Thread: FSoD SetSkins

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  1. #1
    MrchickenWingz's Avatar
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    FSoD SetSkins

    So me and a friend have been trying to get setskins to work. i added skin/ items to dat1. and in client. Same with the Equiptmentsets xml i put it in the client and the xml. When all equipted i just turn small with particals when fully equipted.

  2. #2
    MrchickenWingz's Avatar
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    Bump D: //10Chars

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    Narwallz's Avatar
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    Yea, him and I are having the issue, not sure how to fix, I did everything right : P

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    DreadTitan's Avatar
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    If you haven't already solved this issue, then you need to add the set skin xml into the binaryData file named "...EmbeddedData_SkinsCXML..." this should make the client be able to recognize the set skin.
    Last edited by DreadTitan; 07-29-2016 at 06:10 AM.

  5. #5
    MrchickenWingz's Avatar
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    Quote Originally Posted by DreadTitan View Post
    If you haven't already solved this issue, then you need to add the set skin xml into the binaryData file named "...EmbeddedData_SkinsCXML..." this should make the client be able to recognize the set skin.
    i did that im still small

  6. #6
    DreadTitan's Avatar
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    The code which you have put into the dat1 file in visual studio should look like the one below, this same code will need to be put into the binaryData file named "EmbeddedData_GhostShipCXML" (the first binaryData file) as well as the binaryData file named "EmbeddedData_SkinsCXML" (labelled the 42nd binaryData file). Make sure that the player class type is correct and matches to the class you want the skin to be for.

    Code:
    <Object type="0x1684" id="Example Set Skin">
    		<Skin/>
    		<Class>Skin</Class>
    		<AnimatedTexture>
    			<File>playerskins16</File>
    			<Index>08</Index>
    		</AnimatedTexture>
    		<PlayerClassType>0x0307</PlayerClassType>
    		<UnlockSpecial>Set Skin</UnlockSpecial>
    		<NoSkinSelect/>
    		<DisplayId>Example Set Skin</DisplayId>
    	</Object>
    your code in the EquipmentSets file in your solution should look like the one below, this also needs to be added into the binaryData file named "EmbeddedData_EquipmentSetsCXML" (labelled to be the 37th binaryData file). I am sure you already know this but, slot 0 means weapon, slot 1 means ability, slot 2 means armor and slot 3 means ring. Make sure to have the correct item ids in the itemtypes and the correct skin id in skintype.

    Code:
    <EquipmentSet type="0x0010" id="Example Set">
    		<Setpiece slot="0" itemtype="0x67ba">Equipment</Setpiece>
    		<Setpiece slot="1" itemtype="0xf36">Equipment</Setpiece>
    		<Setpiece slot="2" itemtype="0x69ba">Equipment</Setpiece>
    		<Setpiece slot="3" itemtype="0x1661">Equipment</Setpiece>
    		<ActivateOnEquipAll skinType="0x1684" color="0x92A9BA" size="70">ChangeSkin</ActivateOnEquipAll>
    	</EquipmentSet>
    Remember to also add the code; "setType="0x0010" setName="Example Set" after each of the items in the set in both dat1 and the 1st binaryData file. Rebuild the solution after you have added everything and also save your client after replacing the binaryData files. After you have done everything your client should be able to display the set skin correctly.

  7. The Following User Says Thank You to DreadTitan For This Useful Post:

    MrchickenWingz (08-01-2016)

  8. #7
    MrchickenWingz's Avatar
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    Quote Originally Posted by DreadTitan View Post
    The code which you have put into the dat1 file in visual studio should look like the one below, this same code will need to be put into the binaryData file named "EmbeddedData_GhostShipCXML" (the first binaryData file) as well as the binaryData file named "EmbeddedData_SkinsCXML" (labelled the 42nd binaryData file). Make sure that the player class type is correct and matches to the class you want the skin to be for.

    Code:
    <Object type="0x1684" id="Example Set Skin">
    		<Skin/>
    		<Class>Skin</Class>
    		<AnimatedTexture>
    			<File>playerskins16</File>
    			<Index>08</Index>
    		</AnimatedTexture>
    		<PlayerClassType>0x0307</PlayerClassType>
    		<UnlockSpecial>Set Skin</UnlockSpecial>
    		<NoSkinSelect/>
    		<DisplayId>Example Set Skin</DisplayId>
    	</Object>
    your code in the EquipmentSets file in your solution should look like the one below, this also needs to be added into the binaryData file named "EmbeddedData_EquipmentSetsCXML" (labelled to be the 37th binaryData file). I am sure you already know this but, slot 0 means weapon, slot 1 means ability, slot 2 means armor and slot 3 means ring. Make sure to have the correct item ids in the itemtypes and the correct skin id in skintype.

    Code:
    <EquipmentSet type="0x0010" id="Example Set">
    		<Setpiece slot="0" itemtype="0x67ba">Equipment</Setpiece>
    		<Setpiece slot="1" itemtype="0xf36">Equipment</Setpiece>
    		<Setpiece slot="2" itemtype="0x69ba">Equipment</Setpiece>
    		<Setpiece slot="3" itemtype="0x1661">Equipment</Setpiece>
    		<ActivateOnEquipAll skinType="0x1684" color="0x92A9BA" size="70">ChangeSkin</ActivateOnEquipAll>
    	</EquipmentSet>
    Remember to also add the code; "setType="0x0010" setName="Example Set" after each of the items in the set in both dat1 and the 1st binaryData file. Rebuild the solution after you have added everything and also save your client after replacing the binaryData files. After you have done everything your client should be able to display the set skin correctly.
    thanks so much i forgot to add to EmbeddedData_SkinsCXML

    /solved @Joe

  9. #8
    MrchickenWingz's Avatar
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    :/ /closed @Joe
    @Luis @Raple
    Last edited by MrchickenWingz; 08-05-2016 at 02:55 AM.

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