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

Newbie Spellweaver
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.....::::::: X-Team S4, S6 and S8 FULL SOURCE CODE :::::::.....

I'm stopping my work with Mu , so I will post here my folder on mega with all the files that have ... here has paid archive / expensive / files free / and very hard to find !!! make good use !


I learned a lot from this forum and I have a huge affection for him , I'm not doing it to "f##k" anyone , it's just because I think not just leave this community without giving any gifts ... so here this

Client,Tools,Server Files:


Sources, Unpacked Main (S4,S6):



Cloud (All Files):



passwords to unzip the files can be:
muserver.org / aogames.net
when I remember more passwords I put here

I'll be backI'm stopping my work with Mu , so I will post here my folder on mega with all the files that have ... here has paid archive / expensive / files free / and very hard to find !!! make good use !

I'll be back


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



Error [ObjectManager] DelAcc

They have to modify the main.cpp to create a bypass[/CENTER]

Code:
gCustomItem.Load(gProtect.m_MainInfo.CustomItemInfo);


    gCustomWingEffect.Load(gProtect.m_MainInfo.CustomWingEffectInfo);


    gPacketManager.LoadEncryptionKey("Data\\Enc1.dat");


    gPacketManager.LoadDecryptionKey("Data\\Dec2.dat");


    InitCommon();


    [COLOR=#008000]//InitHackCheck();[/COLOR]


    InitItem();


    InitJewel();


    InitPrintPlayer();


    InitReconnect();


    InitResolution();


    InitWing();

and the GS

Code:
#define ENCRYPT_STATE 0  [COLOR=#008000]// Change 1 by 0[/COLOR]

Fix License on all Project

Code:
[COLOR=#000000]#define PROTECT_STATE 0 [/COLOR][COLOR=#008000]// Change 1 by 0[/COLOR]

Fix Server Full // Thx ashlay

CServerDisplayer::SetWindowName

Code:
    wsprintf(buff,"[%s] JoinServer (QueueSize : %d) (AccountCount : %d/%d)",JOINSERVER_VERSION,gSocketManager.GetQueueSize(),
        gAccountManager.GetAccountCount(),
#if    PROTECT_STATE
        gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
        MAX_ACCOUNT
#endif
    );

on

GJConnectAccountRecv

Code:
    if(gAccountManager.GetAccountCount() >= 
#if    PROTECT_STATE
        gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
        MAX_ACCOUNT
#endif
        )
Change Max LVL , NO TESTED! , I do not recommend it because the level works with the masterlvl

Search in GS

Code:
#define MAX_CHARACTER_LEVEL 400 [COLOR=#008000] //<- Changed[/COLOR]


Install Detours.lib






Correction to avoid the client disconnection and keep running the anti-hack system

Change the ...\MHPServer\MHPServer.ini file
PHP:
CustomerName = muemu
CustomerHardwareId = 0
ClientVersion = 1.05.07
ClientSerial = TbYehR2hFUPBKgZj
MHPServerPort = 55999
MaxIpConnection = 10
DetectionLockTime = 300
EncDecKey1 = 4  // 1 to 255
EncDecKey2 = 6  // 1 to 255
EncDecSetNumber = 0
InternalVersion = 0
ReconnectSwitch = 1 
MemoryGuardSwitch = 1 
MemoryGuardNumber = 3
MacroProtectSwitch = 1
MacroProtectNumber = 6
MemoryAddress1 = 0x0118DB1A
MemoryAddress2 = 0x0118EF48
MemoryAddress3 = 0x0118EF50
MemoryAddress4 = 0x08B159F8
MemoryAddress5 = 0x08499DCC
MemoryAddress6 = 0x011C3E7C
MemoryAddress7 = 0xC4B01E2F
MemoryAddress8 = 0xC4B00209


The MHPServer.ini file is used by the gameserver and by the hackserver, because of this, the best approach is keep the file in the Data\Hack folder.

Move the ...\MHPServer\MHPServer.ini file to the ..\Data\Hack folder and change the "..Package [SOURCE] MuEmu\MHP\HackServer" project (MHPServer)
File HackServer.cpp
PHP:
...
if(InitInstance(hInstance,nCmdShow) == 0)
{
    return 0;
}
gServerInfo.ReadStartupInfo("MHPServerInfo","..\\Data\\Hack\\MHPServer.ini");
#if(PROTECT_STATE == 1)
    gAuthenticate.Check();
#endif
...

