Where do you put this code? what source file?
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If som'in does come up, leme know. I wouldn't mind trying animating for FlyFF. I already make animations for Smash Bros Brawl.
Xakzi, what variable used to determine if the player is in Combat Stand or not?
void CMover::DialogOut( LPCTSTR lpszText )
Btw, this code makes you float with all mask, so if you want other items like the wings some other servers got edit the Prop in code.Code:CItemElem* pItemElem = GetEquipItem( PARTS_MASK );
if( pItemElem && pItemElem->GetProp()->dwItemKind3 == IK3_MASK )
dwMotion += MTI_STAND_11; //Psy motion
Mine is cloak, :love: but i was really having problem with my character if i attack a monster(assuming that my character was a KNIGHT), the motion that were being used was the motion of the psykeeper :lol:
anybody know which function or variable is used to know if the character is attacking? :(:
i tried to use this
but it's not working. :(Quote:
m_pActMover->IsActAttack()
Thats what I found
where do i put this code?Code:#if __VER >= 10 // __LEGEND // 9Â÷ Àü½Â½Ã½ºÅÛ Neuz, World, Trans
if( GetJob() == JOB_PSYCHIKEEPER || GetJob() == JOB_PSYCHIKEEPER_MASTER || GetJob() == JOB_PSYCHIKEEPER_HERO || GetJob() == JOB_MENTALIST_HERO || GetJob() == JOB_ELEMENTORLORD_HERO) dwMotion += MTI_STAND_11;
#else //__LEGEND // 9Â÷ Àü½Â½Ã½ºÅÛ Neuz, World, Trans
if( GetJob() == JOB_PSYCHIKEEPER ) dwMotion += MTI_STAND_11;
#endif //__LEGEND // 9Â÷ Àü½Â½Ã½ºÅÛ Neuz, World, Trans
and can i change to IK3_WING?Code:CItemElem* pItemElem = GetEquipItem( PARTS_MASK );
if( pItemElem && pItemElem->GetProp()->dwItemKind3 == IK3_MASK )
dwMotion += MTI_STAND_11; //Psy motion
nobody knows?
In source of course and use brain to find file with motions IT DOESN'T hurt at all, believe me it really doesn't.
If u change to it in this part u want to add u will have motion of psy walking while flying.Quote:
and can i change to IK3_WING?
And no im not gonna tell you where you should do what, it's all up to you.
If you change it from IK3_MASK to IK3_WING you will get that if you wear the wings as a mask, that you float like a psy. However, i dun know how useful that is, but i unno...
I will try it out tonight, if i have some time to spare.
should be look like this
Screenshot by Lightshot
and for the two handed axe in a shoulder :D
Screenshot by Lightshot
CItemElem* pItemElem = GetEquipItem( IK3_TWHOHANDEDAXE );
dwMotion += MTI_STAND_11; //Psy motion <- change this to the motion you wish
Also, i'm not sure if the IK3 is correct, you should check the dataresses for that...
that's it, thanks, ill try that this weekend, i still have to study because this week and next week will be our final exam weeks.
hahaha..