Motions

Page 1 of 2 12 LastLast
Results 1 to 25 of 31
  1. #1
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Motions

    Hi ragezone, can i ask where i can find the code for the motions of the character?
    ex.
    Knight: when a knight equip a two-handed sword, they normally hand the big sword with their two hands pointing the sword to the ground.
    but what i want is when the knight equip a two-handed sword, they put the sword into their shoulder(like wearing a ONE-HANDED AXE).
    now my question is, what files should i look to when editing this stuffs? im not good at it but i'll try my best to add it, maybe i will put a tutorial on how to add it if i successfully do it.

    Please don't suggest to change the kind of the TWO-HANDED SWORDs into a one-handed axe.


  2. #2
    Banana Adler is offline
    Grand MasterRank
    Feb 2009 Join Date
    1,119Posts

    Re: Motions

    Those are animations. They're stored as .ani files in the Model folder and it's currently impossible for the public to edit them.

  3. #3
    One word! Im Fawkin Pro! Xakzi is offline
    Grand MasterRank
    Jul 2010 Join Date
    SwedenLocation
    1,356Posts

    Re: Motions

    Quote Originally Posted by Adler View Post
    Those are animations. They're stored as .ani files in the Model folder and it's currently impossible for the public to edit them.
    Please, nothing is impossible!

    But in this case... Yea, it's impossible..

  4. #4
    Member kitballard is offline
    MemberRank
    Feb 2012 Join Date
    95Posts

    Re: Motions

    Quote Originally Posted by Xakzi View Post
    Please, nothing is impossible!

    But in this case... Yea, it's impossible..
    That's a bummer. I woulda loved to try to make a nice lil animation, since it's my part of the field XD

  5. #5
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    too bad, but i saw a private server, when they equip a Mask(They added a wing that is putted in the Mask slot in the inventory if equipped)/
    so if they equipped that wing, they move like the psykeeper do.
    would you mind telling me which file they edited to add that stuffs?

  6. #6
    ~FlyFF DeV~ Jomex is offline
    Grand MasterRank
    Mar 2009 Join Date
    PolandLocation
    588Posts

    Re: Motions

    Quote Originally Posted by Charles101 View Post
    too bad, but i saw a private server, when they equip a Mask(They added a wing that is putted in the Mask slot in the inventory if equipped)/
    so if they equipped that wing, they move like the psykeeper do.
    would you mind telling me which file they edited to add that stuffs?
    Rofl.....

    1. A little Change 2 source to make that:
    they move like the psykeeper do.
    2. A little resource change for that:
    They added a wing that is putted in the Mask slot
    3. Everyone knows which server it is.
    4. Everyone knows their devs are ........ (censored)
    5. Nothing very special about it.

  7. #7
    Banana Adler is offline
    Grand MasterRank
    Feb 2009 Join Date
    1,119Posts

    Re: Motions

    Quote Originally Posted by Charles101 View Post
    too bad, but i saw a private server, when they equip a Mask(They added a wing that is putted in the Mask slot in the inventory if equipped)/
    so if they equipped that wing, they move like the psykeeper do.
    would you mind telling me which file they edited to add that stuffs?
    Those are just tiny source edits. Any 12 year old with a keyboard could do that.

  8. #8
    [R8]ℓσℓ32 caja is offline
    Grand MasterRank
    Oct 2008 Join Date
    Here!Location
    1,502Posts

    Re: Motions

    Indeed.

    Code:
    if( pItemProp->dwItemKind3 == IK3_MASK )
    	dwMotion += MTI_STAND_11; //Psy motion

  9. #9
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    so that's how they do it, im hoping that somebody would put a tutorial on how to edit the .ani files. :D

  10. #10
    Banana Adler is offline
    Grand MasterRank
    Feb 2009 Join Date
    1,119Posts

    Re: Motions

    Quote Originally Posted by Charles101 View Post
    so that's how they do it, im hoping that somebody would put a tutorial on how to edit the .ani files. :D
    It's impossible to do so.

  11. #11
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    as Xakzi said, nothing is impossible.
    so i'll just wait for someone to put a tutorial. im not that pro to look at it myself.
    hahaha... i know my limitation :D

  12. #12
    i <3 C++ Deviant is offline
    Grand MasterRank
    Jun 2005 Join Date
    Little GardenLocation
    527Posts

    Re: Motions

    look at caja's reply


    if( pItemProp->dwItemKind3 == IK3_MASK )
    dwMotion += MTI_STAND_11; //Psy motion

  13. #13
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    ahm trashee, i was replying my last message to Adler, when he said that it is impossible to do so.

    hahaha...

