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Autor Topic: Source 5.2 BASE  (Visto 21454 veces)

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Offline k33n00 #210 Posteado: February 10, 2026, 04:01:49 AM

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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;



Offline wellwisher22 #211 Posteado: February 10, 2026, 04:45:17 PM

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InvasionManager só funciona até a index 13
Eventos no H ficam duplicados página 1 e 2


Offline mos02673 #212 Posteado: February 13, 2026, 11:37:13 AM

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How can I edit the Item.bmd file?

¿Cómo puedo editar el archivo Item.bmd?


Offline ctpelok73 #213 Posteado: February 13, 2026, 03:24:11 PM

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How can I edit the Item.bmd file?

¿Cómo puedo editar el archivo Item.bmd?
edit and export gameserver


Offline wellwisher22 #214 Posteado: Today at 02:50:25 PM

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[POR]
Alguma correção para o problema abaixo?
Problema ao converter Item.xml para Item.bmd através do Tools -> Export BMD do GameServer.exe.
O problema ocorre no nome de alguns itens ao serem dropados no chão. Se alguém tiver a correção e puder compartilhar, agradeço!

[ENG]
Any fix for the problem below?
Issue converting Item.xml to Item.bmd via Tools -> Export BMD in GameServer.exe.
The problem occurs with the name of some items when they are dropped on the ground. If anyone has the correction and can share it, I'd appreciate it!

[SPN]
¿Alguna corrección para el problema a continuación?
Problema al convertir Item.xml a Item.bmd mediante Tools -> Export BMD en GameServer.exe.
El problema ocurre en el nombre de algunos ítems cuando son droppeados en el suelo. Si alguien tiene la corrección y puede compartirla, ¡se lo agradezco!



Alguma Solução?


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