Experienced Elementalist
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- Nov 19, 2007
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Please reupload source code, all links are offline...
Last edited:
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Join Today!how to fix increase effect set item
Please upload link .
void __declspec(naked) WingsOfStormEffect(){
_asm
{
MOV EAX, DWORD PTR SS:[EBP+0x0c]
MOV dwItem, EAX
CMP dwItem,ObjectId(0,37)
JE Return
CMP dwItem, ObjectId(12, 205)
JE Return
CMP dwItem, ObjectId(12, 180)
JE Return
Return:
MOV ECX,0x0060C153
JMP ECX
}
void WingsLevel3EffectsHook()
{
SetNop(0x0060C14C, 5); WriteJmp(0x0060C14C, (DWORD)&WingsOfStormEffect);
#ifndef NEMESIS_H#define NEMESIS_H
#include "Stdafx.h"
DWORD dwItem;
#define ItemArray 1171 //IS ITEMARRAY FOR MAIN 1.04d GMO
#define ItemId(x, y) ((x * 512) + y)
#define ObjectId(x, y) ((x * 512) + y + ItemArray)
void WingsLevel3EffectsHook();
#endi
Hi mauro07,
I try to make effect of Flameberge (0,26) on the custom Asura (0,30) but it doesn't have flame around the Asura sword, how can I make it? (I added more bone to the same 18 bones with Flameberge already)
My code (main 1.04D):
void __declspec(naked) FlameBergeEffect() // 18 Bones (success)
{
_asm
{
MOV EAX, DWORD PTR SS:[EBP+0x10]
MOV dwItem, EAX
// ----
CMP dwItem,ObjectId(0,26)
JE Return
// ----
CMP dwItem,ObjectId(0,30) // Asura
JE Return
// ----
Return:
MOV EAX,0x005FBEAB
JMP EAX
}
}
void ItemEffectLoad()
{
ToolKit.SetNop(0x005FBEA4, 5);
ToolKit.WriteJmp(0x005FBEA4, (DWORD)&FlameBergeEffect);
}
And here is the image of before and after using the effect:
Before:
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After:
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Well... to start.. Flamberge have (various) effects... some of this are from: Viewport (Player + Items viewed on the Game), and anothers are from: Player Inventory... when you say: "Flames" you like add: "flamestani.jpg" texture effect (Effect from flamberge view on Player Inventory + Viewport) or are you talking about: "flareRed.jpg" (Used by wz on Flamberge Item Visual only from: Viewport), bcz isn't the same... Texture Effect from Flamberge is possible add with only re-write Assembler Inline main.exe memory (How on this source that I make with 3rd Wing Effects). but the: flareRed effect on 1 "Sprite" is more difficult to make only with assembler re-writed code.. is necesary decompilation process from your main.exe version. the: "BMD::Class" and his methods to Render effects by Get Bones from Model Position.
If you use: zClient.dll source.. you can see better this the same that I'm saying... on zteam -=DarkSim=- make something like this using.. some of assembly code combined with some Pointers and class. to put Sprites or Static Effect to Wings.
If u cant decide with color and effect to use cuz every is nice^^
Brow how did you do it? could help ? or spend a chunk of source?
