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[Request] Job Glow System SFXES
Discussion on [Request] Job Glow System SFXES within the Flyff Private Server forum part of the Flyff category.
02/25/2012, 11:03
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#1
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elite*gold: 30
Join Date: May 2011
Posts: 521
Received Thanks: 69
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[Request] Job Glow System SFXES
hey leute da sie sfxes vom release des job glow change systems von synxx n ich gehen bzw der client dann immer crasht wollt ich fragen ob jemand die funktionierenden hat
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02/25/2012, 11:32
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#2
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elite*gold: 9
Join Date: Oct 2011
Posts: 147
Received Thanks: 106
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Wie oft willst das hier noch Fragen? Was genau ist das Problem?Was hast du schon versucht?
Zeig mal code von
-MoverRender.cpp
-defineobj.h
-mdlDyna.inc
etc halt alles was damit zu tun hat sonst wird dir keiner helfen können...
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02/25/2012, 11:54
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#3
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elite*gold: 30
Join Date: May 2011
Posts: 521
Received Thanks: 69
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Mover.cpp
Code:
void CMover::CreateAbilityOption_SetItemSFX( int nAbilityOption )
{
DWORD dwSfx = 0;
// nAbilityOption = 4;
switch( nAbilityOption, m_nJob )
{
{
case 3:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM11; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM19; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM27; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM35; break;
}
else
{
dwSfx = XI_GEN_ITEM_SETITEM03; break;
}
}
case 4:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM12; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM20; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM28; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM36; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM04; break;
}
case 5:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM13; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM21; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM29; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM37; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM05; break;
}
case 6:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM14; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM22; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM30; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM38; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM06; break;
}
case 7:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM15; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM23; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM31; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM39; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM07; break;
}
case 8:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM16; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM24; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM32; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM40; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM08; break;
}
case 9:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM17; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM25; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM33; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM41; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM09; break;
}
case 10:
{
if( m_nJob == JOB_MERCENARY || m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE || m_nJob == JOB_KNIGHT_MASTER || m_nJob == JOB_BLADE_MASTER || m_nJob == JOB_KNIGHT_HERO || m_nJob == JOB_BLADE_HERO || m_nJob == JOB_KNIGHT_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM18; break;
}
else if( m_nJob == JOB_ACROBAT || m_nJob == JOB_JESTER || m_nJob == JOB_RANGER || m_nJob == JOB_JESTER_MASTER || m_nJob == JOB_RANGER_MASTER || m_nJob == JOB_JESTER_HERO || m_nJob == JOB_RANGER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM26; break;
}
else if( m_nJob == JOB_ASSIST || m_nJob == JOB_RINGMASTER || m_nJob == JOB_BILLPOSTER || m_nJob == JOB_BILLPOSTER_MASTER || m_nJob == JOB_RINGMASTER_MASTER || m_nJob == JOB_BILLPOSTER_HERO || m_nJob == JOB_RINGMASTER_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM34; break;
}
else if( m_nJob == JOB_MAGICIAN || m_nJob == JOB_PSYCHIKEEPER || m_nJob == JOB_ELEMENTOR || m_nJob == JOB_PSYCHIKEEPER_MASTER || m_nJob == JOB_ELEMENTOR_MASTER || m_nJob == JOB_PSYCHIKEEPER_HERO || m_nJob == JOB_ELEMENTOR_HERO )
{
dwSfx = XI_GEN_ITEM_SETITEM42; break;
}
else
dwSfx = XI_GEN_ITEM_SETITEM10; break;
}
}
}
CreateObj.cpp
Code:
switch( dwSfxObj )
{
case XI_SETIEM_EFFECTHAND:
//MERCENARY//BLADE//KNIGHT//
case XI_GEN_ITEM_SETITEM11:
case XI_GEN_ITEM_SETITEM12:
case XI_GEN_ITEM_SETITEM13:
case XI_GEN_ITEM_SETITEM14:
case XI_GEN_ITEM_SETITEM15:
