Glow Effect Majestic

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Kiruku
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Post by Kiruku »

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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€M4NU€L
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Post by €M4NU€L »

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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Kiruku
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Post by Kiruku »

Great works fine with this code:

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 = 1; for Xelima(red)

*iWeaponGlare = 2; for Medusa(green)

*iWeaponGlare = 3; for Ice(blue)
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Tafka12
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Post by Tafka12 »

we knew it you didn't
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