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[Development] Blessed Divine Sword + Effects

Newbie Spellweaver
Joined
Jun 4, 2018
Messages
16
Reaction score
6
Greetings to all, I have an original weapon effect Blessed Divine Sword.
I want to ask some of the guys, maybe you have for all the other Blessed weapons effect?


iSpectrum - [Development] Blessed Divine Sword + Effects - RaGEZONE Forums




Code:
 case ITEM2(0, 51): //blessed sword
    {
  float v1665 = sub_4EC46D(-4.0, 0.0) * 0.5f + 0.5f;
  Color.Set(v1665 * 0.40f, v1665 * 0.55f, v1665 * 0.15f);

  for (int n = 53; n < 129; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.65f, Color(), lpModel, 0.0, 0);
  }
  float v178 = (float)(GetLargeRand() % 15) / 37.5f;
  float v1669 = v178 + 0.5f;
  Color.Set(v1669, v1669, v1669);
  for (int n = 4; n < 23; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }
  gEffect.AllowPlay(Model, &VecPos, lpModel, 47, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 23, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.85f, v1665 * 0.1f, v1665 * 0.9f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 45, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 46, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 28, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 30, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.15f, v1665 * 0.15f, v1665 * 0.9f);
  int JointID1[] = { 27,32,29,43,34,40,37,35,25,41,42,44 };

  int JointID2[] = { 34,40,36,38 };

  for (int n = 0; n < 12; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID1[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.6f, Color(), lpModel, 0.0, 0);
  }
  for (int n = 0; n < 4; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID2[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }

  if (sub_4EC46D(-4.0, 0.0) + 0.5 <= 1.0f)
   v1665 = 1.0f;
  else
   v1665 = sub_4EC46D(-4.0, 0.0) + 0.5f;

  Color.Set(v1669 * 0.2f, v1669 * 0.3f, v1669 * 1.0f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  gEffect.StaticEffect(TEXTURE_SHINY04, VecPos(), 1.4f, Color(), lpModel, 0.0, 0);

  /*
  Color.X = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Y = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Z = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  float randomcolor[3] = { 0.0, 0.0, 0.0 };
  randomcolor[GetLargeRand() % 3] = 0.7f;
  randomcolor[GetLargeRand() % 3] = 1.0f;

  Color.Set(randomcolor);

  gEffect.AllowPlay(Model, &VecPos, lpModel, 27, &p);
  float v179 = (float)(timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v179, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 32, &p);
  float v180 = (float)(1440 - timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v180, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  //gEffect.DynamicEffect(0x7E7B, VecPos(), WorldPos(), Color(), 2, 1.0f, lpModel);
  gEffect.DynamicEffect(TEXTURE_FIRE02, VecPos(), WorldPos(), Color(), -1, 0.8f, lpModel);
  */
    }
    break;[COLOR=#BABABA]
[/COLOR]

 
Last edited by a moderator:
Joined
Oct 29, 2007
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Greetings to all, I have an original weapon effect Blessed Divine Sword.
I want to ask some of the guys, maybe you have for all the other Blessed weapons effect?


iSpectrum - [Development] Blessed Divine Sword + Effects - RaGEZONE Forums




Code:
 case ITEM2(0, 51): //blessed sword
    {
  float v1665 = sub_4EC46D(-4.0, 0.0) * 0.5f + 0.5f;
  Color.Set(v1665 * 0.40f, v1665 * 0.55f, v1665 * 0.15f);

  for (int n = 53; n < 129; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.65f, Color(), lpModel, 0.0, 0);
  }
  float v178 = (float)(GetLargeRand() % 15) / 37.5f;
  float v1669 = v178 + 0.5f;
  Color.Set(v1669, v1669, v1669);
  for (int n = 4; n < 23; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }
  gEffect.AllowPlay(Model, &VecPos, lpModel, 47, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 23, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.85f, v1665 * 0.1f, v1665 * 0.9f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 45, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 46, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 28, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 30, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.15f, v1665 * 0.15f, v1665 * 0.9f);
  int JointID1[] = { 27,32,29,43,34,40,37,35,25,41,42,44 };

  int JointID2[] = { 34,40,36,38 };

  for (int n = 0; n < 12; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID1[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.6f, Color(), lpModel, 0.0, 0);
  }
  for (int n = 0; n < 4; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID2[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }

  if (sub_4EC46D(-4.0, 0.0) + 0.5 <= 1.0f)
   v1665 = 1.0f;
  else
   v1665 = sub_4EC46D(-4.0, 0.0) + 0.5f;

  Color.Set(v1669 * 0.2f, v1669 * 0.3f, v1669 * 1.0f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  gEffect.StaticEffect(TEXTURE_SHINY04, VecPos(), 1.4f, Color(), lpModel, 0.0, 0);

