Thats exactly what i am trying to do...make another item glow as the BlackKnightTemple :blink:
You said you had to go into the cliente v3.51 :rolleyes:
Glow Effect On Blackknighttemple+15
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
You're right. The status-bits in many HGserver packets tell the clients to show a particular glowing effect.NeukenInDeKeuken wrote: It's a RED item with a BLUE glow... You could try to mix it..There are 3 glowes and like..10+ colors, might be nice combi's possibleAnd I don't think it's client only, look in Hypno's source. BlackknightTemple+15 didn't glow before 3.0 and on 3.0+ it does, so it should be HG for atleast a part.
With current sources (2.03 hgserver and 2.20 client) there are 3 types of glowing effects; red, blue and green.
It's not hard to add a few more, but you'd have to add more status-bits. Currently for the shield there are 2 (1 bit) glows, and for weapons there are 3 (2 bits) glows.
Quite simple just at the end of BOOL CGame::bEquipItemHandler(int iClientH, short sItemIndex, BOOL bNotify) >>>>>>>>>Thats exactly what i am trying to do...make another item glow as the BlackKnightTemple
You'll notice the added part =)// Activable weapons
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectType == DEF_ITEMEFFECTTYPE_ATTACK_SPECABLTY)
{ m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFF3;
switch (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sSpecialEffect) {
case 0:
break;
case 1: // Xelima red: 0x0004
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 | 0x0004;
break;
case 2: // Ice Bleue: 0x000C
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 | 0x000C;
break;
case 3: // Medusa Green: 0x0008
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 | 0x0008;
break;
}
}
// Special abilities armors
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectType == DEF_ITEMEFFECTTYPE_DEFENSE_SPECABLTY)
{ m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFFC;
switch(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sSpecialEffect){
case 0:
break;
case 50: // Merien Shield
case 51: // Breack weapon on hit located on the considered armor piece
case 52: // Merien Plate
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 | 0x0002;
break;
default:
if(m_pClientList[iClientH]->m_iAdminUserLevel > 0)
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 | 0x0001;
// m_sAppr4
// 0x0001 GM
// 0x0002 Green
// 0x0003 ice element
// 0x0004 sparkle
// 0x0005 sparkle green gm
// 0x0006 sparkle green
break;
}
}
// SNOOPY: Added shining Pink Shields
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectType == DEF_ITEMEFFECTTYPE_DEFENSE)
{ if( (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 998)
||(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 999) ) // Pink Shields
{ sTemp = m_pClientList[iClientH]->m_sAppr4;
sTemp = sTemp | 0x0003;
m_pClientList[iClientH]->m_sAppr4 = sTemp;
}
}
//cHeroArmorType = _cCheckHeroItemEquipped(iClientH);
//if (cHeroArmorType != 0x0FFFFFFFF) m_pClientList[iClientH]->m_cHeroArmourBonus = cHeroArmorType;
SendEventToNearClient_TypeA(iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTNULLACTION, NULL, NULL, NULL);
CalcTotalItemEffect(iClientH, sItemIndex, bNotify);
return TRUE;
And the item removing>>>>>>>>>>
Easy to adapt your needs...//v1.432
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectType == DEF_ITEMEFFECTTYPE_ATTACK_SPECABLTY) {
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFF3;
}
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sItemEffectType == DEF_ITEMEFFECTTYPE_DEFENSE_SPECABLTY) {
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFFC;
}
//SNOOPY: Added this for support of shinning Weapons/armors even if not activable
if ( (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 616) // DemonSlayer
||(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 767)) // StormBringer
{ // DemonSlayer 0x0004
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFFB;
}
if (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 19) // Sing-Dart SS
{ // 0x000C
m_pClientList[iClientH]->m_sAppr4 = m_pClientList[iClientH]->m_sAppr4 & 0xFFF3;
}
if( (m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 998)
||(m_pClientList[iClientH]->m_pItemList[sItemIndex]->m_sIDnum == 999) )// Pink Shields 0x003
{ sTemp = m_pClientList[iClientH]->m_sAppr4;
//sTemp = sTemp | 0x0003;
sTemp = sTemp & 0xFFFC;
m_pClientList[iClientH]->m_sAppr4 = sTemp;
}
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Thanks a lot snoopy now it seems more easier than i thought.
I ll see what i can do, and i ll feedback on you.
I ll see what i can do, and i ll feedback on you.

QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>