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About sfx on item
Discussion on About sfx on item within the Flyff Private Server forum part of the Flyff category.
02/13/2017, 21:08
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#1
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About sfx on item
how to add a sfx like a item? Like on insanity flyff, they has a cape of sfx, without time to use
Tks advanced
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02/13/2017, 21:29
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#2
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ベトナム警察
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Copy Cupid Wings and make it unlimited.
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02/13/2017, 21:35
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#3
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But it does not appear in the inventory as an item. For example the cupid wing, make it appear in the inventory as an equipmen. Ty to reply
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02/13/2017, 23:54
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#4
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ベトナム警察
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Oh, now I see what you meant. You mean an equipment like cloak in sfx style? I would like to know how does it work, too.
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02/14/2017, 00:07
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#5
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Haha, yeah =/
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02/14/2017, 12:44
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#6
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It's same as adding sfx to weapon, to character...
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02/14/2017, 22:27
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#7
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Unfortunately, i don't know how to do this =/ . I read on my source how to works (cupid wings), but I cant make on my own . Anyway, thx
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02/15/2017, 13:26
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#8
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Something like this?
Code:
CItemElem* pItemElem = GetEquipItem(PARTS_MASK);
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwID == II_SYS_MASK_TEST1 )
{
if(m_pSfxWing == NULL)
m_pSfxWing = CreateSfx( D3DDEVICE, XI_NAT_WINGANGEL01, GetPos(), GetId(), D3DXVECTOR3(0,0,0), NULL_ID, -1 );
}
else
{
if(m_pSfxWing != NULL)
{
m_pSfxWing->Delete();
m_pSfxWing = NULL;
}
}
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02/15/2017, 20:18
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#9
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Almost this, I tried it that way, but it would still take another model to load the sfx. If you set to load the sfx directly, it loads a standard model when fitted to the character.
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02/15/2017, 20:43
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#10
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Quote:
Originally Posted by pedala1
Almost this, I tried it that way, but it would still take another model to load the sfx. If you set to load the sfx directly, it loads a standard model when fitted to the character.
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That should work. It hides the Model itself.
Code:
pModel->SetEffect(PARTS_MASK, XE_HIDE);
All in one:
Code:
CItemElem* pItemElem = GetEquipItem(PARTS_MASK);
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwID == II_SYS_MASK_TEST1 )
{
if(m_pSfxWing == NULL)
m_pSfxWing = CreateSfx( D3DDEVICE, XI_NAT_WINGANGEL01, GetPos(), GetId(), D3DXVECTOR3(0,0,0), NULL_ID, -1 );
pModel->SetEffect(PARTS_MASK, XE_HIDE);
}
else
{
if(m_pSfxWing != NULL)
{
m_pSfxWing->Delete();
m_pSfxWing = NULL;
pModel->SetEffectOff(PARTS_MASK, XE_HIDE);
}
}
You need to make sure to edit this;
PARTS_MASK to the slot your item is using.
II_SYS_MASK_TEST1 to your item ID
XI_NAT_WINGANGEL01 to your SFX ID
Also, if you want to match the SFX to the Character, make sure to add
Code:
case XI_YOURSFX: //SFX ID
pObj = new CSfxRotate();
break;
below
Code:
case XI_NAT_WINGANGEL01: // õ»çÀÇ ³¯°³
pObj = new CSfxRotate();
break;
at CreateObj.cpp
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02/16/2017, 03:23
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#11
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Work! The sfx "restarts", is active while using the item but is "blinking", does not appear "constant" as for example the sfx used in orbs.
Anyway, ty so much!
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02/16/2017, 08:34
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#12
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I can't actually explain why, but using only
Code:
m_dwWingTime = g_tmCurrent
without taking
Code:
if( g_tmCurrent - m_dwWingTime > 1100 )
fixed it for me.
So this should work fine:
Code:
CItemElem* pItemElem = GetEquipItem(PARTS_MASK);
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwID == II_SYS_MASK_TEST1 )
{
if(m_pSfxWing == NULL)
m_pSfxWing = CreateSfx( D3DDEVICE, XI_NAT_WINGANGEL01, GetPos(), GetId(), D3DXVECTOR3(0,0,0), NULL_ID, -1 );
pModel->SetEffect(PARTS_MASK, XE_HIDE);
m_dwWingTime = g_tmCurrent;
}
else
{
if(m_pSfxWing != NULL)
{
m_pSfxWing->Delete();
m_pSfxWing = NULL;
pModel->SetEffectOff(PARTS_MASK, XE_HIDE);
}
}
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02/16/2017, 10:00
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#13
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Cool thing because it is possible to make sfx fashion  but how can i set the position of the sfx?? Edit D3DXVECTOR3(0,0,0) didnt work for me
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02/17/2017, 06:25
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#14
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Quote:
Originally Posted by Professor Linebeck
I can't actually explain why, but using only
Code:
m_dwWingTime = g_tmCurrent
without taking
Code:
if( g_tmCurrent - m_dwWingTime > 1100 )
fixed it for me.
So this should work fine:
Code:
CItemElem* pItemElem = GetEquipItem(PARTS_MASK);
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwID == II_SYS_MASK_TEST1 )
{
if(m_pSfxWing == NULL)
m_pSfxWing = CreateSfx( D3DDEVICE, XI_NAT_WINGANGEL01, GetPos(), GetId(), D3DXVECTOR3(0,0,0), NULL_ID, -1 );
pModel->SetEffect(PARTS_MASK, XE_HIDE);
m_dwWingTime = g_tmCurrent;
}
else
{
if(m_pSfxWing != NULL)
{
m_pSfxWing->Delete();
m_pSfxWing = NULL;
pModel->SetEffectOff(PARTS_MASK, XE_HIDE);
}
}
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Hello sir,
If you don't mind sharing the entire code to make it work we'll be really happy.
Some of my friends have these MASK / sfx wings in their servers but don't like sharing it.
Hope to hear from you sir Professor Linebeck.
Thanks in advance
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02/17/2017, 09:11
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#15
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Received Thanks: 1,609
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Quote:
Originally Posted by elitemember21
Hello sir,
If you don't mind sharing the entire code to make it work we'll be really happy.
Some of my friends have these MASK / sfx wings in their servers but don't like sharing it.
Hope to hear from you sir Professor Linebeck.
Thanks in advance
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Uhm that is actually the entire code. The other thing is to choose/create an Item you wanna use for the SFX.
I simply used Butterfly Mask.
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