Dk Glare
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Nice vocabulary AudioSlaveAudioslave wrote:ja-ja fucking idiot... assholeJaap wrote: CGame::godDamnitGlareNowBitch(CItem& pItem);![]()
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You seems to be more stupid than this code... It was posted only for joking, so don't flame him.Audioslave wrote:ja-ja fucking idiot... assholeJaap wrote: CGame::godDamnitGlareNowBitch(CItem& pItem);![]()
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back charles?!?! get on msncharlie wrote: lol funnies
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In DrawObject_OnStop, DrawObject_OnAttack, DrawObject_OnRun, etc :Audioslave wrote:Please, someone can help me??. I'm trying to code it, but i have a few problems.
For example: when my character move or run, character move 1 step, but DarkKnightItem move 2 step :S
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case 3: m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, 0, 0, m_iDrawFlag, dwTime); break; // Blue Glare
}
if (((_tmp_iApprColor & 0xF0000000) >> 28) == 9) DrawMasterGlare(iWeaponIndex,sX,sY,_tmp_cFrame, m_iDrawFlag, dwTime); //Drazz: Master Glare
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void CGame::DrawMasterGlare(int iWeaponIndex,short sX, short sY,char _tmp_cFrame,int m_iDrawFlag, DWORD dwTime) //Drazz: Pintar brillo armas master
{
//Pintar Aura Armas Master +15 M
if ((iWeaponIndex >= 26916) && (iWeaponIndex <= 26980)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 0, 0, dwTime); // DragonSword
if ((iWeaponIndex >= 27812) && (iWeaponIndex <= 27812+64)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 0, 0, dwTime); // Master Axe (Kloness)
if ((iWeaponIndex >= 28068) && (iWeaponIndex <= 28068+64)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag, 0, 0, dwTime); // Master Hammer
if ((iWeaponIndex >= 28388) && (iWeaponIndex <= 28452)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 255, 0, dwTime); // DragonWand
//Pintar Aura Armas Master +15 W
if ((iWeaponIndex >= 36916) && (iWeaponIndex <= 36980)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 0, 0, dwTime); // DragonSword
if ((iWeaponIndex >= 37812) && (iWeaponIndex <= 37812+64)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 0, 0, dwTime); // Master Axe (Kloness)
if ((iWeaponIndex >= 38068) && (iWeaponIndex <= 38068+64)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag, 0, 0, dwTime); // MasterHammer
if ((iWeaponIndex >= 38388) && (iWeaponIndex <= 36452)) m_pSprite[iWeaponIndex]->PutTransSpriteRGB(sX, sY, _tmp_cFrame, m_iDrawFlag , 0, 0, dwTime); // DragonWand
}
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Doesn't work
Drazz, i will tell you in spanish..
Puse exactamente lo que dijiste arriba, puse la funcion y todo el resto, pero sigue sin funcionar, lo puse en todas la funciones DrawObject_OnAttack blabla pero no pasa nada, soy noob en el tema del cliente, porque no termino de entender bien el iWeaponIndex...
Bye

Puse exactamente lo que dijiste arriba, puse la funcion y todo el resto, pero sigue sin funcionar, lo puse en todas la funciones DrawObject_OnAttack blabla pero no pasa nada, soy noob en el tema del cliente, porque no termino de entender bien el iWeaponIndex...
Bye
Sorry, it's my faultAudioslave wrote:Doesn't workDrazz, i will tell you in spanish..
Puse exactamente lo que dijiste arriba, puse la funcion y todo el resto, pero sigue sin funcionar, lo puse en todas la funciones DrawObject_OnAttack blabla pero no pasa nada, soy noob en el tema del cliente, porque no termino de entender bien el iWeaponIndex...
Bye
You need this code too:
Inside function UpdateScreen_OnLoading
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MakeSprite( "Msw2", 26020 + 64*13, 56, TRUE);
MakeSprite( "Msw3", 26020 + 64*14, 56, TRUE); //Drazz: DragonSword
MakeSprite( "MStormBringer", 26020 + 64*15, 56, TRUE); //Drazz: StormBringer
MakeSprite( "MDarkExec", 26020+ 64*16, 56, TRUE); //Drazz: Dark Executor
MakeSprite( "MKlonessBlade", 26020+ 64*17, 56, TRUE); //Drazz: Kloness Blade
MakeSprite( "MKlonessAStock", 26020+ 64*18, 56, TRUE); //Drazz: Kloness Esterk?
MakeSprite( "MDebastator", 26020+64*19, 56, TRUE); //Drazz: Debastator
MakeSprite( "MAxe1", 26020 + 64*20, 56, TRUE);// Axe
MakeSprite( "MAxe2", 26020 + 64*21, 56, TRUE);
m_cLoading = 64;
}
break;
case 64:
{
MakeSprite( "MAxe3", 26020 + 64*22, 56, TRUE);
MakeSprite( "MAxe4", 26020 + 64*23, 56, TRUE);
MakeSprite( "MAxe5", 26020 + 64*24, 56, TRUE);
MakeSprite( "MPickAxe1", 26020 + 64*25, 56, TRUE);
MakeSprite( "MAxe6", 26020 + 64*26, 56, TRUE);
MakeSprite( "Mhoe", 26020 + 64*27, 56, TRUE);
MakeSprite( "MKlonessAxe",26020+ 64*28, 56, TRUE); //Drazz: Kloness Axe
MakeSprite( "MLightBlade", 26020+ 64*29, 56, TRUE); //Drazz: LightBlade
m_cLoading = 68;
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iWeapon Index DragonSword: from 26020 + 64*14 (26916) to 26980 (+64)
In my code M iWeaponIndex starts on 26020 and W starts on 36020
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