    Ok ill just add that to my test server :D
    what file was that? is it in mover.cpp?

  14. #14
    Banana Adler is offline
    Grand MasterRank
    Feb 2009 Join Date
    1,119Posts

    Re: Motions

    It's impossible to create new animations. It is, however, possible to re-use existing ones.

  15. #15
    Flyff Developer ShadowDragon is offline
    Grand MasterRank
    Apr 2009 Join Date
    1,915Posts

    Re: Motions

    Quote Originally Posted by Adler View Post
    It's impossible to create new animations. It is, however, possible to re-use existing ones.
    Out of curiosity, I'm currently deciphering the .ani format. I don't know if it will be of use to anyone (especially not me lol), but I plan to release it when I'm done.

  16. #16
    Sorcerer Supreme KING5 is offline
    Member +Rank
    Oct 2008 Join Date
    Behind You !Location
    479Posts

    Re: Motions

    Quote Originally Posted by caja View Post
    Indeed.

    Code:
    if( pItemProp->dwItemKind3 == IK3_MASK )
    	dwMotion += MTI_STAND_11; //Psy motion
    Where do you put this code? what source file?

  17. #17
    Member kitballard is offline
    MemberRank
    Feb 2012 Join Date
    95Posts

    Re: Motions

    If som'in does come up, leme know. I wouldn't mind trying animating for FlyFF. I already make animations for Smash Bros Brawl.

  18. #18
    [R8]ℓσℓ32 caja is offline
    Grand MasterRank
    Oct 2008 Join Date
    Here!Location
    1,502Posts

    Re: Motions

    Quote Originally Posted by KING5 View Post
    Where do you put this code? what source file?
    It was just an example on how to do. Look at CMover class

  19. #19
    One word! Im Fawkin Pro! Xakzi is offline
    Grand MasterRank
    Jul 2010 Join Date
    SwedenLocation
    1,356Posts

    Re: Motions

    Quote Originally Posted by KING5 View Post
    Where do you put this code? what source file?
    easiest way to find this is to search for
    MTI_STAND_11 in the source, goodluck now

  20. #20
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    Xakzi, what variable used to determine if the player is in Combat Stand or not?

  21. #21
    [R8]ℓσℓ32 caja is offline
    Grand MasterRank
    Oct 2008 Join Date
    Here!Location
    1,502Posts

    Re: Motions

    void CMover::DialogOut( LPCTSTR lpszText )

    Code:
    CItemElem* pItemElem = GetEquipItem( PARTS_MASK );
    			if( pItemElem && pItemElem->GetProp()->dwItemKind3 == IK3_MASK )
    				dwMotion += MTI_STAND_11; //Psy motion
    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.

  22. #22
    Elite Member Charles101 is offline
    Member +Rank
    Feb 2012 Join Date
    Saint MorningLocation
    241Posts

    Re: Motions

    Quote Originally Posted by caja View Post
    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.
    Mine is cloak, 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

    anybody know which function or variable is used to know if the character is attacking?

    i tried to use this
    m_pActMover->IsActAttack()
    but it's not working. :(

  23. #23
    Sorcerer Supreme KING5 is offline
    Member +Rank
    Oct 2008 Join Date
    Behind You !Location
    479Posts

    Re: Motions

    Thats what I found

    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
    where do i put this code?

    Code:
    CItemElem* pItemElem = GetEquipItem( PARTS_MASK );
    			if( pItemElem && pItemElem->GetProp()->dwItemKind3 == IK3_MASK )
    				dwMotion += MTI_STAND_11; //Psy motion
    and can i change to IK3_WING?

  24. #24
    Sorcerer Supreme KING5 is offline
    Member +Rank
    Oct 2008 Join Date
    Behind You !Location
    479Posts

    Re: Motions

    nobody knows?

  25. #25
    ~FlyFF DeV~ Jomex is offline
    Grand MasterRank
    Mar 2009 Join Date
    PolandLocation
    588Posts

    Re: Motions

    Quote Originally Posted by KING5 View Post
    where do i put this code?
    Code:
    CItemElem* pItemElem = GetEquipItem( PARTS_MASK );
                if( pItemElem && pItemElem->GetProp()->dwItemKind3 == IK3_MASK )
                    dwMotion += MTI_STAND_11; //Psy motion
    In source of course and use brain to find file with motions IT DOESN'T hurt at all, believe me it really doesn't.
    and can i change to IK3_WING?
    If u change to it in this part u want to add u will have motion of psy walking while flying.

    And no im not gonna tell you where you should do what, it's all up to you.



Page 1 of 2 12 LastLast

Advertisement