  /*
  Color.X = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Y = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Z = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  float randomcolor[3] = { 0.0, 0.0, 0.0 };
  randomcolor[GetLargeRand() % 3] = 0.7f;
  randomcolor[GetLargeRand() % 3] = 1.0f;

  Color.Set(randomcolor);

  gEffect.AllowPlay(Model, &VecPos, lpModel, 27, &p);
  float v179 = (float)(timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v179, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 32, &p);
  float v180 = (float)(1440 - timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v180, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  //gEffect.DynamicEffect(0x7E7B, VecPos(), WorldPos(), Color(), 2, 1.0f, lpModel);
  gEffect.DynamicEffect(TEXTURE_FIRE02, VecPos(), WorldPos(), Color(), -1, 0.8f, lpModel);
  */
    }
    break;[COLOR=#BABABA]
[/COLOR]

bro can you share your Wings Model Skin ?
 
Last edited by a moderator:
Skilled Illusionist
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it's my old source, useless.
 
Last edited:
Initiate Mage
Joined
Jan 3, 2019
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0
Where is the source going ? ex:Main.h/Main.cpp etc. (i'm novice from the code muonline)
 
Banned
Banned
Joined
Mar 11, 2019
Messages
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work for muemu s6 nice thank you !
I'm trying to find out from summoner and SM,someone have ?



For main 1.04D [Titantech] or 1.04E [MuEMU] ?
why useless? you have the blessed summoner code for muemus6?, i am crazy looking
 
Initiate Mage
Joined
Mar 14, 2019
Messages
3
Reaction score
0
Greetings to all, I have an original weapon effect Blessed Divine Sword.
I want to ask some of the guys, maybe you have for all the other Blessed weapons effect?


iSpectrum - [Development] Blessed Divine Sword + Effects - RaGEZONE Forums




Code:
 case ITEM2(0, 51): //blessed sword
    {
  float v1665 = sub_4EC46D(-4.0, 0.0) * 0.5f + 0.5f;
  Color.Set(v1665 * 0.40f, v1665 * 0.55f, v1665 * 0.15f);

  for (int n = 53; n < 129; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.65f, Color(), lpModel, 0.0, 0);
  }
  float v178 = (float)(GetLargeRand() % 15) / 37.5f;
  float v1669 = v178 + 0.5f;
  Color.Set(v1669, v1669, v1669);
  for (int n = 4; n < 23; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
   gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }
  gEffect.AllowPlay(Model, &VecPos, lpModel, 47, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 23, &p);
  gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.85f, v1665 * 0.1f, v1665 * 0.9f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 45, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 46, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 28, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 30, &p);
  gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);

  Color.Set(v1665 * 0.15f, v1665 * 0.15f, v1665 * 0.9f);
  int JointID1[] = { 27,32,29,43,34,40,37,35,25,41,42,44 };

  int JointID2[] = { 34,40,36,38 };

  for (int n = 0; n < 12; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID1[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.6f, Color(), lpModel, 0.0, 0);
  }
  for (int n = 0; n < 4; ++n)
  {
   gEffect.AllowPlay(Model, &VecPos, lpModel, JointID2[n], &p);
   gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
  }

  if (sub_4EC46D(-4.0, 0.0) + 0.5 <= 1.0f)
   v1665 = 1.0f;
  else
   v1665 = sub_4EC46D(-4.0, 0.0) + 0.5f;

  Color.Set(v1669 * 0.2f, v1669 * 0.3f, v1669 * 1.0f);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  gEffect.StaticEffect(TEXTURE_SHINY04, VecPos(), 1.4f, Color(), lpModel, 0.0, 0);

  /*
  Color.X = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Y = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  Color.Z = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
  float randomcolor[3] = { 0.0, 0.0, 0.0 };
  randomcolor[GetLargeRand() % 3] = 0.7f;
  randomcolor[GetLargeRand() % 3] = 1.0f;

  Color.Set(randomcolor);

  gEffect.AllowPlay(Model, &VecPos, lpModel, 27, &p);
  float v179 = (float)(timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v179, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 32, &p);
  float v180 = (float)(1440 - timeGetTime() % 1441) * 0.25f;
  gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v180, 0);
  gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
  //gEffect.DynamicEffect(0x7E7B, VecPos(), WorldPos(), Color(), 2, 1.0f, lpModel);
  gEffect.DynamicEffect(TEXTURE_FIRE02, VecPos(), WorldPos(), Color(), -1, 0.8f, lpModel);
  */
    }
    break;[COLOR=#BABABA]
[/COLOR]


Thanks, I was looking, I have the effects of the original wings level 4, maybe we can trade for the summoner weapon blessed?
 
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