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Autor Topic: Effect Dynamic, Static y Glow para Custom Pets [Main + GetMainInfo] Main 1.04e  (Visto 5264 veces)

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Offline Lude Posteado: May 09, 2021, 07:03:36 PM | Modificado: May 23, 2021, 03:52:20 PM by Lude

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INFORMACIÓN

Hace tiempo que no aportaba nada, así que en esta ocasión les traigo estos codigos bastante simples, pero sobre todo ordenados.
Estos sources funcionan al 100%

PROCEDIMIENTO



RESULTADO


CREDITOS
Kapocha33
takumi12
Lude

Gracias:

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Offline programingmu #1 Posteado: May 10, 2021, 02:37:25 PM

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Offline Lude #2 Posteado: May 10, 2021, 02:44:21 PM | Modificado: May 10, 2021, 03:39:48 PM by Lude

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esta no es la src de takumi y kapocha?

Efectivamente, el source de efectos es el de kapocha aportado en este post

https://tuservermu.com.ve/index.php?topic=35848.0

Dicho source no funciona con GetMain porque es solo la funcion que genera el efecto en los pets, asi que yo lo rearmé para que trabajara con getmain y le agregué tambien la funcion para glow en pets.

Respecto al de Glow lo saqué del source up 15 liberado de takumi (que funcionaba con el encrypt)
y lo adapté aparte a un source louis v13.

Lo que hice fue rearmar todo y dejarlos "mas facil y ordenados" para que la gente lo adapte a sus sources.

Gracias:


Online djagripnos #3 Posteado: May 23, 2021, 01:07:00 AM

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@Lude Add custom pet from takumi12  I want to add it clearly to the source louis update 13 will be of great help


Offline Lude #4 Posteado: May 23, 2021, 02:03:54 AM

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@Lude Add custom pet from takumi12  I want to add it clearly to the source louis update 13 will be of great help

That does not matter friend, I adapted this sources to source louis update 13 without any problems.
https://tuservermu.com.ve/index.php?topic=42247.msg226436;topicseen#top

But if you have another code then just need to add only the function for generates the effect on pets on Pet.cpp

Code: [Select]
void CustomPet::AddPetEffect(int a1, int a2, int a3, int a4)
{
Draw_RenderObjectR(a1, a2, a3, a4);
vec3_t Bone;
vec3_t Color;
vec3_t WorldPos;

int ModelE;
LPVOID v392 = pGetModel(pModelThis(), *(DWORD *)(a1 + 48));
ModelE = (int)v392;

if ( v392 )
{
switch ( *(DWORD *)(a1 + 48) )
{
case 0x181:
{
Vector( 1.0, 1.0, 1.0, Color);
Vector( 0.0, 0.0, 0.0, WorldPos);
TransformPosition((int)v392, Joint(15), WorldPos, Bone, 0);
CreateSprite(32002, Bone, 2.0, Color, a1, 0.0, 0);
CreateParticle2(32394, Bone, a1 + 264, Color, 0.0, 1.0, 1);
int v25 = timeGetTime() % 0x400;   

if (v25 >= 0 && v25 < 10)     
{
CreateEffect(176, a1 + 252, a1 + 264, Color, 3, a1, -1, 0, 0, 0, 0.0, -1);
}
}
break;
}

DWORD dwItemNumber = *(DWORD*)(a1 + 48);

for(int n = 0; n <MAX_PET_EFFECT_DYNAMIC; n++)
{
if(gPetEffectDynamic.m_EffectDynamic[n].ItemIndex+1171 == dwItemNumber && !DisableDynamicEffect)
{
Vector(gPetEffectDynamic.m_EffectDynamic[n].Color[0], gPetEffectDynamic.m_EffectDynamic[n].Color[1], gPetEffectDynamic.m_EffectDynamic[n].Color[2], Color);
Vector( 0.0, 0.0, 0.0, WorldPos);
TransformPosition((int)v392, Joint(gPetEffectDynamic.m_EffectDynamic[n].EffectValue), WorldPos, Bone, 0);
CreateParticle2(gPetEffectDynamic.m_EffectDynamic[n].EffectIndex, Bone, a1 + 264, Color, gPetEffectDynamic.m_EffectDynamic[n].ColorMain, gPetEffectDynamic.m_EffectDynamic[n].ColorSize, gPetEffectDynamic.m_EffectDynamic[n].ColorSide);
}
}