File ServerInfo.cpp
PHP:
...
void CServerInfo::ReadConfig() // OK
{
    this->ReadConfig("MHPServerInfo","..\\Data\\Hack\\MHPServer.ini");
    LogAdd(LOG_BLUE,"[ServerInfo] Config loaded successfully");
}
...


Enable antihack in the client and server


Change in the ..\GameServer\DATA\GameServerInfo - Common.dat file
PHP:
[GameServerInfo]
;==================================================
; Server Settings
;==================================================
ServerName = muemu
ServerCode = 1
ServerLock = 0
ServerPort = 55901
ServerVersion = 1.05.07
ServerSerial = TbYehR2hFUPBKgZj
ServerMaxUserNumber = 100
CustomerName = muemu
CustomerHardwareId = 0

Change in the stdafx.h from the GameServer Project
PHP:
...
#ifndef ENCRYPT_STATE
#define ENCRYPT_STATE 1
#endif
...

Change in Main.cpp from the Main_EX803 project
PHP:
...
    gCustomWingEffect.Load(gProtect.m_MainInfo.CustomWingEffectInfo);
    InitCommon();
    InitHackCheck();
    InitItem();
    InitJewel();
...

To correctly generate the main.emu and ah.emu files

Change in the ...\ToolsX803\MAIN_INFO\MainInfo.ini
PHP:
[MainInfo]
LauncherType = 0
CustomerName = muemu
IpAddress = your IP address or domaian // 15 bytes only 
IpAddressPort = 44405
ClientVersion = 1.05.07
ClientSerial = TbYehR2hFUPBKgZj
WindowName = MU
ScreenShotPath = ScreenShots\Screen(%02d_%02d-%02d-%02d)-%04d.jpg
ClientName = main.exe
PluginName = MHPClient.dll 
CameraName = Client.dll

Change in the ...\ToolsX803\AH_INFO\ClientInfo.ini
PHP:
[ClientInfo]
CustomerName = muemu
IpAddress = your IP address or domain // 15 bytes only 
ServerPort = 55999
ServerName = muemu
ClientName = main.exe
PluginName = Client.dll 
VerifyName = MHPVerify.dll


Steps to generate the main.emu and ah.emu files
  1. Copy main.exe, Main.dll, Client.dll and MHPClient.dll to the ...\ToolsX803\MAIN_INFO\ folder
  2. Run GetMainInfo.exe (Compiled from "...\Package [SOURCE] MuEmu\GetMainInfo")
  3. Copy main.emu (Generated by step 2), Main.dll, MHPClient.dll, MHPVerify.dll and Client.dll to the ...ToolsX803\AH_INFO\ folder
  4. Run GetClientInfo.exe (Compiled from "..\Package [SOURCE] MuEmu\MHP\GetClientInfo")
  5. Copy main.emu, ah.emu, Main.dll, MHPClient.dll, MHPVerify.dll and Client.dll to the client root folder

Note 1: Tested only Ex803
Note 2: Keep the port numbers of the gameservers between 55901 and 55950. Or change this on projects (Main, MHPDetect and MHPClient)
Note 3: The code base is the first post


Fix MiniMap EX401

Coloque esse Patch no client =

Abra a Source Client_EX401
->Minimap.ccp
-> Substitua tudo pela Source abaixo

Code:
#include "stdafx.h"#include "MiniMap.h"
#include "Offset.h"
#include "Util.h"


bool MiniMapTable[MAX_MINI_MAP];


void InitMiniMap() // OK
{
    memset(MiniMapTable,0,sizeof(MiniMapTable));


    MemorySet(0x0060139B,0x90,0x02);


    MemorySet(0x006C7F22,0x90,0x1E);


    SetCompleteHook(0xFF,0x005D768A,&MiniMapCore);


    SetCompleteHook(0xE8,0x006C7F22,&MiniMapLoad);


    SetCompleteHook(0xFF,0x006C5FCA,&MiniMapCheck);


    SetCompleteHook(0xFF,0x0071198A,&MiniMapCheck);
}


void MiniMapCore() // OK
{
    ((void(*)())0x005D2F16)();