case XI_GEN_ITEM_SETITEM16:
case XI_GEN_ITEM_SETITEM17:
case XI_GEN_ITEM_SETITEM18:
//ACROBAT//RANGER//JESTER//
case XI_GEN_ITEM_SETITEM19:
case XI_GEN_ITEM_SETITEM20:
case XI_GEN_ITEM_SETITEM21:
case XI_GEN_ITEM_SETITEM22:
case XI_GEN_ITEM_SETITEM23:
case XI_GEN_ITEM_SETITEM24:
case XI_GEN_ITEM_SETITEM25:
case XI_GEN_ITEM_SETITEM26:
//ASSIST//RINGMASTER//BILLPOSTER//
case XI_GEN_ITEM_SETITEM27:
case XI_GEN_ITEM_SETITEM28:
case XI_GEN_ITEM_SETITEM29:
case XI_GEN_ITEM_SETITEM30:
case XI_GEN_ITEM_SETITEM31:
case XI_GEN_ITEM_SETITEM32:
case XI_GEN_ITEM_SETITEM33:
case XI_GEN_ITEM_SETITEM34:
//MAGICAN//PSYKEEPER//ELEMENTOR//
case XI_GEN_ITEM_SETITEM35:
case XI_GEN_ITEM_SETITEM36:
case XI_GEN_ITEM_SETITEM37:
case XI_GEN_ITEM_SETITEM38:
case XI_GEN_ITEM_SETITEM39:
case XI_GEN_ITEM_SETITEM40:
case XI_GEN_ITEM_SETITEM41:
case XI_GEN_ITEM_SETITEM42:
//VAGRANT//
case XI_GEN_ITEM_SETITEM03:
case XI_GEN_ITEM_SETITEM04:
case XI_GEN_ITEM_SETITEM05:
case XI_GEN_ITEM_SETITEM06:
case XI_GEN_ITEM_SETITEM07:
case XI_GEN_ITEM_SETITEM08:
case XI_GEN_ITEM_SETITEM09:
case XI_GEN_ITEM_SETITEM10:
defineobj.h
Code:
#define XI_GEN_ITEM_SETITEM03 1719
#define XI_GEN_ITEM_SETITEM04 1720
#define XI_GEN_ITEM_SETITEM05 1721
#define XI_GEN_ITEM_SETITEM06 1722
#define XI_GEN_ITEM_SETITEM07 1723
#define XI_GEN_ITEM_SETITEM08 1724
#define XI_GEN_ITEM_SETITEM09 1725
#define XI_GEN_ITEM_SETITEM10 1726
#define XI_GEN_ITEM_SETITEM11 2000
#define XI_GEN_ITEM_SETITEM12 2001
#define XI_GEN_ITEM_SETITEM13 2002
#define XI_GEN_ITEM_SETITEM14 2003
#define XI_GEN_ITEM_SETITEM15 2004
#define XI_GEN_ITEM_SETITEM16 2005
#define XI_GEN_ITEM_SETITEM17 2006
#define XI_GEN_ITEM_SETITEM18 2007
#define XI_GEN_ITEM_SETITEM19 2008
#define XI_GEN_ITEM_SETITEM20 2009
#define XI_GEN_ITEM_SETITEM21 2010
#define XI_GEN_ITEM_SETITEM22 2011
#define XI_GEN_ITEM_SETITEM23 2012
#define XI_GEN_ITEM_SETITEM24 2013
#define XI_GEN_ITEM_SETITEM25 2014
#define XI_GEN_ITEM_SETITEM26 2015
#define XI_GEN_ITEM_SETITEM27 2016
#define XI_GEN_ITEM_SETITEM28 2017
#define XI_GEN_ITEM_SETITEM29 2018
#define XI_GEN_ITEM_SETITEM30 2019
#define XI_GEN_ITEM_SETITEM31 2020
#define XI_GEN_ITEM_SETITEM32 2021
#define XI_GEN_ITEM_SETITEM33 2022
#define XI_GEN_ITEM_SETITEM34 2023
#define XI_GEN_ITEM_SETITEM35 2024
#define XI_GEN_ITEM_SETITEM36 2025
#define XI_GEN_ITEM_SETITEM37 2026
#define XI_GEN_ITEM_SETITEM38 2027
#define XI_GEN_ITEM_SETITEM39 2028
#define XI_GEN_ITEM_SETITEM40 2029
#define XI_GEN_ITEM_SETITEM41 2030
#define XI_GEN_ITEM_SETITEM42 2031
mdldyna.inc
Code:
"sfx_level03" XI_GEN_ITEM_SETITEM03 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level04" XI_GEN_ITEM_SETITEM04 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level05" XI_GEN_ITEM_SETITEM05 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level06" XI_GEN_ITEM_SETITEM06 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level07" XI_GEN_ITEM_SETITEM07 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level08" XI_GEN_ITEM_SETITEM08 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level09" XI_GEN_ITEM_SETITEM09 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level10" XI_GEN_ITEM_SETITEM10 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
//Mercenary//Blade//Knight//lila
"sfx_level11" XI_GEN_ITEM_SETITEM11 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level12" XI_GEN_ITEM_SETITEM12 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level13" XI_GEN_ITEM_SETITEM13 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level14" XI_GEN_ITEM_SETITEM14 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level15" XI_GEN_ITEM_SETITEM15 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level16" XI_GEN_ITEM_SETITEM16 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level17" XI_GEN_ITEM_SETITEM17 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level18" XI_GEN_ITEM_SETITEM18 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
//Acrobat//Ranger//Jester//Grün
"sfx_level19" XI_GEN_ITEM_SETITEM19 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level20" XI_GEN_ITEM_SETITEM20 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level21" XI_GEN_ITEM_SETITEM21 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level22" XI_GEN_ITEM_SETITEM22 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level23" XI_GEN_ITEM_SETITEM23 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level24" XI_GEN_ITEM_SETITEM24 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level25" XI_GEN_ITEM_SETITEM25 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level26" XI_GEN_ITEM_SETITEM26 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
//Assist//Billposter//Ringmaster//Rot
"sfx_level27" XI_GEN_ITEM_SETITEM27 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level28" XI_GEN_ITEM_SETITEM28 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level29" XI_GEN_ITEM_SETITEM29 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level30" XI_GEN_ITEM_SETITEM30 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level31" XI_GEN_ITEM_SETITEM31 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level32" XI_GEN_ITEM_SETITEM32 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level33" XI_GEN_ITEM_SETITEM33 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level34" XI_GEN_ITEM_SETITEM34 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