LPVOID F1_This;
DWORD F1_Arg1;
DWORD F1_Arg11;
DWORD F1_Arg2;
DWORD F2_Arg5;
DWORD F3_Arg3;
float Color[3];
DWORD F1Arg11;
DWORD F2Arg5;
DWORD F1Arg2;
DWORD EffectList[60];
DWORD RandomedEffect;
EffectList[0] = 31738;
EffectList[1] = 32002;
EffectList[2] = 32003;
EffectList[3] = 32005;
EffectList[4] = 32048;
EffectList[5] = 32049;
EffectList[6] = 32054;
EffectList[7] = 32066;
EffectList[8] = 32072;
EffectList[9] = 32073;
EffectList[10] = 32077;
EffectList[11] = 32279;
EffectList[12] = 32101;
EffectList[13] = 32113;
EffectList[14] = 32114;
EffectList[15] = 32115;
EffectList[16] = 32116;
EffectList[17] = 32118;
EffectList[18] = 32119;
EffectList[19] = 32126;
EffectList[20] = 32127;
EffectList[21] = 32128;
EffectList[22] = 32131;
EffectList[23] = 32132;
EffectList[24] = 32140;
EffectList[25] = 32141;
EffectList[26] = 32147;
EffectList[27] = 32217;
EffectList[28] = 32226;
EffectList[29] = 32229;
EffectList[30] = 32231;
EffectList[31] = 32257;
EffectList[32] = 32258;
EffectList[33] = 32258;
EffectList[34] = 32260;
EffectList[35] = 32265;
EffectList[36] = 32066;
EffectList[37] = 32279;
EffectList[38] = 32281;
EffectList[39] = 32287;
EffectList[40] = 32288;
EffectList[41] = 32290;
EffectList[42] = 32292;
EffectList[43] = 32002;
EffectList[44] = 32309;
EffectList[45] = 32310;
EffectList[46] = 32355;
EffectList[47] = 32371;
EffectList[48] = 32376;
EffectList[49] = 32376;
EffectList[50] = 32380;
EffectList[51] = 32402;
EffectList[52] = 32403;
EffectList[53] = 32431;
EffectList[54] = 32492;
EffectList[55] = 32494;
EffectList[56] = 32501;
EffectList[57] = 32523;
EffectList[58] = 32631;
EffectList[59] = 32691;
else if (AddWingsEffect_Buff == ITEM2(12, 165))
{
Color[0] = ((float)(rand() % 100) / 100);
Color[1] = ((float)(rand() % 100) / 100);
Color[2] = ((float)(rand() % 100) / 100);//
for (int i = 1; i < 48; i++)
{
memcpy(&F1Arg11, &F1_Arg11, sizeof(F1_Arg11));
memcpy(&F2Arg5, &F2_Arg5, sizeof(F2_Arg5));
memcpy(&F1Arg2, &F1_Arg2, sizeof(F1_Arg2));
pAllowStaticEffect(F1_This, &F1Arg11, F1Arg2, i, 0);
RandomedEffect = EffectList[rand() % 59];
pPlayStaticEffect(RandomedEffect, &F1Arg11, 1, Color, F2Arg5, 1.0, 0);
}
}
Code:LPVOID F1_This; DWORD F1_Arg1; DWORD F1_Arg11; DWORD F1_Arg2; DWORD F2_Arg5; DWORD F3_Arg3; float Color[3]; DWORD F1Arg11; DWORD F2Arg5; DWORD F1Arg2; DWORD EffectList[60]; DWORD RandomedEffect; EffectList[0] = 31738; EffectList[1] = 32002; EffectList[2] = 32003; EffectList[3] = 32005; EffectList[4] = 32048; EffectList[5] = 32049; EffectList[6] = 32054; EffectList[7] = 32066; EffectList[8] = 32072; EffectList[9] = 32073; EffectList[10] = 32077; EffectList[11] = 32279; EffectList[12] = 32101; EffectList[13] = 32113; EffectList[14] = 32114; EffectList[15] = 32115; EffectList[16] = 32116; EffectList[17] = 32118; EffectList[18] = 32119; EffectList[19] = 32126; EffectList[20] = 32127; EffectList[21] = 32128; EffectList[22] = 32131; EffectList[23] = 32132; EffectList[24] = 32140; EffectList[25] = 32141; EffectList[26] = 32147; EffectList[27] = 32217; EffectList[28] = 32226; EffectList[29] = 32229; EffectList[30] = 32231; EffectList[31] = 32257; EffectList[32] = 32258; EffectList[33] = 32258; EffectList[34] = 32260; EffectList[35] = 32265; EffectList[36] = 32066; EffectList[37] = 32279; EffectList[38] = 32281; EffectList[39] = 32287; EffectList[40] = 32288; EffectList[41] = 32290; EffectList[42] = 32292; EffectList[43] = 32002; EffectList[44] = 32309; EffectList[45] = 32310; EffectList[46] = 32355; EffectList[47] = 32371; EffectList[48] = 32376; EffectList[49] = 32376; EffectList[50] = 32380; EffectList[51] = 32402; EffectList[52] = 32403; EffectList[53] = 32431; EffectList[54] = 32492; EffectList[55] = 32494; EffectList[56] = 32501; EffectList[57] = 32523; EffectList[58] = 32631; EffectList[59] = 32691; else if (AddWingsEffect_Buff == ITEM2(12, 165)) { Color[0] = ((float)(rand() % 100) / 100); Color[1] = ((float)(rand() % 100) / 100); Color[2] = ((float)(rand() % 100) / 100);// for (int i = 1; i < 48; i++) { memcpy(&F1Arg11, &F1_Arg11, sizeof(F1_Arg11)); memcpy(&F2Arg5, &F2_Arg5, sizeof(F2_Arg5)); memcpy(&F1Arg2, &F1_Arg2, sizeof(F1_Arg2)); pAllowStaticEffect(F1_This, &F1Arg11, F1Arg2, i, 0); RandomedEffect = EffectList[rand() % 59]; pPlayStaticEffect(RandomedEffect, &F1Arg11, 1, Color, F2Arg5, 1.0, 0); } }
in static effect there is no effect like storm wing. To get that effect u need to findout what "sub_6D8F20" or sub_545030 docan with this mothod set lighting effects on custom wings like effect on Storm wings? i tryed use randomeffect with lighting models, but not work like i want..
