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 [Magic] Strike of the Ghost

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KenZoB

KenZoB


[Magic] Strike of the Ghost Empty
PostSubject: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptyThu 06 Nov 2014, 1:48 am

Nos vamos a Client Sources y buscamos:

bAddNew Effect agregar:

Code:
case 192: // KenZoB
lPan = -(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX)*1000;
PlaySound('E', 6, sDist, lPan);
lPan = -(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX)*1000;
PlaySound('M', 139, sDist, lPan);
m_pEffectList[i]->m_mX = sX*32;
m_pEffectList[i]->m_mY = sY*32;
m_pEffectList[i]->m_iErr = 0;
m_pEffectList[i]->m_cMaxFrame = 50;
m_pEffectList[i]->m_dwFrameTime = 60;
SetCameraShakingEffect(sDist);
break;

en DrawEffects agregar:

Code:
case 192: // KenZoB
cTempFrame = m_pEffectList[i]->m_cFrame;
if (cTempFrame < 0) break;
dX = (m_pEffectList[i]->m_mX) - m_sViewPointX;
dY = (m_pEffectList[i]->m_mY) - m_sViewPointY;
m_pEffectSpr[154]->PutTransSprite( dX+27, dY, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[155]->PutTransSprite( dX, dY+35, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[156]->PutTransSprite( dX-27, dY, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[159]->PutTransSprite( dX, dY-35, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[157]->PutTransSprite( dX-20, dY, m_pEffectList[i]->m_cFrame, dwTime);
//Arriba >><<
m_pEffectSpr[159]->PutTransSprite( dX+25, dY, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[154]->PutTransSprite( dX, dY+42, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[155]->PutTransSprite( dX-15, dY, m_pEffectList[i]->m_cFrame, dwTime);
m_pEffectSpr[156]->PutTransSprite( dX, dY+49, m_pEffectList[i]->m_cFrame, dwTime);
break;

bEffectFrameCounter agregar:

Code:
case 192: // KenZoB 
m_Misc.GetPoint(m_pEffectList[i]->m_mX
, m_pEffectList[i]->m_mY
, m_pEffectList[i]->m_dX*32
, m_pEffectList[i]->m_dY*32
, &m_pEffectList[i]->m_mX
, &m_pEffectList[i]->m_mY
, &m_pEffectList[i]->m_iErr
, 40);

if (m_pEffectList[i]->m_cFrame >= m_pEffectList[i]->m_cMaxFrame)
{ delete m_pEffectList[i];
m_pEffectList[i] = NULL;
}else
{ bAddNewEffect(300, m_pEffectList[i]->m_mX + (rand() % 20) - 10, m_pEffectList[i]->m_mY + (rand() % 20) - 10, NULL, NULL, 0, 1);//60
sAbsX = abs(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX);
sAbsY = abs(((m_sViewPointY / 32) + 7) - m_pEffectList[i]->m_dY);
if (sAbsX > sAbsY) sDist = sAbsX -10;
else sDist = sAbsY -10;
/*lPan = -(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX);
PlaySound('E', 1, sDist, lPan);*/
}
break;
//fin de la magia


en Item3.cfg agregar:


Code:
Item = 3043 S.O.T.G.Manual 3 0 18 92 0 0 0 0 0 0 0 6 91 -100 1 -1 0 0 0 0 0 -1 42 1

en Magic.cfg agregar:



Code:
magic = 92 Strike-of-the-Ghosts 30 0 0 1 2 2 30 30 30 30 30 30 2 0 0 450 -35000 1 1
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chogattt64

chogattt64


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptySat 09 Jul 2016, 6:47 pm

como se hace para Subir el DMG o en que parte Me arias una Mini Guia Porfa :off:
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Santana

Santana


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptySun 10 Jul 2016, 9:33 am

tienes qe cambiar numero es en Magic.cfg sino me equivoco son desde el segundo numero al septimo


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jonathan123456

jonathan123456


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptyMon 17 Oct 2016, 8:22 am

HOLA UNA PREGUNTA QUE DEVO PONER PARA QUE LA MAGIA SE PUEDA COMPRAR CON EK NADA MAS ?
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ailyn

ailyn


[Magic] Strike of the Ghost Empty
PostSubject: MAGIA S.O.T.G Helbreath Word   [Magic] Strike of the Ghost EmptySat 29 Apr 2017, 5:03 pm

