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[Release] X-Team Sources (S4, S6, S8)

Initiate Mage
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Re: Source [MUEMU]

Shared Offset Main 1.05D Please:

oCreateEffect
ReturnBowCode
BowPosition
NextBowPosition
BowAddPlayerDimension_Offset

iBowAddSkillEffect
iBowAddInventoryPos
iBowAddPlayerDimension
iCrossAddSkillEffect
 
Newbie Spellweaver
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Re: Source [MUEMU]

can someone share the pObjPreviewThis offset s6

#define pObjPreviewThis ((DWORD)0x079B9D40) - s4 offset
 
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Re: Source [MUEMU]

#define pPreviewThis ((LPVOID(*)()) 0x402BC0) //S6

//----------------------------------------------------
Code:
#pragma pack(push, 1)
typedef struct	//-> InDev (size: 1432)
{
	BYTE gap01[14];
	/*+14*/		bool	InSafeZone;
	/*+15*/		BYTE	Unknown15;
	/*+16*/		BYTE	Unknown16;
	/*+17*/		BYTE	IsLiveObject;
	/*+18*/		BYTE	Unknown18;
	/*+19*/		BYTE	Class;
	/*+20*/		BYTE	Unknown20;
	/*+21*/		BYTE	CtlCode;	//Bit decomposit (0x10)
	/*+22*/		BYTE	Unknown22;
	/*+23*/		BYTE	Unknown23;
	/*+24*/		BYTE	Unknown24;
	/*+25*/		BYTE	Unknown25;
	/*+26*/		BYTE	Unknown26;
	/*+27*/		BYTE	Unknown27;
	/*+28*/		BYTE	Unknown28;
	/*+29*/		BYTE	Unknown29;
	/*+30*/		BYTE	Unknown30;
	/*+31*/		BYTE	GensInfluence;	//0 - None, 1 - D, 2 - V
	/*+32*/		BYTE	Unknown32;
	/*+33*/		BYTE	Unknown33;
	/*+34*/		BYTE	Unknown34;
	/*+35*/		BYTE	Unknown35;
	/*+36*/		BYTE	Unknown36;	//Personal Shop
	/*+37*/		BYTE	Unknown37;
	/*+38*/		WORD	Unknown38;
	/*+40*/		BYTE	Unknown40;
	/*+41*/		BYTE	Unknown41;
	/*+42*/		BYTE	Unknown42;
	BYTE gap03[2];
	/*+45*/		BYTE	RespawnPosX;
	/*+46*/		BYTE	RespawnPosY;
	BYTE gap04[3];
	/*+50*/		BYTE	ActiveMagic;
	BYTE gap05[5];
	/*+56*/		char	Name[25];	//need check size
	BYTE gap06[39];
	/*+120*/	BYTE	Unknown120;
	/*+121*/	BYTE	Unknown121;
	BYTE gap07[2];
	/*+124*/	WORD	Unknown124;
	/*+126*/	WORD	aIndex;
	/*+128*/	WORD	Unknown128;
	/*+130*/	WORD	Unknown130;
	/*+132*/	WORD	ID;
	/*+134*/	WORD	Unknown134;
	/*+136*/	//maybe word
	BYTE gap09[36];
	/*+172*/	DWORD	MapPosX;
	/*+176*/	DWORD	MapPosY;
	BYTE gap10[8];
	/*+188*/	float	Unknown188;
	BYTE gap11[76];
	/*+268*/	short	HelmSlot;
	/*+270*/	BYTE	HelmLevel;
	/*+271*/	BYTE	HelmExcellent;
	/*+272*/	BYTE	HelmAncient;
	BYTE gap12[31];
	/*+304*/	short	ArmorSlot;
	/*+306*/	BYTE	ArmorLevel;
	/*+307*/	BYTE	ArmorExcellent;
	/*+308*/	BYTE	ArmorAncient;
	BYTE gap13[31];
	/*+340*/	short	PantsSlot;
	/*+342*/	BYTE	PantsLevel;
	/*+343*/	BYTE	PantsExcellent;
	/*+344*/	BYTE	PantsAncient;
	BYTE gap14[31];
	/*+376*/	short	GlovesSlot;
	/*+378*/	BYTE	GlovesLevel;
	/*+379*/	BYTE	GlovesExcellent;
	/*+380*/	BYTE	GlovesAncient;
	BYTE gap15[31];
	/*+412*/	short	BootsSlot;
	/*+414*/	BYTE	BootsLevel;
	/*+415*/	BYTE	BootsExcellent;
	/*+416*/	BYTE	BootsAncient;
	BYTE gap16[31];
	/*+448*/	short	WeaponFirstSlot;
	/*+450*/	BYTE	WeaponFirstLevel;
	/*+451*/	BYTE	WeaponFirstExcellent;
	/*+452*/	BYTE	WeaponFirstAncient;
	BYTE gap17[31];
	/*+484*/	short	WeaponSecondSlot;
	/*+486*/	BYTE	WeaponSecondLevel;
	/*+487*/	BYTE	WeaponSecondExcellent;
	/*+488*/	BYTE	WeaponSecondAncient;
	BYTE gap18[31];
	/*+520*/	short	WingsSlot;
	/*+522*/	BYTE	WingsLevel;
	/*+523*/	BYTE	WingsExcellent;
	/*+524*/	BYTE	WingsAncient;
	BYTE gap19[31];
	/*+556*/	short	PetSlot;
	/*+558*/	BYTE	PetLevel;
	/*+559*/	BYTE	PetExcellent;
	/*+560*/	BYTE	PetAncient;
	BYTE gap20[111];
	/*+672*/	DWORD	Unknown672;
	/*+676*/	DWORD	Unknown676;
	BYTE gap21[84];
	/*+764*/	DWORD	Unknown764;
	BYTE gap22[8];
	/*+776*/	ObjectModel	m_Model;
	/*+1424*/	BYTE	Unknown1424;	//maybe gens rank
	BYTE gap23[3];
	/*+1428*/	DWORD	Unknown1428;	//-> end
} ObjectPreview, * lpViewObj;
#pragma pack(pop)
//-------------------------------------------
 
