• Unfortunately, we have experienced significant hard drive damage that requires urgent maintenance and rebuilding. The forum will be a state of read only until we install our new drives and rebuild all the configurations needed. Please follow our Facebook page for updates, we will be back up shortly! (The forum could go offline at any given time due to the nature of the failed drives whilst awaiting the upgrades.) When you see an Incapsula error, you know we are in the process of migration.

[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
Messages
1,292
Reaction score
1,314
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
Joined
Jun 22, 2017
Messages
363
Reaction score
561
it's my old source, useless.
 
Last edited:
Initiate Mage
Joined
Jan 3, 2019
Messages
1
Reaction score
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
1
Reaction score
0
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?
 
Back
Top