buscar en bAddNewEffect

case 196: y justo arriva agregan esto

Code:
case 149:
 case 198: // Strike-Of-The-Ghosts
 m_pEffectList[i]->m_mX     = sX*32;
 m_pEffectList[i]->m_mY     = sY*32;
 m_pEffectList[i]->m_iErr   = 0;
 m_pEffectList[i]->m_cMaxFrame   = 8;
 m_pEffectList[i]->m_dwFrameTime = 25;
 sAbsX = abs(320 - (sX - m_sViewPointX));
 sAbsY = abs(240 - (sY - m_sViewPointY));
 if (sAbsX > sAbsY) sDist = sAbsX;
 else sDist = sAbsY;
 sDist = sDist / 32;
 break;
 case 245: // Ghosts 1
 m_pEffectList[i]->m_mX    = sX;
 m_pEffectList[i]->m_mY    = sY;
 m_pEffectList[i]->m_cMaxFrame   = 17;
 m_pEffectList[i]->m_dwFrameTime = 30;
 sAbsX = abs(320 - (sX - m_sViewPointX));
 sAbsY = abs(240 - (sY - m_sViewPointY));
 if (sAbsX > sAbsY) sDist = sAbsX;
 else sDist = sAbsY;
 sDist = sDist / 32;
 lPan = -(((m_sViewPointX / 32) + 10) - sX)*1000;
 PlaySound('E', 4, sDist, lPan);
 m_pEffectList[i]->m_iV1 = sDist;
 break;

en DrawEffects buscan case 196:

y arriva agregan 

Code:
case 149:
 cTempFrame = m_pEffectList[i]->m_cFrame;
 if (cTempFrame < 0) break;
 dX  = (m_pEffectList[i]->m_dX*32)  - m_sViewPointX;
 dY  = (m_pEffectList[i]->m_dY*32)  - m_sViewPointY;
 iDvalue = (cTempFrame - 5)*(-5);
 m_pEffectSpr[158]->PutTransSprite70(dX, dY , cTempFrame, dwTime);
 m_pEffectSpr[154]->PutTransSprite70(dX, dY , cTempFrame, dwTime);
 break;
                case 245: // Strike-Of-The-Ghosts
 case 198:
 cTempFrame = m_pEffectList[i]->m_cFrame;
 if (cTempFrame < 0) break;
 dX  = (m_pEffectList[i]->m_mX)  - m_sViewPointX;
 dY  = (m_pEffectList[i]->m_mY)  - m_sViewPointY;
 
 m_pEffectSpr[158]->PutTransSprite70(dX, dY , cTempFrame, dwTime);
 m_pEffectSpr[154]->PutTransSprite70(dX, dY , cTempFrame, dwTime);

 break;


en bEffectFrameCounter buscan case 196:

y justo arriva agregan 

Code:
//case 149:
 case 198: // VAMP - Strike-Of-The-Ghosts
 m_Misc.GetPoint(m_pEffectList[i]->m_mX
 , m_pEffectList[i]->m_mY
 , m_pEffectList[i]->m_dX*32
 , m_pEffectList[i]->m_dY*32
 , &m_pEffectList[i]->m_mX
 , &m_pEffectList[i]->m_mY
 , &m_pEffectList[i]->m_iErr
 , 40);

 bAddNewEffect(245, m_pEffectList[i]->m_mX + (rand() % 30) - 15, m_pEffectList[i]->m_mY + (rand() % 30) - 15, NULL, NULL, 0, 1);

 if (m_pEffectList[i]->m_cFrame >= m_pEffectList[i]->m_cMaxFrame)
 { delete m_pEffectList[i];
 m_pEffectList[i] = NULL;
 }else
 { sAbsX = abs(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX);
 sAbsY = abs(((m_sViewPointY / 32) + 7)  - m_pEffectList[i]->m_dY);
 if (sAbsX > sAbsY) sDist = sAbsX -10;
 else sDist = sAbsY -10;
 lPan = -(((m_sViewPointX / 32) + 10) - m_pEffectList[i]->m_dX);
 PlaySound('E', 1, sDist, lPan);
 }
 
 break;

en el mismo buscan  case 167:
y justo abajo agregan 

Code:
case 245: // VAMP - Ghosts 1
case 149: // <--- este en caso de que no este

listo es todo

Code:

magic = 98 Strike-of-the-Ghosts   30 0 0 320 4 4 7 12 32 17 8 18 0 0 0 200 10 -1 1 1

Code:
Item = 3043 S.O.T.G.Manual 3 0 18 98 0 0 0 0 0 0 0 6 91 -100 1 -1 0 0 0 0 0 -1 42 1



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LifeX
♡ Game Master
LifeX


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptyThu 04 May 2017, 10:46 am

Nice, ty for the contribution. You screen have way too much info and things to show...


LifeX

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Roazir
Site Admin
Roazir


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptyThu 04 May 2017, 2:13 pm

Gracias por la contribución [You must be registered and logged in to see this link.]  :todoss:
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ailyn

ailyn


[Magic] Strike of the Ghost Empty
PostSubject: Re: [Magic] Strike of the Ghost   [Magic] Strike of the Ghost EmptyThu 04 May 2017, 5:00 pm

[You must be registered and logged in to see this link.] wrote:
Nice, ty for the contribution. You screen have way too much info and things to show...

Ailyn is the name of my daughter, I am carlos gamemaster of helbreath sonic x
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