    MiniMapLoad();
}


void MiniMapLoad() // OK
{
    if(*(int*)(MAIN_CURRENT_MAP) < MAX_MINI_MAP)
    {
        char buff[32];


        wsprintf(buff,"Minimap\\World%d\\Map1.jpg",(*(int*)(MAIN_CURRENT_MAP)+1));


        if(MiniMapFileCheck(*(int*)(MAIN_CURRENT_MAP)) != 0)
        {
            MiniMapTable[*(int*)(MAIN_CURRENT_MAP)] = 1;
            ((bool(*)(char*,DWORD,DWORD,DWORD,BYTE))0x006A92BE)(buff,0x7B69,0x2601,0x2900,1);
        }
    }
}


bool MiniMapCheck(int map) // OK
{
    if(map == 30 || (map < MAX_MINI_MAP && MiniMapTable[map] != 0))
    {
        return 1;
    }
    else
    {
        return 0;
    }
}


bool MiniMapFileCheck(int map) // OK
{
    if(map == 30){return 1;}


    char buff[64];


    wsprintf(buff,".\\Data\\Minimap\\World%d\\Map1.ozj",(map+1));


    FILE* file;


    if(fopen_s(&file,buff,"r") != 0)
    {
        return 0;
    }
    else
    {
        fclose(file);
        return 1;
    }
}

U5LRCCQ - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


Hello everyone, I leave below the GameServer.exe SEASON 8, the following FIX

Before starting, install font.ttf, which is inside the folder GameServer

* Elements Monster/NPC

Go to Monster.txt and journey to the last column of the monster that you want to add an item, and place 6

Example:


Code:
//Index   Rate   Name                                 Level   MaxLife   MaxMana   DamageMin   DamageMax   Defense   MagicDefense   AttackRate   DefenseRate   MoveRange   AttackType   AttackRange   ViewRange   MoveSpeed   AttackSpeed   RegenTime   Attribute   ItemRate   MoneyRate   MaxItemLevel   MonsterSkill   Resistance1   Resistance2   Resistance3   Resistance4   ElementalPattern   ElementalDefense   ElementalDamageMin   ElementalDamageMax   ElementalAttackRate   ElementalDefenseRate [COLOR=#ff0000]ElementalAttribute[/COLOR]
0         1      "Bull Fighter"                       6       100       0         16          20          6         0              28           6             3           0            1             5           400         1600          10          2           130        20          6              0              0             0             0             0             0                    0                  4                  0                    0                    0                     [COLOR=#ff0000]0 -> Change 0 to 6[/COLOR]
Change Reward in QuestWorldReward.txt

EXAMPLE:

RED: ITEM -> INDEX * 512 + ITEM
BLUE: LEVEL ITEM -> +9
ORANGE: CONTRIBUTION GENS
PINK: EXP


Code:
0          16     0       [COLOR=#ff8c00]5[/COLOR]          0       0         0         0         0           1              16             1              1       1       1       1       1       1       1 
1          1      0       [COLOR=#ee82ee]100000[/COLOR]     0       0         0         0         0           1              16             1              1       1       1       1       1       1       1 
2          4      [COLOR=#ff0000]6820[/COLOR]    1          [COLOR=#0000ff]9[/COLOR]      0         0         0         0           1              16             1              1       1       1       1       1       1       1

Changelog:


  • Added Support Map 93/94 ( Debenter 2 and Acheron 2 )
  • Added Custom Message GM ONLINE (8)
  • Added Custom Message ADM ONLINE (32)
  • Added Custom Message when a user connects
  • Fixed Quest Gens
  • Removed License
  • PlusStatPoint FIX for ALL Class
  • Elemental Monster Fix
  • FIX Bug Cursed Tower and Monster in Maps Debenter 2 and Acheron 2
  • Fix Maps to Battle Gens
  • Fix Dissconect to extracting a seed item
  • And a couple of more things that are irrelevant...









I'm stopping my work with Mu , so I will post here my folder on mega with all the files that have ... here has paid archive / expensive / files free / and very hard to find !!! make good use !


Credits
X-Team (source files)
MuEMU
 

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Last edited by a moderator:
Newbie Spellweaver
Joined
Dec 10, 2014
Messages
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4
Re: Source [MUEMU]

compile fine.. how to remove licenses?
 
