Glow Questions

04/28/2018 13:13 BountyFinder#1
Good day, i need your help with my glow it seems that even if the set is just +3 the glow of the item is the same as +10 i just want to ask whats wrong with this? and where should i fix this? ^_^

and another question how to change glow to the old one? ^^
thanks in advance.
04/29/2018 02:14 Cloud'#2
Same question. Bump!
04/29/2018 04:53 Timelimits#3
Mover.cpp
CMover::CreateAbilityOption_SetItemSFX
Might be an okay place to start depending on how your glow system is setup,
if not perhaps look into the versioncommon and see what glowchange system you have and search through the source looking to see how it pulls the level but from what i recall that function handles it.
04/29/2018 05:31 Cloud'#4
Quote:
Originally Posted by Timelimits View Post
Mover.cpp
CMover::CreateAbilityOption_SetItemSFX
Might be an okay place to start depending on how your glow system is setup,
if not perhaps look into the versioncommon and see what glowchange system you have and search through the source looking to see how it pulls the level but from what i recall that function handles it.
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04/29/2018 06:20 Timelimits#5
switch( nAbilityOption )
is the original, however it's been altered a bit in your source, now it pulls a different switch case per part and gives a new case with different "XI_SETIEM_EFFECT?????" normally it would call each level in a single case displaying a effect for the whole body, in your it's pulling a fully upgraded +10 set effect per animation

normally it pulls just one DWORD value stored as "dwSfx = 0;"

example

DWORD dwSfx = 0;

// nAbilityOption = 4;

switch( nAbilityOption )
{
case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break;
case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break;
case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break;
case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break;
case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break;
case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break;
case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break;
case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break;
}
either add new XI_?????? and fully define them inside the resource and client or remove your current glow system to fix the problem?

I'm no dev nor do I claim to be... I'm sure you'd have better luck asking someone else.
04/29/2018 06:54 Cloud'#6
Quote:
Originally Posted by Timelimits View Post
switch( nAbilityOption )
is the original, however it's been altered a bit in your source, now it pulls a different switch case per part and gives a new case with different "XI_SETIEM_EFFECT?????" normally it would call each level in a single case displaying a effect for the whole body, in your it's pulling a fully upgraded +10 set effect per animation

normally it pulls just one DWORD value stored as "dwSfx = 0;"

example

DWORD dwSfx = 0;

// nAbilityOption = 4;

switch( nAbilityOption )
{
case 3: dwSfx = XI_GEN_ITEM_SETITEM03; break;
case 4: dwSfx = XI_GEN_ITEM_SETITEM04; break;
case 5: dwSfx = XI_GEN_ITEM_SETITEM05; break;
case 6: dwSfx = XI_GEN_ITEM_SETITEM06; break;
case 7: dwSfx = XI_GEN_ITEM_SETITEM07; break;
case 8: dwSfx = XI_GEN_ITEM_SETITEM08; break;
case 9: dwSfx = XI_GEN_ITEM_SETITEM09; break;
case 10: dwSfx = XI_GEN_ITEM_SETITEM10; break;
}
either add new XI_?????? and fully define them inside the resource and client or remove your current glow system to fix the problem?

I'm no dev nor do I claim to be... I'm sure you'd have better luck asking someone else.
Thank you. Problem solved.