added.
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Old 10/15/2011, 15:27   #12
 
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habs getestet die glows werden nicht angezeigt an den schildern
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Old 10/15/2011, 15:46   #13
 
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Sie sollten angezeigt werden, wenn du:
1. In der Spec/Propitem.txt die Schilder auf IK3_MAGICBARUNA etc. stehen hast
2. Deiner ModelObject.cpp der Eintrag so aussieht :
Code:
	switch( dwItemKind3 ) // get the type of the weapon
	{
		case IK3_SWD			: dwSfxRegular = XI_WEA_SWORD01;	fOffset = 0.10f; break;
		case IK3_THSWD			: dwSfxRegular = XI_WEA_TWOSWORD01;	fOffset = 0.00f; break;
		case IK3_AXE			: dwSfxRegular = XI_WEA_AXE01;		fOffset = 0.10f; break;
		case IK3_THAXE			: dwSfxRegular = XI_WEA_TWOAXE01;	fOffset = 0.10f; break;
		case IK3_YOYO			: dwSfxRegular = XI_WEA_YOYO01;		fOffset = 0.00f; break;
		case IK3_KNUCKLEHAMMER 		: dwSfxRegular = XI_WEA_KNUCK01;	fOffset = 0.10f; break;
		case IK3_CHEERSTICK		: dwSfxRegular = XI_WEA_STICK01;	fOffset = 0.00f; break;
		case IK3_STAFF			: dwSfxRegular = XI_WEA_STAFF01;	fOffset = 0.00f; break;
		case IK3_CROSSBOW		: dwSfxRegular = XI_WEA_CROSSBOW01;	fOffset = 0.10f; break;
		case IK3_BOW			: dwSfxRegular = XI_WEA_BOW01;		fOffset = 0.00f; break;
		case IK3_WAND			: dwSfxRegular = XI_WEA_WAND01;		fOffset = 0.10f; break;
		case IK3_MAGICBARUNA		: dwSfxRegular = XI_WEA_MAGICBOOK01;	fOffset = 0.00f; break;
		case IK3_ZEMBARUNA		: dwSfxRegular = XI_WEA_FORCEZEM01;	fOffset = 0.00f; break;
		default: return; // any other shield
	}
Ansonsten ist es klar, dass sie nicht angezeigt werden :P
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Old 10/19/2011, 11:31   #14
 
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Hey wie genau muss ich das machen das die Shielder Piercbar sind ?

Lg ich
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Old 10/19/2011, 14:03   #15
 
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Quote:
Originally Posted by Krawallbrüder View Post
Hey wie genau muss ich das machen das die Shielder Piercbar sind ?

Lg ich
inner Item.cpp nach BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize ) suchen, dann

Code:
else if(
    GetProp()->dwItemKind3 == IK3_SHIELD
|| GetProp()->dwItemkind3 == IK3_MAGICBARUNA
|| GetProp()->dwItemkind3 == IK3_ZEMBARUNA
|| GetProp()->dwItemKind2 == IK2_WEAPON_DIRECT
|| GetProp()->dwItemKind2 == IK2_WEAPON_MAGIC
)
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