for(int n = 0; n <MAX_PET_EFFECT_STATIC; n++)
{
if(gPetEffectStatic.m_EffectStatic[n].ItemIndex+1171 == dwItemNumber && !DisableStaticEffect)
{
Vector(gPetEffectStatic.m_EffectStatic[n].Color[0], gPetEffectStatic.m_EffectStatic[n].Color[1], gPetEffectStatic.m_EffectStatic[n].Color[2], Color);
Vector( 0.0, 0.0, 0.0, WorldPos);
TransformPosition((int)v392, Joint(gPetEffectStatic.m_EffectStatic[n].EffectValue), WorldPos, Bone, 0);
CreateSprite(gPetEffectStatic.m_EffectStatic[n].EffectIndex, Bone, gPetEffectStatic.m_EffectStatic[n].ColorSize, Color, a1, gPetEffectStatic.m_EffectStatic[n].ColorMain, gPetEffectStatic.m_EffectStatic[n].ColorSide);
}
}
}

for(std::vector<PET_GLOW_INFO>::iterator it = gPetGlow.m_PetGlowInfo.begin();it != gPetGlow.m_PetGlowInfo.end();it++)
{
if(it->ItemIndex== (*(DWORD *)(a1 + 48) - 1171))
{

*(float *)(ModelE + 72) = (float)(it->ColorR / 255.0f);
*(float *)(ModelE + 76) = (float)(it->ColorG / 255.0f);
*(float *)(ModelE + 80) = (float)(it->ColorB / 255.0f);
*(float *)(ModelE + 100) = (float)(it->ColorR / 255.0f);
*(float *)(ModelE + 104) = (float)(it->ColorG / 255.0f);
*(float *)(ModelE + 108) = (float)(it->ColorB / 255.0f);

RenderMesh(ModelE, it->EffectIndex, it->EffectType, *(float *)(a1 + 152), *(float *)(a1 + 68), *(float *)(a1 + 100), *(float *)(a1 + 104), *(float *)(a1 + 108), -1);
}
}
}


Online djagripnos #5 Posteado: May 23, 2021, 02:05:31 AM

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Offline Lude #6 Posteado: May 23, 2021, 02:10:32 AM | Modificado: May 23, 2021, 02:12:34 AM by Lude

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I have taken all the right steps maybe it is missing CustomPet

https://ibb.co/wwsFfZ4

Just add in Pet.h
Code: [Select]
#define Joint(x) ((0x30 * x) + 0x7BC08A0)
#define TransformPosition ((int(__thiscall*)(int This, int a2, vec3_t WorldPos, vec3_t Bone1, bool a5)) 0x00545030)
#define CreateSprite ((int(__cdecl*)(int a1, vec3_t Bone1, float size, vec3_t color, int ObjPos, float, int)) 0x00771310)
#define CreateParticle2 ((int(__cdecl*)(int a1, vec3_t Bone1, int a3, vec3_t color, int a5, float size, int a7)) 0x0074CD30)
#define CreateEffect ((int(__cdecl*)(int a4, int a5, int a6, vec3_t color, int a8, int a9, __int16 a10, __int16 a11, __int16 a12, __int16 a13, float a14, __int16 a1)) 0x006D9070)
#define Draw_RenderObjectR ((void(__cdecl*)(int a1, int a2, int a3, int a4)) 0x005DE260)
#define pModelThis   ((LPVOID(*)())0x004CDA10)
#define pGetModel   ((LPVOID(__thiscall*)(LPVOID This, signed int a2)) 0x00969C50)

// custom efectos
#define CreateEffect2 ((int(__cdecl*)(int a4, vec3_t Bone1, int a6, vec3_t color, int a8, int a9, __int16 a10, __int16 a11, __int16 a12, __int16 a13, float a14, __int16 a1)) 0x006D9070)
#define BeginRender ((void(__thiscall*)(float a2)) 0x00546860)
#define RenderMesh ((int(__thiscall*)(int This, signed int a2, int a3, float a4, signed int a5, float a6, float a7, float a8, int a9)) 0x005468A0)
#define EndRender ((void(__cdecl*)()) 0x00546880)
#define TransformPosition ((int(__thiscall*)(int This, int a2, vec3_t WorldPos, vec3_t Bone1, bool a5)) 0x00545030)
#define Joint(x) ((0x30 * x) + 0x007BC08A0)
#define CreateSprite ((int(__cdecl*)(int a1, vec3_t Bone1, float size, vec3_t color, int ObjPos, float, int)) 0x00771310)
#define CreateParticle ((int(__cdecl*)(int a1, int a2, int a3, vec3_t color, int a5, float a6, int a7)) 0x0074CD30)
#define CreateParticle2 ((int(__cdecl*)(int a1, vec3_t Bone1, int a3, vec3_t color, int a5, float size, int a7)) 0x0074CD30)
#define BoneTransform *(int*)0x007BC09C0
#define RenderInfomationR ((int(*)()) 0x004D5EC0)


Offline skinmuonline #7 Posteado: February 09, 2022, 07:07:00 AM

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