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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: February 14, 2026, 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?


Offline z0lik #215 Posteado: Today at 12:44:07 AM

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  • it
[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?

You need to edit in client ItemToolTip


Offline zhangjianle865 #216 Posteado: Today at 04:32:55 AM

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 pleas3 pleas3 pleas3 pleas3

Help me bro.
 pleas3 pleas3 pleas3

Code: [Select]
void SEASON3B::CChaosMixMenuMsgBox::RenderFrame()
{
//SEASON3B::window_emergent(this, MIDDLE_COUNT);

float x, y, width, height;
float shift_x = 0.0f; // Ajusta esto para mover SOLO el fondo derecha/izquierda
float shift_y = 0.0f; // Ajusta esto para mover SOLO el fondo arriba/abajo

// Fondo
x = GetPos().x + shift_x;
y = GetPos().y + 2.f + shift_y;
width = GetSize().cx - MSGBOX_BACK_BLANK_WIDTH;
height = GetSize().cy - MSGBOX_BACK_BLANK_HEIGHT;
RenderImage(CNewUIMessageBoxMng::IMAGE_MSGBOX_BACK, x, y, width, height);

// Parte Superior (Top)
x = GetPos().x + shift_x;
y = GetPos().y + shift_y;
width = MSGBOX_WIDTH;
height = MSGBOX_TOP_HEIGHT;
RenderImage(CNewUIMessageBoxMng::IMAGE_MSGBOX_TOP, x, y, width, height);

// Parte Central (Middle) - Repetida MIDDLE_COUNT veces (13 veces para este menu)
x = GetPos().x + shift_x;
y += MSGBOX_TOP_HEIGHT;
width = MSGBOX_WIDTH;
height = MSGBOX_MIDDLE_HEIGHT;
for (int i = 0; i < MIDDLE_COUNT; ++i)
{
RenderImage(CNewUIMessageBoxMng::IMAGE_MSGBOX_MIDDLE, x, y, width, height);
y += height;
}

// Parte Inferior (Bottom)
x = GetPos().x + shift_x;
width = MSGBOX_WIDTH;
height = MSGBOX_BOTTOM_HEIGHT;
RenderImage(CNewUIMessageBoxMng::IMAGE_MSGBOX_BOTTOM, x, y, width, height);
}

Thank you bro.  pleas3 pleas3


Search
void SEASON3B::window_emergent(CNewUIMessageBoxBase* pMsgBox, int iMiddleFrameCount, int type)
Change
g_pUIManager->RenderWindowBase(iRenderSizeY, -1, iRenderFrameY);
to
g_pUIManager->RenderWindowBase((int)iRenderSizeY, (int)iRenderFrameX, (int)iRenderFrameY);

Why make it so complicated?


Offline dragonballuniverse197 #217 Posteado: Today at 05:47:11 AM

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Boredflix <a href="https://boredflixhd.app"><strong>free app</strong></a> is a fast-growing streaming platform that brings movies, TV shows, and anime into one ad-free space using smart discovery and public data sources. With AI-powered browsing, 4K playback, and wide device support, it offers a smooth, no-sign-up entertainment experience for cinema lovers worldwide.


Offline wellwisher22 #218 Posteado: Today at 06:02:10 AM

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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?

You need to edit in client ItemToolTip

ItemToolTip has not been changed, I simply generated the item.bmd file through the GameServer and it ended up like this.


Offline nhantac #219 Posteado: Today at 07:54:50 AM

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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?

You need to edit in client ItemToolTip

ItemToolTip has not been changed, I simply generated the item.bmd file through the GameServer and it ended up like this.
build gs 2010

Gracias:


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