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- May 28, 2007
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"OH YAY FINALLY AN UPDATED FLY-"
:junglejane:
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:junglejane:
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Join Today!im sry mr cow u no i dont play childrens card games anymoarLuna Plus - Electric Boogaloo
Also, u late...
im sry mr cow u no i dont play childrens card games anymoar
how did u no dat! it is my deepst drkst sekretu watch the card game tho T.T is no good
meh its like a flyff gfx downgrade to me. kinda like apples ios 7 poop
Interesting look. However, for black solid borders around the 3D objects you would need anti aliasing ... ._;
Interesting look. However, for black solid borders around the 3D objects you would need anti aliasing ... ._;
This, a million times, this...
technique techToonSkinning
{
pass P0
{
vertexShader = compile vs_1_1 skinning_vs( );
pixelShader = compile ps_2_0 skinning_ps( );
CullMode = None;
Sampler[0] = (diffuseSampler);
Sampler[1] = (shadeSampler);
AntiAliasedLineEnable = TRUE;
}
pass P1
{
vertexShader = compile vs_1_1 skinning_outline_vs( );
pixelShader = compile ps_2_0 outline_ps( );
CullMode = CW;
Lighting = FALSE;
AntiAliasedLineEnable = TRUE;
AlphaBlendEnable = TRUE;
}
};
there is a lot more to it than the shader change if you look at the resources it is basicly starting over to an extentI wonder if people will buy this as an upgrade.
if anyone would bother to read the shader they would know that it does have anti aliasing, not that it helps much
it's right there in the directory and might I point out, not all that hard to read, but that's the thing no one bothered to even look at it before complaining about it
a small section of the code that shows one of the techniques
Code:technique techToonSkinning { pass P0 { vertexShader = compile vs_1_1 skinning_vs( ); pixelShader = compile ps_2_0 skinning_ps( ); CullMode = None; Sampler[0] = (diffuseSampler); Sampler[1] = (shadeSampler); AntiAliasedLineEnable = TRUE; } pass P1 { vertexShader = compile vs_1_1 skinning_outline_vs( ); pixelShader = compile ps_2_0 outline_ps( ); CullMode = CW; Lighting = FALSE; AntiAliasedLineEnable = TRUE; AlphaBlendEnable = TRUE; } };
there is a lot more to it than the shader change if you look at the resources it is basicly starting over to an extent
there are no longer the old statted gear from the flyff we know, and a new upgrade system has replaced by a new system assigning items letter grades (including things such as flying items) that effect their basic abilities while also having a card piercing system that appears to be a replacement for the old statted gear
I'm honestly quite glad they mixed things up a bit, it's a head shot to the private servers that can do no more than copy
well it might fuel them with a few new models and textures every here and there but that isn't that big of a deal
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 3 0.0792
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 4 0.0555
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 5 0.0396
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 6 0.0283
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 7 0.0198
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 8 0.0132
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 9 0.0079
II_WEA_SWT_JUPITER DST_ADJ_HITRATE 10 0.0036
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 0 0.4359
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 1 0.1981
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 2 0.1189
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 3 0.0792
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 4 0.0555
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 5 0.0396
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 6 0.0283
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 7 0.0198
