[Development] Blessed Divine Sword + Effects

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  1. #1
    Apprentice iSpectrum is offline
    MemberRank
    Jun 2018 Join Date
    15Posts

    [Development] Blessed Divine Sword + Effects

    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?






    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;
    

    Last edited by allexander; 27-09-18 at 01:09 AM. Reason: [Code] cosmetics/[Development] prefix added


  2. #2
    Darkness Member Kiosani is offline
    MemberRank
    Oct 2007 Join Date
    ArgentinaLocation
    1,276Posts

    re: [Development] Blessed Divine Sword + Effects

    Quote Originally Posted by iSpectrum View Post
    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?






    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;
    

    bro can you share your Wings Model Skin ?
    Last edited by allexander; 27-09-18 at 01:12 AM. Reason: [/CODE] added

  3. #3
    Member tammadall is offline
    MemberRank
    Jan 2012 Join Date
    83Posts

    Re: [Development] Blessed Divine Sword + Effects

    For main 1.04D [Titantech] or 1.04E [MuEMU] ?

  4. #4
    0x4D696E68 myheart is offline
    MemberRank
    Jun 2017 Join Date
    354Posts

    Re: [Development] Blessed Divine Sword + Effects

    it's my old source, useless.
    Last edited by myheart; 28-09-18 at 02:34 PM.

  5. #5
    Enthusiast duyanh12285 is offline
    MemberRank
    Nov 2011 Join Date
    38Posts

    Re: [Development] Blessed Divine Sword + Effects

    can u share me skin this wing

  6. #6
    Novice pauldunn is offline
    MemberRank
    Jan 2019 Join Date
    1Posts

    Re: [Development] Blessed Divine Sword + Effects

    Where is the source going ? ex:Main.h/Main.cpp etc. (i'm novice from the code muonline)

  7. #7
    Banned miasa is offline
    BannedRank
    Mar 2019 Join Date
    1Posts

    Re: [Development] Blessed Divine Sword + Effects

    work for muemu s6 nice thank you !
    I'm trying to find out from summoner and SM,someone have ?

    - - - Updated - - -

    Quote Originally Posted by tammadall View Post
    For main 1.04D [Titantech] or 1.04E [MuEMU] ?
    why useless? you have the blessed summoner code for muemus6?, i am crazy looking

  8. #8
    Novice sakoyamon is offline
    MemberRank
    Mar 2019 Join Date
    3Posts

    Re: [Development] Blessed Divine Sword + Effects

    Quote Originally Posted by iSpectrum View Post
    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?






    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;
    

    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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