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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.
10/14/2011, 23:40
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#1
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[TuT] Make Shields Element Refinery Able and Baruna Shields Pierce Able
English
Today I´m gonna show you how every player can refine its shield with elements.
First of all, open your source folder and look for the file "Item.cpp"
In this file, you have to search for: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Underneath that, you see:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Change it to :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
When IK3_MAGICBARUNA and IK3_ZEMBARUNA is used, you can also make it piercable. Therefor have a look at this :
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
So much for that, cuuu.
Deutsch
Heute zeige ich euch, wie jeder Spieler seine Schilder mit Elekarten upgraden kann.
Zuerst öffnet ihr euer Source Ordner und sucht nach , "Item.cpp"
Öffnet das und dort drinnen sucht ihr nach: "BOOL CItemElem::IsEleRefineryAble( ItemProp* pProp )
Darunter seht ihr:
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Ändert es zu :
pProp->dwItemKind3 == IK3_SUIT ||
pProp->dwItemKind3 == IK3_SHIELD ||
pProp->dwItemkind3 == IK3_MAGICBARUNA || // only when MAGICBARUNA is used
pProp->dwItemkind3 == IK3_ZEMBARUNA || // only when ZEMBARUNA is used
pProp->dwItemKind2 == IK2_WEAPON_MAGIC ||
pProp->dwItemKind2 == IK2_WEAPON_DIRECT )
return TRUE;
Wenn ihr IK3_MAGICBARUNA und IK3_ZEMBARUNA benutzt, könnt ihr auch einstellen, dass die Schilder Piercebar sind. Dafür sucht nacht
BOOL CItemElem::IsPierceAble( DWORD dwTargetItemKind3, BOOL bSize )
Der Rest ist das gleiche Prinzip wie oben. Das wars von mir, cuuuu.
Screens
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10/14/2011, 23:42
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#2
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elite*gold: 4
Join Date: Mar 2010
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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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10/14/2011, 23:50
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#3
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sehen die schilder dann auch mit den glows so aus?
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10/14/2011, 23:51
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#4
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Quote:
Originally Posted by Jopsi332
das mit dem unteren teil kannste ausführlicher machen für die die kp von sowas haben
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Wieso wenn's doch das selbe Prinzip ist?
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10/14/2011, 23:51
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#5
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Quote:
Originally Posted by /-/µR€
sehen die schilder dann auch mit den glows so aus?
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Ja man sieht die Glows. Probiers einfach mal aus..
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10/14/2011, 23:52
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#6
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Quote:
Originally Posted by Apfelsuchtii
Wieso wenn's doch das selbe Prinzip ist?
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weil es pfögel gibt die es trotzdem nicht checken (ich habs gecheckt xD)
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10/14/2011, 23:59
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#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
)
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nun kann man auch Zembaruna und Magicbaruna sockeln.
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10/15/2011, 00:03
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#8
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ich weiß das doch <.<
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10/15/2011, 00:20
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#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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10/15/2011, 00:27
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#10
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Könntest du evtl. ein paar Screens zeigen?
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10/15/2011, 00:29
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#11
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Quote:
Originally Posted by [K]urosaki*
Könntest du evtl. ein paar Screens zeigen?
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EDIT: Screens added.
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10/15/2011, 15:27
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#12
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habs getestet die glows werden nicht angezeigt an den schildern
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10/15/2011, 15:46
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#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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10/19/2011, 11:31
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#14
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Join Date: Oct 2011
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Hey wie genau muss ich das machen das die Shielder Piercbar sind ?
Lg ich
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10/19/2011, 14:03
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#15
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Quote:
Originally Posted by Krawallbrüder
Hey wie genau muss ich das machen das die Shielder Piercbar sind ?
Lg ich
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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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