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PiNE Orange Flames Attempt

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Nov 12th, 2019
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C++ 2.49 KB | None | 0 0
  1. /*
  2. sys_damage_aura creates blue flames normally, I want it to be orange flames if possible. I used EffectModule::req_follow for the flames before and that worked, but I dont know how to change the color of them.
  3.  
  4. This is what I have right now that uses blue flames and works:*/
  5.  
  6. if((u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD_ON && (u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD && (u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD_DAMAGE && lucas_offense_up_boost > 0 && (int)MotionModule::frame(boma) % 3 == 0 ){
  7.                     EffectModule::req_follow(boma,hash40("sys_damage_aura"),hash40("handr"),&pos,&rot,0.4,false,0,0,0,0,0,false,false);
  8.                     EffectModule::req_follow(boma,hash40("sys_damage_aura"),hash40("handl"),&pos,&rot,0.4,false,0,0,0,0,0,false,false);  
  9.           }
  10. ________________________________________________________ This is what I tried based off your hitbox_visualizer.hpp (crashed)
  11. L2CValue shieldEffect(hash40("sys_damage_aura"));
  12.                     L2CValue x_rot(0.0f);
  13.                     L2CValue y_rot(0.0f);
  14.                     L2CValue z_rot(0.0f);
  15.                     L2CValue x_curr(0.0f);
  16.                     L2CValue y_curr(0.0f);
  17.                     L2CValue z_curr(0.0f);
  18.                     L2CValue terminate(true);
  19.                     L2CValue effect_size(0.4);
  20.                     L2CValue boneright(hash40("handr"));
  21.                     L2CValue boneleft(hash40("handl"));
  22.                     L2CValue rate(2.0f);
  23.                     ACMD acmd("", "", "", "", [] (ACMD*) -> void {});
  24.                     //acmd.l2c_agent = l2c_agent;
  25.                     acmd.wrap(EFFECT_FOLLOW_NO_SCALE,
  26.                     {shieldEffect, boneright, x_curr, y_curr, z_curr, x_rot, y_rot,
  27.                     z_rot, effect_size, terminate});
  28.                         // set to hitbox ID color
  29.                     acmd.wrap(LAST_EFFECT_SET_COLOR, {1.0f, 0.4f, 0.0f});
  30.                         // speed up animation by rate to remove pulsing effect
  31.                     acmd.wrap(LAST_EFFECT_SET_RATE, {rate});
  32.                     acmd.wrap(EFFECT_FOLLOW_NO_SCALE,
  33.                     {shieldEffect, boneleft, x_curr, y_curr, z_curr, x_rot, y_rot,
  34.                     z_rot, effect_size, terminate});
  35.                         // set to hitbox ID color
  36.                     acmd.wrap(LAST_EFFECT_SET_COLOR, {1.0f, 0.4f, 0.0f});
  37.                         // speed up animation by rate to remove pulsing effect
  38.                     acmd.wrap(LAST_EFFECT_SET_RATE, {rate});
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