Glow Effect Majestic
okay when a BlackKnightTemple is red it glows..... i want this glow effect from this sprite transfer to a BattleHammer sprite.... without ability.... i need the code i cant find it on client, help!!! :/
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Look you have this:
Code: Select all
*********************************************************************************************************************
** bool DKGlare(int iWeaponIndex, int iWeaponIndex, int *iWeaponGlare) ( Snoopy ) **
** description : test glowing condition for DK set **
**********************************************************************************************************************/
void CGame::DKGlare(int iWeaponColor, int iWeaponIndex, int *iWeaponGlare)
{ if (iWeaponColor != 9) return;
if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*14)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*14 + 56)) //msw3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*14)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*14 + 56))) //wsw3
{ *iWeaponGlare = 3;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*37)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*37 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*37)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*37 + 56)))//WStaff3
{ *iWeaponGlare = 2;
}
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Great works fine with this code:
*iWeaponGlare = 1; for Xelima(red)
*iWeaponGlare = 2; for Medusa(green)
*iWeaponGlare = 3; for Ice(blue)
Code: Select all
/*********************************************************************************************************************
** bool DKGlare(int iWeaponIndex, int iWeaponIndex, int *iWeaponGlare) ( Snoopy ) **
** description : test glowing condition for DK set **
**********************************************************************************************************************/
void CGame::DKGlare(int iWeaponColor, int iWeaponIndex, int *iWeaponGlare)
{ if (iWeaponColor != 9) return;
if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*14)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*14 + 56)) //msw3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*14)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*14 + 56))) //wsw3
{ *iWeaponGlare = 3;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*37)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*37 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*37)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*37 + 56)))//WStaff3
{ *iWeaponGlare = 2;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*31)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*31 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*31)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*31 + 56)))//WStaff3
{ *iWeaponGlare = 1;
}
}
*iWeaponGlare = 2; for Medusa(green)
*iWeaponGlare = 3; for Ice(blue)
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