erm anyone can teach me how do I make the item glow like glowing green , glowing red or glowing blue?
Item = 1019 Dracula 1 9 24 3 37 6 10 5 0 8000 5 1 17 -31000 12000 13 12 0 0 120 0 8 1 9
Item Glow
if u want no ability, then its client source and not item.cfg shit
otherwise use edit pro, edit MFC or something like this to 1,2,3 and special aility time (idk which this is though 2 last..)
otherwise use edit pro, edit MFC or something like this to 1,2,3 and special aility time (idk which this is though 2 last..)
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Kiruku wrote: if u want no ability, then its client source and not item.cfg shit
otherwise use edit pro, edit MFC or something like this to 1,2,3 and special aility time (idk which this is though 2 last..)
Not exactly if i've found out right. Its all about:if u want no ability, then its client source and not item.cfg shit
otherwise use edit pro, edit MFC or something like this to 1,2,3 and special aility time (idk which this is though 2 last..)
U just need to figure out what number here means what. Some of this number are special effect sprites...So u just need to change weap type and sprites for it.Item = 1019 Dracula 1 9 24 3 37 6 10 5 0 8000 5 1 17 -31000 12000 13 12 0 0 120 0 8 1 9
Find: void CGame::DKGlare(int iWeaponColor
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 = 1;
}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 = 1;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*32)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*32 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*32)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*32 + 56)))//WStaff3
{ *iWeaponGlare = 1;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*41)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*41 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*41)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*41 + 56)))//WStaff3
{ *iWeaponGlare = 1;
}
The 64*37 + 56 is the sprite ID, this tells the client wich item should glow when the color is 9.
To add new one's just simply find out the item u want to adds sprite #'s.
{ MakeSprite( "Mswx", DEF_SPRID_WEAPON_M + 64*5, 56, TRUE);
MakeSprite( "Msw2", DEF_SPRID_WEAPON_M + 64*13, 56, TRUE);
MakeSprite( "Msw3", DEF_SPRID_WEAPON_M + 64*14, 56, TRUE);
MakeSprite( "MStormBringer",DEF_SPRID_WEAPON_M + 64*15, 56, TRUE);
MakeSprite( "MDarkExec", DEF_SPRID_WEAPON_M + 64*16, 56, TRUE);
MakeSprite( "MKlonessBlade",DEF_SPRID_WEAPON_M + 64*17, 56, TRUE);
MakeSprite( "MKlonessAstock",DEF_SPRID_WEAPON_M + 64*18, 56, TRUE);
MakeSprite( "MDebastator", DEF_SPRID_WEAPON_M + 64*19, 56, TRUE);
MakeSprite( "MAxe1", DEF_SPRID_WEAPON_M + 64*20, 56, TRUE);// Axe
MakeSprite( "MAxe2", DEF_SPRID_WEAPON_M + 64*21, 56, TRUE);
MakeSprite( "MAxe3", DEF_SPRID_WEAPON_M + 64*22, 56, TRUE);
MakeSprite( "MAxe4", DEF_SPRID_WEAPON_M + 64*23, 56, TRUE);
MakeSprite( "MAxe5", DEF_SPRID_WEAPON_M + 64*24, 56, TRUE);
MakeSprite( "MPickAxe1", DEF_SPRID_WEAPON_M + 64*25, 56, TRUE);
MakeSprite( "MAxe6", DEF_SPRID_WEAPON_M + 64*26, 56, TRUE);
MakeSprite( "Mhoe", DEF_SPRID_WEAPON_M + 64*27, 56, TRUE);
MakeSprite( "MKlonessAxe", DEF_SPRID_WEAPON_M + 64*28, 56, TRUE);
MakeSprite( "MLightBlade", DEF_SPRID_WEAPON_M + 64*29, 56, TRUE);
m_cLoading = 64;
}
break;
case 64:
{ MakeSprite( "MHammer", DEF_SPRID_WEAPON_M + 64*30, 56, TRUE);
MakeSprite( "MBHammer", DEF_SPRID_WEAPON_M + 64*31, 56, TRUE);
MakeSprite( "MBabHammer", DEF_SPRID_WEAPON_M + 64*32, 56, TRUE);
MakeSprite( "MBShadowSword",DEF_SPRID_WEAPON_M + 64*33, 56, TRUE);
MakeSprite( "MBerserkWand", DEF_SPRID_WEAPON_M + 64*34, 56, TRUE);
MakeSprite( "Mstaff1", DEF_SPRID_WEAPON_M + 64*35, 56, TRUE);// Staff
MakeSprite( "Mstaff2", DEF_SPRID_WEAPON_M + 64*36, 56, TRUE);
MakeSprite( "MStaff3", DEF_SPRID_WEAPON_M + 64*37, 56, TRUE);
MakeSprite( "MReMagicWand", DEF_SPRID_WEAPON_M + 64*38, 56, TRUE);
MakeSprite( "MKlonessWand", DEF_SPRID_WEAPON_M + 64*39, 56, TRUE);
// Bows 40 41 below
MakeSprite( "MDirectBow", DEF_SPRID_WEAPON_M + 64*42, 56, TRUE);
MakeSprite( "MFireBow", DEF_SPRID_WEAPON_M + 64*43, 56, TRUE);
Here is most of the items #'s, Enjoy.
