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Autor Topic: Blessed Divine Sword + Effects By Marote  (Visto 9992 veces)

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Offline Marote Posteado: September 04, 2018, 11:04:17 AM | Modificado: September 20, 2019, 05:48:38 PM by ZabiinoOo

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Buenas muchachos en este oportunidad les vengo a compartir la blessed divine sword modificada a mi gusto


Testeado en season 6 (Muemu)


Imagenes:








Dentro del contenido tienen todo lo que necesitan para agregar a su servidor los efectos e item con sus respectivos colores

Guia para agregar items en muemu: http://tuservermu.com.ve/index.php?topic=192.0



(Cambiar por el index de tu item agregado) deberan cambiarlo por el numero del index del arma agregada
dentro del txt que les deje en efectos.

Creditos
Agregar efectos: @Marote
Password:
tuservermu.com.ve
Descarga:

Gracias:

pantano, ZeuQram, AnDeR, eubananero, NoeticR, comojo, neemo, skhirtlo, bono, osvaldo1811, doantran201194, kute2909vn, tienduy1992, smart2, letin95, lotusmu, Tulkas, UNDERGOD, lsdjlk, Bladimir1, boss214, life1026, tien29071992, DarkForce92, emersonx13, PowerNet, BRUM4T1CK, pedornela, maytocdo, felipe8745, nationnight, ivansr, tiyaruresu, mkenetc, jorge9999, cri0, easy2023, japjapjap, dorbenabu, k33n00, HakuMGZ-X, evenjams5554, vanbinh19991, komandirbk, david1234, nicz01, djcarlospr, RyukZ, MISIONERO, khanhvn, tunsmile, magnata99z, chimcopro, Angelmu, tomassk89, japa, odly01, mangal, casian1607, UnCleanOne, tychuot9x, maxmuo, superrin, tuananh92, hungngok9x, narinrak1, Ezeekiel, son1xx2, tico96, javier, boyro3868, darkfenix, admwoods14, filipesoares, castle, Dragonvl15, CzCarl27, dfranklin1, joseph1191, makyntosh, muzin, anh1pk, tienak, CAPITOL, Action, mumadryn, felipebo, phendzai, kimrubi, Davi, thetaict, Londes1, qq32226298, Juninsj22, Lauranoesta, anquy123, eav0208, sergio093, brunoxd59, qwertyu, Papel, djnansr, onlinezajzaj, spowzinho, greensk8er, MuOnlineMakers, krebzfr, Museason10, phonglam0506@gmail.com, rogerio, e911217, khocmuon9x, quyanxu, fodex215, reiker20, Carlucci, tcbaoanh, ElNico, yan6234601, Sergio Franco, babydragon, yassir, tieuhana, RasZ, bre484, dreamline, fr3oun, Lordknight, 153426, cuong1372, junior.pedrosa, mocco, thienhavbt2, lzw8119994, eden12, miruii, kailknight, mos02673, Comander, 2613500, akemi00, jhon200, myway, quicongtu, thieugia, judakiss21, ozymar, cupenlk18, quanghauht, moster147, hlinxuan20, eddy73, shanda, Tmchien44, hyanxp, indicopan, 0342043033, guibrooly, Wazzap28, ronglovel, spk1000, sagamacus, powerpatic, secretw323, Hoangsy99, red2992, Quyenyb, nocry, jamiones24, brahian1891, ace17, muonlineteste2, shai09, devil941, Tomy, kove0816, heroviet2301, htnam89, leanh, Heitaok77, LucaProdan, z348870672, miltonho2, Dear, jjtl520, nice3n12, angel3858, wensoy5466, banu9x, duuzao, felipe.fps2018, tsx24, m4965, lukkas144, lstuan, KhongGianOL, Orion88, MichaelxD, hyuyuth, vuhaihoang, mu2020, loa