Newbie Spellweaver
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Re: Source [MUEMU]

Any have the source for Online User Notice?
 
Newbie Spellweaver
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Re: Source [MUEMU]

how to fix Game response error causes conclusion michael_admin i think its when it reaches 100+ online not sure but other gameservers have lower ServerMaxUserNumber. this main gameserver i have is max of 200 online but. everytime i get this kind of error. Game response error causes conclusion [9099][][]
 
Experienced Elementalist
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Re: Source [MUEMU]

how to fix Game response error causes conclusion @michael_admin i think its when it reaches 100+ online not sure but other gameservers have lower ServerMaxUserNumber. this main gameserver i have is max of 200 online but. everytime i get this kind of error. Game response error causes conclusion [9099][][]

hi

source in user.cpp

Code:
if(GetTickCount() - lpObj->ConnectTickCount > 60000)
                    {
                        CloseClient(n);
                        LogAdd(LOG_BLACK,"Game response error causes conclusion [%d][%s][%s][%s]",lpObj->Index,lpObj->Account,lpObj->Name,lpObj->IpAddr);
                    }

check change time

i not have idea

thanks
 
Last edited by a moderator:
Newbie Spellweaver
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Re: Source [MUEMU]

Anybody else has this problem? On my PC it works fine, on a friend PC it doesn't work (he gets this error sometimes).
 
Junior Spellweaver
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Re: Source [MUEMU]

Anybody else has this problem? On my PC it works fine, on a friend PC it doesn't work (he gets this error sometimes).
Maybe packet lenght's are to big or need to fix some traps in main btw where get's this error?

Tapatalkkal küldve az én Redmi 4X eszközömről
 
Newbie Spellweaver
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Re: Source [MUEMU]

After a PC reset, the issue is gone. The hell? I'm gonna have a look inside the sources to see when this stupid thing triggers.
 
Newbie Spellweaver
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Hi, I'm sorry for being a novice in this programming but I would like to know how to add the DynamicEffect with the code provided here by:

Code:
#define pPlayDynamicEffect        ((int(__cdecl*)(DWORD ModelID, DWORD * Arg1, int Arg2, float * Color, int EffectID, float Arg5, int Arg6)) 0x685A69)
And I would like to know if those offset affect something since they are taken out of the CustomWingEffect (StaticEffect). Thanks for the help you provide me. I leave an image:
 
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Re: Source [MUEMU]

Hi guys, does anyone know how to configure the source so that when sd drops into zero, the shield breaking effect takes effect anytime????
 
Don't be afraid to ask!
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Re: Source [MUEMU]

Hi guys, does anyone know how to configure the source so that when sd drops into zero, the shield breaking effect takes effect anytime????

what you want to do? remove the effect? or what you want to configure? the SD is exploding all the time? its problem?
 
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Re: Source [MUEMU]

since the thread is kinda dead here i leave the source to change main font for season 6.