Newbie Spellweaver
Joined
Oct 24, 2014
Messages
22
Reaction score
2
Re: Source [MUEMU]

compile fine.. how to remove licenses?

Remove protect open Package [SOURCE] MuEmu\eMU\GameServer\GameServer\stdafx.h and change

#ifndef PROTECT_STATE
#define PROTECT_STATE 0 << Removed protect
#endif
 
Last edited by a moderator:
Newbie Spellweaver
Joined
Mar 2, 2016
Messages
7
Reaction score
4
Re: Source [MUEMU]

MU EMU Season 4 is Episode 1 or 2 ? I mean.. what is the main.exe that they used for this season (main version) and that protocol ?
i think its 1.05d chs, not too sure about it
 
Newbie Spellweaver
Joined
Aug 11, 2014
Messages
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Re: Source [MUEMU]

Hello, thank you very much for the great contribution

Anyone know how to solve this problem?


ethondev - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums
 
Joined
Jun 27, 2010
Messages
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Re: Source [MUEMU]

JoinServer lic remove("fix" server full)

on
GJConnectAccountRecv
Code:
	if(gAccountManager.GetAccountCount() >= 
#if	PROTECT_STATE
		gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
		MAX_ACCOUNT
#endif
		)

and CServerDisplayer::SetWindowName

Code:
	wsprintf(buff,"[%s] JoinServer (QueueSize : %d) (AccountCount : %d/%d)",JOINSERVER_VERSION,gSocketManager.GetQueueSize(),
		gAccountManager.GetAccountCount(),
#if	PROTECT_STATE
		gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
		MAX_ACCOUNT
#endif
	);
 
Newbie Spellweaver
Joined
Dec 14, 2007
Messages
36
Reaction score
60
Re: Source [MUEMU]

add these definitions to OBJECT STRUCT for those who have problems when compiling and leave them the error of CustomAttack