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 8 0.0132
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 9 0.0079
II_WEA_SWT_JUPITER DST_CHR_CHANCECRITICAL 10 0.0036
GeneralEnhancedPhysicalAbilities =
{
-- ¹«±â
[IK3_BOW] = { [GRADE_F] = 4, [GRADE_D] = 9, [GRADE_C] = 15, [GRADE_B] = 22, [GRADE_A] = 30, [GRADE_S] = 39 },
[-IK1_WEAPON] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 33 }, -- ±âŸ ¹«±âµé
-- ¹æ¾î±¸
[IK3_SUIT] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 33 },
[IK3_SHIELD] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 33 },
[IK3_HELMET] = { [GRADE_F] = 2, [GRADE_D] = 5, [GRADE_C] = 9, [GRADE_B] = 14, [GRADE_A] = 20, [GRADE_S] = 27 },
[IK3_SHIELD] = { [GRADE_F] = 2, [GRADE_D] = 5, [GRADE_C] = 9, [GRADE_B] = 14, [GRADE_A] = 20, [GRADE_S] = 27 },
[IK3_GAUNTLET] = { [GRADE_F] = 2, [GRADE_D] = 5, [GRADE_C] = 9, [GRADE_B] = 14, [GRADE_A] = 20, [GRADE_S] = 27 },
[IK3_BOOTS] = { [GRADE_F] = 2, [GRADE_D] = 5, [GRADE_C] = 9, [GRADE_B] = 14, [GRADE_A] = 20, [GRADE_S] = 27 },
-- ºñÇàü
[-IK1_RIDE] = { [GRADE_F] = 0.000093, [GRADE_D] = 0.000112, [GRADE_C] = 0.000131, [GRADE_B] = 0.000149, [GRADE_A] = 0.000168 }, -- ¸ðµç ºñÇàü
}
GeneralEnhancedMagicalAbilities =
{
-- ¹«±â
[IK3_STAFF] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 33 },
[IK3_WAND] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 33 },
[-IK1_WEAPON] = { [GRADE_F] = 3, [GRADE_D] = 7, [GRADE_C] = 12, [GRADE_B] = 18, [GRADE_A] = 25, [GRADE_S] = 44 }, -- ±âŸ ¹«±âµé
-- ¹æ¾î±¸
[IK3_NECKLACE] = { [GRADE_F] = 2, [GRADE_D] = 5, [GRADE_C] = 9, [GRADE_B] = 14, [GRADE_A] = 20, [GRADE_S] = 27 },
[IK3_RING] = { [GRADE_F] = 1, [GRADE_D] = 3, [GRADE_C] = 6, [GRADE_B] = 10, [GRADE_A] = 15, [GRADE_S] = 21 },
[IK3_EARRING] = { [GRADE_F] = 1, [GRADE_D] = 3, [GRADE_C] = 6, [GRADE_B] = 10, [GRADE_A] = 15, [GRADE_S] = 21 },
}
SocketDrivingAbilities =
{-- ¾ÆÀÌÅÛ Å¸ÀÔ
[-IK1_WEAPON] = -- DST <Ä«µå °³¼öº° ´É·ÂÄ¡> = 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
{ [_FIRE] = { DST = DST_ATKPOWER_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WIND] = { DST = DST_ATTACKSPEED_RATE, 2, 5, 7, 10, 12, 15, 17, 20, 22, 25, 27, 30, 32, 35, 37, 40, 42, 45, 47, 50 },
[_WATER] = { DST = DST_MULTIMAGIC, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_EARTH] = { DST = DST_SPELL_RATE, 2, 5, 7, 10, 12, 15, 17, 20, 22, 25, 27, 30, 32, 35, 37, 40, 42, 45, 47, 50 },
[_ELECTRICITY] = { DST = DST_STR_INT, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 },
},
[IK3_SUIT] =
{
[_FIRE] = { DST = DST_REFLECT_DAMAGE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WIND] = { DST = DST_ADJDEF_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WATER] = { DST = DST_HP_MAX_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_EARTH] = { DST = DST_SPEED, 2, 5, 7, 10, 12, 15, 17, 20, 22, 25, 27, 30, 32, 35, 37, 40, 42, 45, 47, 50 },
[_ELECTRICITY] = { DST = DST_HP_RECOVERY, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
},
[IK3_NECKLACE] =
{
[_FIRE] = { DST = DST_MP_MAX_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WIND] = { DST = DST_MP_RECOVERY, 3, 7, 10, 14, 17, 21, 24, 28, 31, 35, 38, 42, 45, 49, 52, 56, 59, 63, 66, 70 },
[_WATER] = { DST = DST_RESIST_MAGIC_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_EARTH] = { DST = DST_FP_RECOVERY, 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60 },
[_ELECTRICITY] = { DST = DST_FP_MAX_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
},
[IK3_SHIELD] =
{
[_FIRE] = { DST = DST_REFLECT_DAMAGE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WIND] = { DST = DST_ADJDEF_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_WATER] = { DST = DST_RESIST_MAGIC_RATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_EARTH] = { DST = DST_SHIELDDEF_MULTI, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
[_ELECTRICITY] = { DST = DST_SHIELD_BLOCKRATE, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100 },
},
}
there is a proper x64 version of it
equipement bonuses are less predictable