Thread: help with ruse helm's

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  1. #1 help with ruse helm's 
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    wondering if anyone could look over this and check it's correct for me for player appearance updating helms wise



    Code:
                if (ItemDefinition.forId(equip[Equipment.HEAD_SLOT]).isFullHelm() || ItemDefinition.forId(equip[Equipment.HEAD_SLOT]).isHat()) {
                    properties.put(0);
                } else {
                    properties.putShort(0x100 + appearance.getLook()[Appearance.HEAD]);
                }

    Code:
                if (appearance.getLook()[Appearance.BEARD] <= 0 || ItemDefinition.forId(equip[Equipment.HEAD_SLOT]).isFullHelm() || appearance.getGender().equals(Gender.FEMALE)) {
                    properties.put(0);
                } else {
                    properties.putShort(0x100 + appearance.getLook()[Appearance.BEARD]);
                }
            }

    ItemDefinition.java
    Code:
    	public boolean isFullHelm() {
    		return equipmentType.equals(EquipmentType.FULL_HELMET);
    	}
    	public boolean isHat() {
    		return equipmentType.equals(EquipmentType.HAT);
    	}
    Code:
    	private enum EquipmentType {
    		HAT(Equipment.HEAD_SLOT),
    		CAPE(Equipment.CAPE_SLOT),
    		SHIELD(Equipment.SHIELD_SLOT),
    		GLOVES(Equipment.HANDS_SLOT),
    		BOOTS(Equipment.FEET_SLOT),
    		AMULET(Equipment.AMULET_SLOT),
    		RING(Equipment.RING_SLOT),
    		ARROWS(Equipment.AMMUNITION_SLOT),
    		FULL_MASK(Equipment.HEAD_SLOT),
    		FULL_HELMET(Equipment.HEAD_SLOT),
    		BODY(Equipment.BODY_SLOT),
    		PLATEBODY(Equipment.BODY_SLOT),
    		LEGS(Equipment.LEG_SLOT),
    		WEAPON(Equipment.WEAPON_SLOT);
    		
    		private EquipmentType(int slot) {
    			this.slot = slot;
    		}
    		
    		private int slot;
    	}
    does this look right if not whats missing

    even with this code my haed still shows through items set as Equipment type: HAT
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  2. #2  
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    Is this a custom model or from a newer revision like 700+?
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  3. #3  
    Im an albatraoz

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    put equipment type as FULL_HELMET

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  4. #4  
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    Quote Originally Posted by Nand0 View Post
    put equipment type as FULL_HELMET

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    do all your full helmet's show beards?
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  5. #5  
    Im an albatraoz

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    Quote Originally Posted by Perplexity View Post
    do all your full helmet's show beards?
    nope
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  6. #6  
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    Quote Originally Posted by ggtip2 View Post
    Is this a custom model or from a newer revision like 700+?
    this is a custom model correct, is it something to do with priorities?
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  7. #7  
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    You may need to shift the positioning of the helmet. If you change your hair to spikey style does it stick through it?
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  8. #8  
    ᗪ乇尺乇乙乙乇ᗪ
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    Seems like you're having issues with PRI, positioning, and the fact your beard is coming through the helmet. Setting something as full helm should essentially make the head of the character go away while the helmet remains. You may want to edit the defs to make sure the head sits properly in position by messing with the values, i think offsets, but this can also be done through a cache editor tool afaik. the PRI issue could be "solved" by running it through datmaker with a PRI of 10
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  9. #9  
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    Thanks very much ggtip
    Quote Originally Posted by ggtip2 View Post
    You may need to shift the positioning of the helmet. If you change your hair to spikey style does it stick through it?
    Thanks, don't worry about beard showing through helm, I just noticed that nando told me to set it as a FULL_HELMET (not sure why...) and his picture had a beard, I do not have beardS set to show through full helmets already fixxed that issue
    I though maybe something in my player updating was causing the issue and totally overlooked the fact that it was rather more likely a model issue.
    Quote Originally Posted by lumplum View Post
    Seems like you're having issues with PRI, positioning, and the fact your beard is coming through the helmet. Setting something as full helm should essentially make the head of the character go away while the helmet remains. You may want to edit the defs to make sure the head sits properly in position by messing with the values, i think offsets, but this can also be done through a cache editor tool afaik. the PRI issue could be "solved" by running it through datmaker with a PRI of 10
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