Code:
struct OBJECTSTRUCT{
    [COLOR=#008000]//ADDED 2016 LordBilly[/COLOR]
    int AttackCustom;
    int AttackCustomSkill;
    int AttackCustomDelay;
    int AttackCustomZoneX;
    int AttackCustomZoneY;
    int AttackCustomZoneMap;
    int AttackCustomOffline;
    int AttackCustomOfflineTime;
    int AttackCustomOfflineMoneyDelay;
    int Index;
    int Connected;
    char LoginMessageSend;
    char LoginMessageCount;
    char CloseCount;
    char CloseType;
    BOOL EnableDelCharacter;
    struct PER_SOCKET_CONTEXT* PerSocketContext;
    SOCKET Socket;
    char IpAddr[16];
    BYTE ClassCode;
    BYTE ClassFlag;
    DWORD AutoSaveTime;
    DWORD ConnectTickCount;
    DWORD ClientTickCount;
    DWORD ServerTickCount;
    BYTE CheckTickCount;
    DWORD PostTime;
    DWORD TimeCount;
    DWORD PKTickCount;
    short CheckSumTableNum;
    DWORD CheckSumTime;
    WORD Type;
    BYTE Live;
    char Account[11];
    char Name[11];
    char PersonalCode[14];
    CComboSkill ComboSkill;
    WORD Class;
    BYTE DBClass;
    BYTE ChangeUp;
    short Level;
    int LevelUpPoint;
    WORD FruitAddPoint;
    WORD FruitSubPoint;
    DWORD Experience;
    DWORD NextExperience;
    DWORD Money;
    int Strength;
    int Dexterity;
    int Vitality;
    int Energy;
    int Leadership;
    float Life;
    float MaxLife;
    float ScriptMaxLife;
    float Mana;
    float MaxMana;
    WORD ChatLimitTime;
    BYTE ChatLimitTimeSec;
    int AddStrength;
    int AddDexterity;
    int AddVitality;
    int AddEnergy;
    int AddLeadership;
    int BP;
    int MaxBP;
    int AddBP;
    float VitalityToLife;
    float EnergyToMana;
    char PKCount;
    char PKLevel;
    int PKTime;
    short X;
    short Y;
    BYTE Dir;
    BYTE Map;
    int AddLife;
    int AddMana;
    int Shield;
    int MaxShield;
    int AddShield;
    BYTE StartX;
    BYTE StartY;
    short OldX;
    short OldY;
    short TX;
    short TY;
    short MTX;
    short MTY;
    int PathCount;
    int PathCur;
    char PathStartEnd;
    short PathOri[15];
    short PathX[15];
    short PathY[15];
    char PathDir[15];
    DWORD PathTime;
    DWORD Authority;
    DWORD AuthorityCode;
    DWORD Penalty;
    BYTE AccountItemBlock;
    ACTION_STATE ActionState;
    BYTE ActionNumber;
    DWORD State;
    BYTE Rest;
    char ViewState;
    DWORD LastMoveTime;
    DWORD LastAttackTime;
    DWORD TeleportTime;
    char Teleport;
    char KillerType;
    char DieRegen;
    char RegenOk;
    BYTE RegenMapNumber;
    BYTE RegenMapX;
    BYTE RegenMapY;
    DWORD RegenTime;
    DWORD MaxRegenTime;
    short PosNum;
    DWORD CurActionTime;
    DWORD NextActionTime;
    DWORD DelayActionTime;
    char DelayLevel;
    int DrinkSpeed;
    DWORD DrinkLastTime;
    DWORD MonsterDeleteTime;
    char KalimaGateExist;
    int KalimaGateIndex;
    char KalimaGateEnterCount;
    OBJECTSTRUCT* AttackObj;
    bool AttackerKilled;
    int SelfDefense[MAX_SELF_DEFENSE];
    DWORD SelfDefenseTime[MAX_SELF_DEFENSE];
    DWORD MySelfDefenseTime;
    int PartyNumber;
    int PartyTargetUser;
    int GuildNumber;
    struct GUILD_INFO_STRUCT* Guild;
    char GuildName[11];
    int GuildStatus;
    int GuildUnionTimeStamp;
    int SummonIndex;
    int Change;
    short TargetNumber;
    short TargetShopNumber;
    short ShopNumber;
    short LastAttackerID;
    int PhysiDamageMin;
    int PhysiDamageMax;
    int MagicDamageMin;
    int MagicDamageMax;
    int CurseDamageMin;
    int CurseDamageMax;
    int PhysiDamageMaxLeft;
    int PhysiDamageMinLeft;
    int PhysiDamageMaxRight;
    int PhysiDamageMinRight;
    int DKDamageMultiplierRate;
    int DLDamageMultiplierRate;
    int RFDamageMultiplierRate[3];
    int AttackSuccessRate;
    int PhysiSpeed;
    int MagicSpeed;
    int Defense;
    int MagicDefense;
    int DefenseSuccessRate;
    #if(GAMESERVER_UPDATE>=701)
    int ElementalAttribute;
    int ElementalPattern;
    int ElementalDefense;
    int ElementalDamageMin;
    int ElementalDamageMax;
    int ElementalAttackSuccessRate;
    int ElementalDefenseSuccessRate;
    #endif
    short MoveSpeed;
    short MoveRange;
    short AttackRange;
    short AttackType;
    short ViewRange;
    short Attribute;
    short ItemRate;
