-0000.jpg)
Go to ZzzCharacter.cpp, find case MODEL_MACE + 17:, and paste this code after the break;
case MODEL_MACE + 25: //Blessed_Divine_Scepter
{
Vector(0.8f, 0.6f, 0.2f, Light);
pModel->TransformByObjectBone(Position, Object, 11); // Gold01
CreateSprite(BITMAP_LIGHT, Position, 0.6f, Light, pObject);
CreateSprite(BITMAP_LIGHT, Position, 0.6f, Light, pObject);
Vector(0.3f, 0.8f, 0.7f, Light);
pModel->TransformByObjectBone(Position, Object, 12); // b01
CreateSprite(BITMAP_LIGHT, Position, 0.5f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 13); // n02
CreateSprite(BITMAP_LIGHT, Position, 0.5f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 12); // n04
CreateSprite(BITMAP_LIGHT, Position, 0.3f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 13); // b03
CreateSprite(BITMAP_LIGHT, Position, 0.3f, Light, pObject);
Vector(0.9f, 0.1f, 0.1f, Light);
pModel->TransformByObjectBone(Position, Object, 1); // Zx01
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.8f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 2); // Zx02
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 3); // Zx03
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 4); // Zx04
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.7f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 5); // Zx05
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.6f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 6); // Zx06
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.5f, Light, pObject);
pModel->TransformByObjectBone(Position, Object, 7); // Zx07
CreateSprite(BITMAP_LIGHTMARKS, Position, 0.5f, Light, pObject);
float fRandomScale;
vec3_t vPosZx01, vPosZx02, vLight1, vLight2, vDLight;
float fLumi = absf((sinf(WorldTime * 0.0008f))) * 0.8 + 0.2f;
Vector(fLumi * 0.6f, fLumi * 0.5f, fLumi * 0.8f, vDLight);
Vector(0.6f, 0.5f, 0.8f, vLight1);
Vector(0.8f, 0.8f, 0.8f, vLight2);
//pModel->TransformByObjectBone(vPosZx01, Object, 16); // Zx01
pModel->TransformByObjectBone(vPosZx02, Object, 24); // Zx02
if (((int)WorldTime / 100) % 10 == 0)
{
Object->m_iAnimation = rand() % 100;
Object->EyeRight[0] = (rand() % 10 - 5);
Object->EyeRight[1] = (rand() % 10 - 5);
Object->EyeRight[2] = (rand() % 10 - 5);
Object->EyeRight2[0] = (rand() % 10 - 5) * 1.2f;
Object->EyeRight2[1] = (rand() % 10 - 5) * 1.2f;
Object->EyeRight2[2] = (rand() % 10 - 5) * 1.2f;
}
// Object->m_iAnimation Random Texture
int iRandomTexure1, iRandomTexure2;
iRandomTexure1 = (Object->m_iAnimation / 10) % 3; // 3°³
iRandomTexure2 = (Object->m_iAnimation) % 3; // 3°³
// Zx01
fRandomScale = (float)(rand() % 10) / 10.0f + 1.0f; //(1.0~2.0)
CreateSprite(BITMAP_LIGHT, vPosZx01, fRandomScale, vLight1, pObject);
CreateSprite(BITMAP_SHINY + 1, vPosZx01, 0.5f, vDLight, pObject);
VectorAdd(vPosZx01, Object->EyeRight, vPosZx01);
CreateSprite(BITMAP_LIGHTNING_MEGA1 + iRandomTexure1, vPosZx01, (((rand() % 11) - 20) / 100.f) + 0.5f, vLight2, pObject, rand() % 380);
// Zx02
fRandomScale = (float)((rand() % 10) / 5.0f) + 1.0f; //(2.0~3.25)
CreateSprite(BITMAP_LIGHT, vPosZx02, fRandomScale, vLight1, pObject);
CreateSprite(BITMAP_SHINY + 1, vPosZx02, 1.0f, vDLight, pObject);
VectorAdd(vPosZx02, Object->EyeRight2, vPosZx02);
CreateSprite(BITMAP_LIGHTNING_MEGA1 + iRandomTexure1, vPosZx02, (((rand() % 11) - 20) / 50.f) + 1.3f, vLight2, pObject, rand() % 380);
//-------
Vector(0.4f, 0.4f, 0.4f, Light);
float fRendomPos = (float)(rand() % 60) / 20.0f - 1.0f;
float fRendomScale = (float)(rand() % 15) / 20.0f + 1.0f;
Vector(0.f, -140.f + fRendomPos, 0.f + fRendomPos, p);
pModel->TransformPosition(BoneTransform[0], p, Position, true);
CreateSprite(BITMAP_SPARK + 1, Position, fRendomScale, Light, pObject);
VectorCopy(Position, pObject->EyeLeft);
CreateJointSync(BITMAP_JOINT_ENERGY, Position, Position, pObject->Angle, 17, pObject, 30.f);
fRendomPos = (float)(rand() % 60) / 20.0f - 1.0f;
fRendomScale = (float)(rand() % 15) / 20.0f + 1.0f;
Vector(0.f, -140.f + fRendomPos, 0.f + fRendomPos, p);
Vector(1.0f, 0.4f, 1.0f, Light);
CreateSprite(BITMAP_LIGHT, Position, fRendomScale, Light, pObject);
CreateSprite(BITMAP_SHINY + 1, Position, fRendomScale, Light, pObject);
CreateSprite(BITMAP_SHINY + 1, Position, fRendomScale - 0.3f, Light, pObject, 90.0f);
CreateParticleSync(BITMAP_SPARK + 1, Position, pObject->Angle, Light, 11, 1.0f);
float fLight = (float)sinf((WorldTime) * 0.7f) * 0.2f + 0.5f;
float fRotation = (WorldTime * 0.0006f) * 360.0f;
Vector(fLight - 0.1f, 0.1f, fLight - 0.1f, Light);
Vector(0.f, -140.0f, 0.0f, p);
pModel->TransformPosition(BoneTransform[0], p, Position, true);
CreateSprite(BITMAP_SHINY + 1, Position, 1.5f, Light, pObject, fRotation);
CreateSprite(BITMAP_SHINY + 1, Position, 1.2f, Light, pObject, 90.0f + fRotation);
Vector(0.f, -140.0f, 0.0f, p);
pModel->TransformPosition(BoneTransform[0], p, Position, true);
CreateSprite(BITMAP_SHINY + 1, Position, 1.0f, Light, pObject, fRotation);
CreateSprite(BITMAP_SHINY + 1, Position, 0.7f, Light, pObject, 90.0f + fRotation);
Vector(0.f, -140.0f, 0.0f, p);
pModel->TransformPosition(BoneTransform[0], p, Position, true);
CreateSprite(BITMAP_SHINY + 1, Position, 1.2f, Light, pObject, fRotation);
CreateSprite(BITMAP_SHINY + 1, Position, 1.0f, Light, pObject, 90.0f + fRotation);
}break;