Font.cpp
Code:
//---------------------------------------------------------------------------
#include "stdafx.h"
#include "Util.h"
#include "Font.h"
//---------------------------------------------------------------------------
Font gFont;
//---------------------------------------------------------------------------
char MyFontFaceName[100];
char sValue[99];
//--
int Bold = GetPrivateProfileIntA("MainConfig", "Main_Font_Bold", 0, ".\\Config.ini");
int Height = GetPrivateProfileIntA("MainConfig", "Main_Font_Height", 13, ".\\Config.ini");
int Italic = GetPrivateProfileIntA("MainConfig", "Main_Font_Italic", 0, ".\\Config.ini");
int Unicode = GetPrivateProfileIntA("MainConfig", "Main_Font_Unicode", 1, ".\\Config.ini");
//--
int Width = GetPrivateProfileIntA("MainConfig", "Main_Font_Width", 0, ".\\Config.ini");
int UnderLine = GetPrivateProfileIntA("MainConfig", "Main_Font_Underline", 0, ".\\Config.ini");
int Quality = GetPrivateProfileIntA("MainConfig", "Main_Font_Quality", 3, ".\\Config.ini");
int StrikeOut = GetPrivateProfileIntA("MainConfig", "Main_Font_StrikeOut", 0, ".\\Config.ini");
//---------------------------------------------------------------------------
void Font::Load()
{
    GetPrivateProfileStringA("MainConfig", "Main_Font_Name", "Tahoma", MyFontFaceName, 100, ".\\Config.ini");
    //--
    SetCompleteHook(0xE8, Offset_CreateFontA1, &Font::LoadNewFont);
    SetCompleteHook(0xE8, Offset_CreateFontA2, &Font::LoadNewFont);
    SetCompleteHook(0xE8, Offset_CreateFontA3, &Font::LoadNewFont);
    SetCompleteHook(0xE8, Offset_CreateFontA4, &Font::LoadNewFont);
    SetCompleteHook(0xE8, Offset_CreateFontA5, &Font::LoadNewFont);
    //--
    SetByte((Offset_CreateFontA1 + 5), 0x90);
    SetByte((Offset_CreateFontA2 + 5), 0x90);
    SetByte((Offset_CreateFontA3 + 5), 0x90);
    SetByte((Offset_CreateFontA4 + 5), 0x90);
    SetByte((Offset_CreateFontA5 + 5), 0x90);
}
//---------------------------------------------------------------------------
HFONT Font::LoadNewFont()
{
    HFONT MyFont;
    //--
    if (Bold == 0)
    {
        if (Unicode == 1)
        {
            MyFont = CreateFontA(Height, Width, 0, 0, 400, Italic, UnderLine, StrikeOut, 0x01, 0, 0, Quality, 0, MyFontFaceName);
        }
        else
        {
            MyFont = CreateFontA(Height, Width, 0, 0, 400, Italic, UnderLine, StrikeOut, 0x0, 0, 0, Quality, 0, MyFontFaceName);
        }
    }
    else
    {
        if (Unicode == 1)
        {
            MyFont = CreateFontA(Height, Width, 0, 0, 700, Italic, UnderLine, StrikeOut, 0x01, 0, 0, Quality, 0, MyFontFaceName);
        }
        else
        {
            MyFont = CreateFontA(Height, Width, 0, 0, 700, Italic, UnderLine, StrikeOut, 0x0, 0, 0, Quality, 0, MyFontFaceName);
        }
    }


    return MyFont;
}
//---------------------------------------------------------------------------

Font.h
Code:
//---------------------------------------------------------------------------
#pragma once
//---------------------------------------------------------------------------
#define Offset_CreateFontA1 0x004060D0
#define Offset_CreateFontA2 0x004D2882
#define Offset_CreateFontA3    0x004D28EB
#define Offset_CreateFontA4 0x004D2957
#define Offset_CreateFontA5 0x004D29C1
//---------------------------------------------------------------------------
class Font
{
public:
    //--
    Font(){};
    ~Font(){};
    //--
    void Load();
    HFONT LoadNewFont();


    //--
}; extern Font gFont;
//---------------------------------------------------------------------------

Ini File

Code:
[MainConfig]
Main_Font_Name=Comic Sans MS
Main_Font_Bold=0
Main_Font_Height=15
Main_Font_Italic=0
Main_Font_Unicode=1
Main_Font_Width=0
Main_Font_Underline=0
Main_Font_Quality=3
Main_Font_StrikeOut=0

X7nxQ80 - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums

how to make this work :(
RevolGaming, you know how this works, i add it on Main.dll compiled it, compiled well and put the config.ini on client but nothing happens?



what you want to do? remove the effect? or what you want to configure? the SD is exploding all the time? its problem?

the SD will be exploding everytime it drops to zero, not when a very big hit hit you, cause sometimes i think that is the only case, i want it to explode everytime it drops to zero.
 

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Master Summoner
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Re: Source [MUEMU]

Hi, I'm sorry for being a novice in this programming but I would like to know how to add the DynamicEffect with the code provided here by:


And I would like to know if those offset affect something since they are taken out of the CustomWingEffect (StaticEffect). Thanks for the help you provide me. I leave an image:

Ithink this one work's only in pPlayDynamicEffect i also try this one but its not working ithink wrong Offset for DynamicEffect.cpp and .h xD
 
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Re: Source [MUEMU]

Stat Reset Fruit does not give 100 reset stats or 200. Its just zero xD.

ethondev - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


oh lol, i think all stat reset fruits are mixed up, they are doing what they suppose to do but not what the value they should be deducting...

pkclear command and indulgence is not working....

does someone know how to implement the when somebody is online in game it will show as whisper like in igcn????

talking about s6.
 
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Master Summoner
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Re: Source [MUEMU]

pkclear command and indulgence is not working on season 6....

does someone know how to implement the when somebody is online in game it will show as whisper like in igcn????

Ithink Some Source have this one like F-Team Source xD
 
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