If you have , trouble adding new one's just add me on msn and id be glad to help, Jehovah@hboxy.com
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 = 1;
}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 = 1;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*32)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*32 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*32)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*32 + 56)))//WStaff3
{ *iWeaponGlare = 1;
}else if ( ((iWeaponIndex >= DEF_SPRID_WEAPON_M + 64*41)&&(iWeaponIndex < DEF_SPRID_WEAPON_M + 64*41 + 56)) //MStaff3
|| ((iWeaponIndex >= DEF_SPRID_WEAPON_W + 64*41)&&(iWeaponIndex < DEF_SPRID_WEAPON_W + 64*41 + 56)))//WStaff3
{ *iWeaponGlare = 1;
}
The 64*37 + 56 is the sprite ID, this tells the client wich item should glow when the color is 9.
To add new one's just simply find out the item u want to adds sprite #'s.
{ MakeSprite( "Mswx", DEF_SPRID_WEAPON_M + 64*5, 56, TRUE);
MakeSprite( "Msw2", DEF_SPRID_WEAPON_M + 64*13, 56, TRUE);
MakeSprite( "Msw3", DEF_SPRID_WEAPON_M + 64*14, 56, TRUE);
MakeSprite( "MStormBringer",DEF_SPRID_WEAPON_M + 64*15, 56, TRUE);
MakeSprite( "MDarkExec", DEF_SPRID_WEAPON_M + 64*16, 56, TRUE);
MakeSprite( "MKlonessBlade",DEF_SPRID_WEAPON_M + 64*17, 56, TRUE);
MakeSprite( "MKlonessAstock",DEF_SPRID_WEAPON_M + 64*18, 56, TRUE);
MakeSprite( "MDebastator", DEF_SPRID_WEAPON_M + 64*19, 56, TRUE);
MakeSprite( "MAxe1", DEF_SPRID_WEAPON_M + 64*20, 56, TRUE);// Axe
MakeSprite( "MAxe2", DEF_SPRID_WEAPON_M + 64*21, 56, TRUE);
MakeSprite( "MAxe3", DEF_SPRID_WEAPON_M + 64*22, 56, TRUE);
MakeSprite( "MAxe4", DEF_SPRID_WEAPON_M + 64*23, 56, TRUE);
MakeSprite( "MAxe5", DEF_SPRID_WEAPON_M + 64*24, 56, TRUE);
MakeSprite( "MPickAxe1", DEF_SPRID_WEAPON_M + 64*25, 56, TRUE);
MakeSprite( "MAxe6", DEF_SPRID_WEAPON_M + 64*26, 56, TRUE);
MakeSprite( "Mhoe", DEF_SPRID_WEAPON_M + 64*27, 56, TRUE);
MakeSprite( "MKlonessAxe", DEF_SPRID_WEAPON_M + 64*28, 56, TRUE);
MakeSprite( "MLightBlade", DEF_SPRID_WEAPON_M + 64*29, 56, TRUE);
m_cLoading = 64;
}
break;
case 64:
{ MakeSprite( "MHammer", DEF_SPRID_WEAPON_M + 64*30, 56, TRUE);
MakeSprite( "MBHammer", DEF_SPRID_WEAPON_M + 64*31, 56, TRUE);
MakeSprite( "MBabHammer", DEF_SPRID_WEAPON_M + 64*32, 56, TRUE);
MakeSprite( "MBShadowSword",DEF_SPRID_WEAPON_M + 64*33, 56, TRUE);
MakeSprite( "MBerserkWand", DEF_SPRID_WEAPON_M + 64*34, 56, TRUE);
MakeSprite( "Mstaff1", DEF_SPRID_WEAPON_M + 64*35, 56, TRUE);// Staff
MakeSprite( "Mstaff2", DEF_SPRID_WEAPON_M + 64*36, 56, TRUE);
MakeSprite( "MStaff3", DEF_SPRID_WEAPON_M + 64*37, 56, TRUE);
MakeSprite( "MReMagicWand", DEF_SPRID_WEAPON_M + 64*38, 56, TRUE);
MakeSprite( "MKlonessWand", DEF_SPRID_WEAPON_M + 64*39, 56, TRUE);
// Bows 40 41 below
MakeSprite( "MDirectBow", DEF_SPRID_WEAPON_M + 64*42, 56, TRUE);
MakeSprite( "MFireBow", DEF_SPRID_WEAPON_M + 64*43, 56, TRUE);
Here is most of the items #'s, Enjoy.
If you have , trouble adding new one's just add me on msn and id be glad to help, Jehovah@hboxy.com