database

03/06/2018 17:33 jericho2nd#1
Code:
#ifdef __PMA_WING
				pItemElem	= m_Inventory.GetEquip( PARTS_MASK );
				if( pItemElem )// xx_UGL_
					if( pItemElem->GetProp()->dwItemKind3 == IK3_WING )
					{
						CModel* pModel	= prj.m_modelMng.LoadModel( D3DDEVICE, OT_ITEM, pItemElem->GetProp()->dwID );

						CModelObject* pModelObject = (CModelObject*)pModel;
						CString strMotion = pModelObject->GetMotionFileName( _T("stand") );
						assert( strMotion != _T("") );
						pModelObject->LoadMotion( strMotion );
						SetMaskWing( pModel );
					}
					else
					{
						m_pMask = NULL;
					}
#endif
Code:
#ifdef __PMA_WING
				if( m_aEquipInfo[PARTS_RIDE].dwId != NULL_ID ) // xx_DCKLNG_
				{
					ItemProp* pItemProp	= prj.GetItemProp( m_aEquipInfo[PARTS_RIDE].dwId );
					if( pItemProp )
						if( pItemProp->dwItemKind3 == IK3_WING )
						{
							CModel* pModel	= prj.m_modelMng.LoadModel( D3DDEVICE, OT_ITEM, pItemProp->dwID );

							CModelObject* pModelObject = (CModelObject*)pModel;
							CString strMotion = pModelObject->GetMotionFileName( _T("stand") );
							assert( strMotion != _T("") );
							pModelObject->LoadMotion( strMotion );
							SetMaskWing( pModel );
						}
						else
						{
							m_pMask = NULL;
						}
				}
#endif
Code:
#ifdef	__PMA_WING
			if( pItemProp->dwItemKind3 != IK3_WAND && m_pMask && (dwMotion == MTI_WALK ||dwMotion == MTI_RUN || dwMotion == MTI_STAND ) )
				dwMotion += MTI_STAND_11;
			else
			{
#endif
Code:
#ifdef __PMA_WING
else if ( +m_pMask != m_pRide && m_pMask != NULL )
{
	if( ( m_pActMover->GetState() & OBJSTA_STAND && !m_pActMover->IsSit() && !m_pActMover->IsWalk()) && ( D3DXVec3LengthSq( &m_pActMover->m_vDelta ) <= 0.000f ) && pModel->m_fFrameCurrent == 0.0f  )
	{
		if( m_eWingStateFlag != FLOATING )
		{
			CString strMotion = m_pMask->GetMotionFileName( _T("stand") );
			assert( strMotion != _T("") );
			m_pMask->LoadMotion( strMotion );
			m_pMask->SetMotionBlending( TRUE );
			m_pMask->SetLoop( ANILOOP_LOOP );
			m_eWingStateFlag = FLOATING;
		}
	}
	else if( m_pActMover->GetState() & OBJSTA_NOT_STAND || m_pActMover->IsWalk() )
	{
		if( m_eWingStateFlag != FLYING )
		{
			CString strMotion = m_pMask->GetMotionFileName( _T("walk") );
			assert( strMotion != _T("") );
			m_pMask->LoadMotion( strMotion );
			m_pMask->SetMotionBlending( TRUE );
			m_pMask->SetLoop( ANILOOP_LOOP );
			m_eWingStateFlag = FLYING;
		}
	}
	else if( ( m_pActMover->GetState() & OBJSTA_LTURN ) || ( m_pActMover->GetState() & OBJSTA_RTURN ) && !m_pActMover->IsWalk() && !m_pActMover->IsSit())
	{
		if( m_eWingStateFlag != TURNING )
			m_eWingStateFlag = TURNING;
	}
}
#endif
Code:
#ifdef __PMA_WING
	if( dwParts == PARTS_MASK && pItemProp )
	{
		if( bEquip && pItemProp->dwItemKind3 == IK3_WING )
		{
			CModel* pModel	= prj.m_modelMng.LoadModel( D3DDEVICE, OT_ITEM, pItemProp->dwID );

			CModelObject* pModelObject = (CModelObject*)pModel;
			CString strMotion = pModelObject->GetMotionFileName( _T("stand") );
			assert( strMotion != _T("") );
			pModelObject->LoadMotion( strMotion );
			pMover->SetMaskWing( pModel );


		}
		else if( bEquip && pMover->m_pMask || !bEquip )
		{
			pMover->SetMaskWing( NULL );
		}
	}
#endif
what this system do? :D this like in the insanity flyff? or not :D
03/06/2018 18:23 Dr. Peacock#2
What do you mean ?

Create Database -> ACCOUNT_DBF -> Drop the script into it?
Create Databse -> CHARACTER_01_DBF -> Drop the script into it?

or do you want to create a backup ?
03/06/2018 18:43 jericho2nd#3
Quote:
Originally Posted by Dr. Peacock View Post
What do you mean ?

Create Database -> ACCOUNT_DBF -> Drop the script into it?
Create Databse -> CHARACTER_01_DBF -> Drop the script into it?

or do you want to create a backup ?
thanks for the reply but if figured it out :D
03/06/2018 21:34 Dr. Peacock#4
Why you dont test the System ingame? xD
You are able to Fly if you wear the Mask... ( IK3_WING .... )
03/09/2018 09:49 jericho2nd#5
Quote:
Originally Posted by Dr. Peacock View Post
Why you dont test the System ingame? xD
You are able to Fly if you wear the Mask... ( IK3_WING and use it withPARTS_MASK .... )
this like in the insanity?
03/09/2018 11:34 Dr. Peacock#6
Nope...
Flying Wings...
Shitft+Click = Fly
Again to "Fly" Like a psy...
Its that Base for Mount if you want...
Only add Ground rinding and you got the mount ....