0629, Armada, Adema, lechianh88, mugloves99, andsnake, dorkkan, havanty, TryMenow, tosadorin1, bkbodoke, Andre1981, sounda, wnz5678, JokerZoe, tedomi, deathsquad, clairtoncb, joselagos, zhangjianle865, finotello77, xrcqdn, hamilton08, ruojing, tu4n4nhn01, ShadowWolf, kkristan, khyle650, santia1988, LuisGaming, XertroV, Fagor, FALC0N, duykhoa, ByCash, Peluuca, ProNexT, victortorres11, flacoman, danielcm, joelxd004, neverclubza, theanh27, BenjaminTv, xXoscarxX, FuegO, santiago2020, dc801, Akaruz, mudaiviet, jjgod200111, sebastian, 452745444, joserodas, leandro_tadashi, lahn, gambler2020, jhang2lord, 3enzptw, kaisudo, darkcaido, muarce, luis, xx5400, Naxzut, gabrielpop12, Conex21, kksky, aof10022535, lala123, teranking, keikanvnn, BrayanMix2016, ngocbanlam1983, draguj, hfhmu, Fragata, juniorb, mejicnx, BladeKnight109, lynkent, TheSilencer, fang7352, Deidad, UrbaNDraft, python, Lil Kid, julianoaj, neicer, murphiks, skay25, monarcalaghaim1, bimaloha, DangeR, gnot18, NASTYA, favgames, AzraeL, AronJasper, tcbagame, adryan, boypost, glorasek, C4nn4b1s, kingbr, davidrcj, BooM, murcielago, manoxxx, mulosena97, ductruong1, baolove000, ConejoMalo, 100260kaifang, [ADM]Kyo, ja1260, Luan de Sanctis, MKLION, ezesosa, kaiocnx, giveusatan, fukpim, thangdtqn3, hiep, dahouzi, fengyun52894, Flash, JMSTeken, Ryder.-, shizen, KungZeeD, rollinsyl, neeck1234, andrea, jorge2016, tomatoman, giank8821, yorman, meirelesst, Ryuta, medinajeff, Alekso, mastermcy, 3820194, raycharles, binhchivn, HyDe, tornado10, KairosREX, soki97, princekannon001, xxcondexx, VictorKing, josexluis, josue, darblade34, gbsouzaofc, zmadblack, xtian01, deneraguiar, elratero15, quyhn0302, flaremu, pedrinrt, muphantom, erickmalfoy, bmss01, sanlp, dlawls662, impergnum, mirco, Bloodfallen, Benjaz, muarcontes, demo20300, jwdaniels, dancefloor666, Nhocgano1, xxyatsenxx, 6atters, anorak, play01, RandyPiero, wesleypam, thienthan1117, weberson, reubs, junin, sp3cial, unnamedsk1, spartacus, Pudge, pkdomal, MscM4s4cr3, 1ud3x, cancerx, MaHoMaXx, mario12, Na1koN, Chaman01, ZTMarkz, n0tee, darkfire22, czrdiamond, idpnguyeni, drynea, maycow, manowwan1, zerolshen, zeruskill, felvero, Dode, xuanthanhyt, chuckhai, toto12, santos, Alpine, Pablo Gutierrez, emkobiet, tiki22, tauro20, alvarez16, elson, Anemone, SkullDs, Crash12, laulinh2, pablito1231, afabasc, canox321, luisdaniel, traxxx, yelson, demoniotaz, duyanh12285, kangsookhi, german12, jumongski, cesar22, TheAliensDJ, oleas14, hernan23x, SUNIGIE, chipvip05, micalanoob, pochoitg, jaunzeraa, pravednik, anhpham93, CRONUX, Wendigo, phcaraujo, MollvaX, 183358, machucaxd, dnmasterza, gauyeutho, octerberball29, kendark, Crowley, MalukoCv, exoduz, decano, GATITO, leviatan99, ledzem, apodex91, lorinho, SIRDGARU, dakosmu, sula10, PIRELA, josuedj, jesusha1126, olivera10, puma2416, latarrito, ninjanegro, Daniel@, Gunnar, ivaancruzz, c4nhsatcodong, Cheke2, brunomobile, ByFredy, Pyke, talisson, BaTmaaN, remamakiller, ZabiinoOo, DemonLove, TzZodiack, dreams, Cloud, -Rastaa.TSM☢

