About Adding Wing Slot

The Observer!
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I added wing slot to my source and client but when i take the wing and put to the slot, it wont wear or cant be put on it.

any idea which part of the source should be missing?

Thanks :)

YpjBOpj - About Adding Wing Slot - RaGEZONE Forums
 
I added wing slot to my source and client but when i take the wing and put to the slot, it wont wear or cant be put on it.

any idea which part of the source should be missing?

Thanks :)

YpjBOpj - About Adding Wing Slot - RaGEZONE Forums
you need edit ur item for wing slot.
 
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yes i already did that, i think i have missing in source... hmmmm

double check your source with this tutorials

So how to add new item type example wing item type.

first open DxPieceDefine.h, and you will find this :

Code:
#ifndef DXPIECEDEFINE_H_
#define DXPIECEDEFINE_H_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

//#include "DxPieceDefine.h"

enum EMPIECECHAR <--This is the item type value
{
PIECE_HEAD = 0, //for head
PIECE_UPBODY = 1, //for suit
PIECE_LOBODY = 2, //for pant
PIECE_GLOVE = 3, //for glove
PIECE_RHAND = 4, //for weapon right hand
PIECE_LHAND = 5, //for weapon left hand
PIECE_FOOT = 6, //for shoes
PIECE_HAIR = 7, //for hair
PIECE_HEADGEAR = 8, //for accessories
PIECE_VEHICLE = 9, //for vehicle

PIECE_REV01 = 10, //???
PIECE_REV02 = 11, //???
PIECE_REV03 = 12, //???
PIECE_SIZE = 13 //item type size
};

enum EMPEACEZONEWEAPON <-- this is slot type for weapon
{
EMPEACE_WEAPON_RSLOT = 0, //slot for sword
EMPEACE_WEAPON_WHAL_SLOT = 1, //slot for bow
EMPEACE_WEAPON_STICK_RSLOT = 2, //slot for stick/wand & spear
EMPEACE_WEAPON_SIZE = 3, //item slot size
};

namespace SKINTYPE_STING
{
const TCHAR m_szWHEREBACKTYPE[EMPEACE_WEAPON_SIZE][64] =
{
_T("slot_rhand"),
_T("whal_slot"),
_T("stick_rslot"),
};
};

#endif // DXPIECEDEFINE_H_

so if we want to add wing type just add it like this :

Code:
#ifndef DXPIECEDEFINE_H_
#define DXPIECEDEFINE_H_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

//#include "DxPieceDefine.h"

enum EMPIECECHAR <--This is the item type value
{
PIECE_HEAD = 0, //for head
PIECE_UPBODY = 1, //for suit
PIECE_LOBODY = 2, //for pant
PIECE_GLOVE = 3, //for glove
PIECE_RHAND = 4, //for weapon right hand
PIECE_LHAND = 5, //for weapon left hand
PIECE_FOOT = 6, //for shoes
PIECE_HAIR = 7, //for hair
PIECE_HEADGEAR = 8, //for accessories
PIECE_VEHICLE = 9, //for vehicle
//Always add the new item type above PIECE_REV01 or your item wont show up, and dont forget to change the value after the new value.
PIECE_WING = 10, //for wing

PIECE_REV01 = 11, //???
PIECE_REV02 = 12, //???
PIECE_REV03 = 13, //???
PIECE_SIZE = 14 //item type size
};

enum EMPEACEZONEWEAPON <-- this is slot type for weapon
{
EMPEACE_WEAPON_RSLOT = 0, //slot for sword
EMPEACE_WEAPON_WHAL_SLOT = 1, //slot for bow
EMPEACE_WEAPON_STICK_RSLOT = 2, //slot for stick/wand & spear
EMPEACE_WEAPON_SIZE = 3, //item slot size
};

namespace SKINTYPE_STING
{
const TCHAR m_szWHEREBACKTYPE[EMPEACE_WEAPON_SIZE][64] =
{
_T("slot_rhand"),
_T("whal_slot"),
_T("stick_rslot"),
};
};

#endif // DXPIECEDEFINE_H_

with this we can see the wing and class icon and they wont replacing each other enymore.

Note : you can add more slot or you all call it item back when the char in idle/safezone mode. How?? just add more value in item slot code like this (Not to sure about this, but i think this should work perfectly) :

Code:
#ifndef DXPIECEDEFINE_H_
#define DXPIECEDEFINE_H_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

//#include "DxPieceDefine.h"

enum EMPIECECHAR <--This is the item type value
{
PIECE_HEAD = 0, //for head
PIECE_UPBODY = 1, //for suit
PIECE_LOBODY = 2, //for pant
PIECE_GLOVE = 3, //for glove
PIECE_RHAND = 4, //for weapon right hand
PIECE_LHAND = 5, //for weapon left hand
PIECE_FOOT = 6, //for shoes
PIECE_HAIR = 7, //for hair
PIECE_HEADGEAR = 8, //for accessories
PIECE_VEHICLE = 9, //for vehicle
//Always add the new item type above PIECE_REV01 or your item wont show up, and dont forget to change the value after the new value.
PIECE_WING = 10, //for wing

PIECE_REV01 = 11, //???
PIECE_REV02 = 12, //???
PIECE_REV03 = 13, //???
PIECE_SIZE = 14 //item type size
};

enum EMPEACEZONEWEAPON <-- this is slot type for weapon
{
EMPEACE_WEAPON_RSLOT = 0, //slot for sword
EMPEACE_WEAPON_WHAL_SLOT = 1, //slot for bow
EMPEACE_WEAPON_STICK_RSLOT = 2, //slot for stick/wand & spear
//Always put new calue before the item slot size value and dont forget to increace the slot size to avoid error
EMPEACE_WEAPON_GUN_RSLOT = 3, //slot for right gun
EMPEACE_WEAPON_GUN_LSLOT = 4, //slot for left gun

EMPEACE_WEAPON_SIZE = 5, //item slot size
};

namespace SKINTYPE_STING
{
const TCHAR m_szWHEREBACKTYPE[EMPEACE_WEAPON_SIZE][64] =
{
_T("slot_rhand"), //Bone Name for slot
_T("whal_slot"), //Bone Name for slot
_T("stick_rslot"), //Bone Name for slot
//if we add more slot add new bone name too. so the slot working perfectly (not to sure about this).
_T("r_gun_slot"), //Bone Name for new slot
_T("l_gun_slot"), //Bone Name for new slot
};
};

#endif // DXPIECEDEFINE_H_


Note : better not to follow the guide for adding item slot cos i'm still not sure. But i'm this is the way to add more item slot. And this is not the end cos if we just add this the item still wont show up. we will deal it later in "How to add new weapon type, suit type, and inventory slot type"
 
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any example or pics about how to edit? thankyou for sharing.
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