case 7351:
v258 = 0.0;
v259 = 0.0;
v260 = 0.0;
*(float *)&v288 = 0.0;
v289 = 0.0;
v290 = 0.0;
v38 = flt_5EF5A1C * 0.0003999999898951501;
logf_0(v38);
v261 = sub_639050(v38) * 0.4000000059604645;
*(float *)&v284 = v261 + 0.5;
v285 = v261 + 0.5;
v286 = v261 + 0.5;
v297 = 9;
v298 = 20;
v299 = 19;
v300 = 10;
v301 = 18;
v302 = 28;
v303 = 27;
v304 = 36;
v305 = 35;
v306 = 38;
v307 = 37;
v308 = 53;
v309 = 48;
v310 = 62;
v311 = 70;
v312 = 72;
v313 = 71;
v314 = 78;
v315 = 79;
v316 = 80;
v317 = 87;
v318 = 90;
v319 = 91;
v320 = 106;
v321 = 102;
v287 = 0.0;
for ( k = 0; k < 25; ++k )
{
sub_545030((float *)v386,(int)&unk_7BC08A0 + 48 * *(&v297 + k),(int)&v258,(int)&v288, 1);
v287 = 0.5;
v39 = flt_5EF5A1C * 0.009999999776482582;
pPlayStaticEffect(32260, (int)&v288, 0.5, (int)&v284, a1, v39, 1);
}
v291 = 11;
v292 = 21;
v293 = 29;
v294 = 63;
v295 = 81;
v296 = 89;
if ( !(rand() % 2) )
{
for ( l = 0; l < 6; ++l )
{
sub_545030(
(float *)v386,
(int)&unk_7BC08A0 + 48 * *(&v291 + l),
(int)&v258,
(int)&v288,
1);
if ( !(rand() % 20) )
{
*(float *)&v284 = 0.60000002;
v285 = 0.60000002;
v286 = 0.89999998;
sub_6D8F20(388, (int)&v288, a1 + 264, (int)&v284, 1, a1, -1, 0, 0, 0, 0.0, -1);
}
}
}
v262 = 64;
v263 = 61;
v264 = 69;
v265 = 77;
v266 = 86;
v267 = 98;
v268 = 97;
v269 = 99;
v270 = 104;
v271 = 103;
v272 = 105;
v273 = 12;
v274 = 8;
v275 = 17;
v276 = 26;
v277 = 34;
v278 = 52;
v279 = 44;
v280 = 51;
v281 = 50;
v282 = 49;
v283 = 45;
v40 = flt_5EF5A1C * 0.003000000026077032;
logf_0(v40);
v287 = sub_639050(v40) * 0.2000000029802322;
for ( m = 0; m < 22; ++m )
{
sub_545030(
(float *)v386,
(int)&unk_7BC08A0 + 48 * *(&v262 + m),
(int)&v258,
(int)&v288,
1);
if ( *(&v262 + m) != 12
&& *(&v262 + m) != 64
&& *(&v262 + m) != 98
&& *(&v262 + m) != 52 )
{
*(float *)&v284 = 0.80000001;
v285 = 0.5;
v286 = 0.2;
v42 = v287 + 0.300000011920929;
pPlayStaticEffect(32002, (int)&v288, v42, (int)&v284, a1, 0.0, 0);
}
else
{
*(float *)&v284 = 0.89999998;
v285 = 0.0;
v286 = 0.0;
v41 = v287 + 1.399999976158142;
pPlayStaticEffect(32002, (int)&v288, v41, (int)&v284, a1, 0.0, 0);
}
}
break;