Offline -Rastaa.TSM☢ #1 Posteado: September 04, 2018, 11:14:09 AM

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Uff hermano @Marote , me gustaron la verdad muy bonitas enamorado

Gracias:


Offline Cloud #2 Posteado: September 04, 2018, 11:26:10 AM

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le quedo espetacular ese efecto @Marote  :D

Gracias:


Offline dreams #3 Posteado: September 04, 2018, 11:48:55 AM

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Gracias por el aporte @Marote  me gusto


Online myheart #4 Posteado: September 04, 2018, 11:19:30 PM | Modificado: September 07, 2018, 10:08:55 AM by myheart

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Original Effect, i reversed from one of main s13

Code: [Select]
	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;


Gracias:


Offline xdjoa #5 Posteado: September 04, 2018, 11:29:50 PM

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Original Effect, i reversed from main s13

Code: [Select]
	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, &Postion, lpModel, n, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 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, &Postion, lpModel, n, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, Postion(), 0.3f, Color(), lpModel, 0.0, 0);
}
gEffect.AllowPlay(Model, &Postion, lpModel, 47, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, Postion(), 0.3f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 23, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, Postion(), 0.3f, Color(), lpModel, 0.0, 0);

Color.Set(v1665 * 0.85f, v1665 * 0.1f, v1665 * 0.9f);
gEffect.AllowPlay(Model, &Postion, lpModel, 45, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 46, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 28, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 30, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 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, &Postion, lpModel, JointID1[n], &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 0.6f, Color(), lpModel, 0.0, 0);
}
for (int n = 0; n < 4; ++n)
{
gEffect.AllowPlay(Model, &Postion, lpModel, JointID2[n], &p);
gEffect.StaticEffect(TEXTURE_FLARE01, Postion(), 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, &Postion, lpModel, 1, &p);
gEffect.StaticEffect(TEXTURE_SHINY04, Postion(), 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, &Postion, lpModel, 27, &p);
float v179 = (float)(timeGetTime() % 1441) * 0.25f;
gEffect.StaticEffect(32772, Postion(), 1.0, Color(), lpModel, v179, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 32, &p);
float v180 = (float)(1440 - timeGetTime() % 1441) * 0.25f;
gEffect.StaticEffect(32772, Postion(), 1.0, Color(), lpModel, v180, 0);
gEffect.AllowPlay(Model, &Postion, lpModel, 1, &p);
//gEffect.DynamicEffect(0x7E7B, Postion(), WorldPos(), Color(), 2, 1.0f, lpModel);
gEffect.DynamicEffect(TEXTURE_FIRE02, Postion(), WorldPos(), Color(), -1, 0.8f, lpModel);
*/
}
break;



no tiene la source efecto de las demas armas s11 s12 s13

Gracias:


Offline h3yShOk #6 Posteado: September 26, 2018, 11:33:05 AM

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Original Effect, i reversed from one of main s13

Code: [Select]
	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;



do you have original effect for other item? i can buy, or maybe you can share please?


Online myheart #7 Posteado: September 26, 2018, 11:02:44 PM | Modificado: September 27, 2018, 10:12:30 AM by myheart

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Gracias:


Offline priscilla #8 Posteado: September 26, 2018, 11:12:33 PM

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do you have original effect for other item? i can buy, or maybe you can share please?

i have effects for all item.



así que estos elementos y efectos podría tomar en la temporada 4 quedaría muy bonito

Gracias:


Offline h3yShOk #9 Posteado: September 27, 2018, 05:06:22 AM | Modificado: September 27, 2018, 07:21:47 AM by h3yShOk

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do you have original effect for other item? i can buy, or maybe you can share please?

i have effects for all item.



can you share please? or selling?

Gracias:


Offline Sentairo #10 Posteado: February 09, 2019, 06:47:13 PM

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  • Posts: 57
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  • ar
Original Effect, i reversed from one of main s13

Code: [Select]
	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;



Alguien sabe como se usa eso?? como lo aplico a un item en files s6 ???


Offline Marote #11 Posteado: February 09, 2019, 07:52:39 PM

  • 0 puntos por ventas
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  • Rank: Puto amo
  • Posts: 1.129
  • Gracias recibida: 12960
  • ar
Original Effect, i reversed from one of main s13

Code: [Select]
	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;



Alguien sabe como se usa eso?? como lo aplico a un item en files s6 ???

Solo programando tu propia SRc.

Gracias:


Offline ShadowWolf #12 Posteado: February 08, 2021, 04:20:07 PM

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  • Rank: Principiante
  • Posts: 19
  • Gracias recibida: 1
  • hu
Hello,can u upload other blessed weapons? and bloodangel and darkangel and holyangel and blueeyes or other custom items?:O if yes thanks and Gracias <3 :)


Offline mututhan #13 Posteado: February 09, 2021, 10:26:28 AM

  • 0 puntos por ventas
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  • Rank: Sup. destacado
  • Posts: 112
  • Gracias recibida: 940
  • vn
Original Effect, i reversed from one of main s13

Code: [Select]
	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;


can you share for me this wing file?


Offline 6atters #14 Posteado: February 09, 2021, 02:07:59 PM

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  • Rank: Puto amo
  • Posts: 452
  • Gracias recibida: 2083
  • ru
Original Effect, i reversed from one of main s13

Code: [Select]
	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;



wings link please




Gracias:


Offline admwoods14 #15 Posteado: February 11, 2021, 03:01:33 PM

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  • pe
buen trabajo  , amigo una pregunta comoagregaste esos personajes sus texturas ala s6 ?

Gracias:


Offline ZabiinoOo #16 Posteado: February 11, 2021, 03:06:04 PM

  • MAESTRO

  • US. DE HONOR

  • LEYENDA

  • Administrador
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  • pe



Prohibido pedir soporte via MP
Leer las reglas de cada seccion
we trust god

Offline ShadowWolf #17 Posteado: February 13, 2021, 05:15:59 AM

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  • hu
Helllo can u share all blessed weapons? (for season ex501 mu version) if yes very gracias


Offline joseph1191 #18 Posteado: November 02, 2022, 12:26:43 AM | Modificado: November 02, 2022, 12:29:24 AM by joseph1191

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alguna solucion para ver el arma correctamente


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