//Magican//Psykeeper//Elementor//Gelb
"sfx_level35" XI_GEN_ITEM_SETITEM35 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level36" XI_GEN_ITEM_SETITEM36 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level37" XI_GEN_ITEM_SETITEM37 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level38" XI_GEN_ITEM_SETITEM38 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level39" XI_GEN_ITEM_SETITEM39 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level40" XI_GEN_ITEM_SETITEM40 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level41" XI_GEN_ITEM_SETITEM41 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"sfx_level42" XI_GEN_ITEM_SETITEM42 MODELTYPE_SFX "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
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02/25/2012, 12:00
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#4
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elite*gold: 9
Join Date: Oct 2011
Posts: 147
Received Thanks: 106
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Und bist du dir sicher das du diese sfx zb sfx_level03 bis sfx_level42 auch alle hast und sie auch alle zu 100% gehen? Sonst habe ich echt ka da ich ein anderes Glow-System habe :s
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02/25/2012, 12:04
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#5
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elite*gold: 30
Join Date: May 2011
Posts: 521
Received Thanks: 69
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das ist es ja synxx meinte die im thread wären kaputt also hat er mit die seiner meinung nach funktionierenden geschickt und die gingen auch net
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02/25/2012, 12:06
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#6
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elite*gold: 9
Join Date: Oct 2011
Posts: 147
Received Thanks: 106
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Naja wollen wir mal nicht so sein schick mir mal tv daten pn
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02/25/2012, 13:17
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#7
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elite*gold: 0
Join Date: Nov 2011
Posts: 395
Received Thanks: 233
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Wenn ihr es gefunden habt, wäre es echt nett, wenn ihr es mit uns teilen würdet ^^
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02/25/2012, 13:23
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#8
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elite*gold: 12
Join Date: Jun 2011
Posts: 2,512
Received Thanks: 1,062
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Mach die Glows doch einfach Selber.. ?
Kann leider so auch nich helfen, da mein Glow Change auch anders Funktioniert s:
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02/25/2012, 14:35
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#9
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elite*gold: 0
Join Date: Nov 2011
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Received Thanks: 233
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Womit macht man sich die denn? Hab mal von diesem SFX editor gehört, kann man da einfach den normalen Glow kopieren, mit dem Editor öffnen und ihm eine andere Textur zuweisen?
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02/25/2012, 18:46
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#10
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elite*gold: 0
Join Date: Oct 2009
Posts: 1,131
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lol,wenn Leute wie du mal im Index suchen nach nem SFX editor bzw. suchfunktion nutzen.
Hier der Link:

Sorry das ich dir die sfx nicht machen kann weil ich mit flyff aufgehört hab bzw. alle flyff sachen gelöscht habe.
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02/25/2012, 19:22
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#11
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elite*gold: 0
Join Date: Nov 2011
Posts: 395
Received Thanks: 233
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Den hab ich auch schon, funkt bei mir aber nicht.
Für alle die Probleme haben: Die Offizielle SFX kopieren, mit Hex Editor öffnen, nach effecktenchant.dds suchen und zur gewünschten Textur ändern.
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02/25/2012, 19:32
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#12
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elite*gold: 0
Join Date: Oct 2009
Posts: 1,131
Received Thanks: 264
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du verstehst das programm nicht wie ich am anfang.
Klick an der rechten seite auf load sfx oder so und dann einfach texture ändern und als neue sfx speichern.
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Homepage | Forum | Client
Hallo liebe ElitePvPers-Community,
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