    short MoneyRate;
    CSkill* SkillBackup;
    CSkill* Skill;
    WORD MultiSkillIndex;
    WORD MultiSkillCount;
    WORD RageFighterSkillIndex;
    WORD RageFighterSkillCount;
    WORD RageFighterSkillTarget;
    BYTE CharSet[18];
    BYTE Resistance[MAX_RESISTANCE_TYPE];
    BYTE AddResistance[MAX_RESISTANCE_TYPE];
    VIEWPORT_STRUCT* VpPlayer;
    VIEWPORT_STRUCT* VpPlayer2;
    VIEWPORT_STRUCT* VpPlayerItem;
    int VPCount;
    int VPCount2;
    int VPCountItem;
    HIT_DAMAGE_STRUCT* HitDamage;
    short HitDamageCount;
    INTERFACE_STATE Interface;
    DWORD InterfaceTime;
    char Transaction;
    CItem* Inventory;
    CItem* Inventory1;
    CItem* Inventory2;
    BYTE* InventoryMap;
    BYTE* InventoryMap1;
    BYTE* InventoryMap2;
    CItem* Trade;
    BYTE* TradeMap;
    int TradeMoney;
    bool TradeOk;
    CItem* Warehouse;
    BYTE* WarehouseMap;
    char WarehouseCount;
    short WarehousePW;
    BYTE WarehouseLock;
    int WarehouseMoney;
    int WarehouseSave;
    CItem* ChaosBox;
    BYTE* ChaosBoxMap;
    int ChaosMoney;
    int ChaosSuccessRate;
    int ChaosLock;
    #if(GAMESERVER_UPDATE>=802)
    int LoadEventInventory;
    CItem* EventInventory;
    CItem* EventInventory1;
    CItem* EventInventory2;
    BYTE* EventInventoryMap;
    BYTE* EventInventoryMap1;
    BYTE* EventInventoryMap2;
    #endif
    #if(GAMESERVER_UPDATE>=803)
    int MuunItemStatus[2];
    int LoadMuunInventory;
    CItem* MuunInventory;
    BYTE* MuunInventoryMap;
    #endif
    DWORD Option;
    int ChaosCastleBlowTime;
    int DuelUserReserved;
    int DuelUserRequested;
    int DuelUser;
    BYTE DuelScore;
    DWORD DuelTickCount;
    bool PShopOpen;
    bool PShopTransaction;
    bool PShopItemChange;
    bool PShopRedrawAbs;
    char PShopText[36];
    bool PShopWantDeal;
    int PShopDealerIndex;
    char PShopDealerName[10];
    int PShopCustom;
    int PShopCustomType;
    int PShopCustomOffline;
    int PShopCustomOfflineTime;
    CRITICAL_SECTION PShopTrade;
    int VpPShopPlayer[MAX_VIEWPORT];
    int VpPShopPlayerCount;
    bool IsInBattleGround;
    bool HaveWeaponInHand;
    bool UseEventServer;
    int LoadWarehouse;
    BYTE Quest[50];
    bool SendQuestInfo;
    int CheckLifeTime;
    BYTE LastTeleportTime;
    BYTE SkillNovaState;
    BYTE SkillNovaCount;
    DWORD SkillNovaTime;
    BYTE ReqWarehouseOpen;
    bool IsFullSetItem;
    WORD SkillSummonPartyTime;
    BYTE SkillSummonPartyMap;
    BYTE SkillSummonPartyX;
    BYTE SkillSummonPartyY;
    bool IsChaosMixCompleted;
    bool SkillLongSpearChange;
    DWORD CharSaveTime;
    int LoadQuestKillCount;
    int QuestKillCountIndex;
    struct QUEST_KILL_COUNT* QuestKillCount;
    int LoadMasterLevel;
    int MasterLevel;
    int MasterPoint;
    #pragma pack(1)
    QWORD MasterExperience;
    QWORD MasterNextExperience;
    #pragma pack()
    CSkill* MasterSkill;
    CEffect* Effect;
    DWORD* SkillDelay;
    DWORD* HackPacketDelay;
    DWORD* HackPacketCount;
    int ExtInventory;
    int ExtWarehouse;
    int WarehouseNumber;
    int AccountLevel;
    char AccountExpireDate[20];
    char AutoPartyPassword[11];
    int AutoAddPointCount;
    int AutoAddPointStats[5];
    int AutoResetEnable;
    int AutoResetStats[5];
    int MiniMapState;
    int MiniMapValue;
    int MiningStage;
    int MiningIndex;
    int UseGuildMatching;
    int UseGuildMatchingJoin;
    int UsePartyMatching;
    int UsePartyMatchingJoin;
    int CashShopTransaction[4];
    int CommandManagerTransaction[1];
    int LuckyCoinTransaction[2];
    int PcPointTransaction[2];
    DWORD AutoAttackTime;
    DWORD TradeOkTime;
    DWORD PotionTime;
    DWORD ComboTime;
    DWORD HelperDelayTime;
    DWORD HelperTotalTime;
    DWORD PcPointPointTime;
    DWORD HPAutoRecuperationTime;
    DWORD MPAutoRecuperationTime;
    DWORD BPAutoRecuperationTime;
    DWORD SDAutoRecuperationTime;
    DWORD CashShopGoblinPointTime;
    int Reset;
    int MasterReset;
    int ChangeSkin;
    int LoadQuestWorld;
    struct QUEST_WORLD_LIST* QuestWorldList;
    int QuestWorldMonsterClass;
    int LoadGens;
    int GensFamily;
    int GensRank;
    int GensSymbol;
    int GensContribution;
    int GensNextContribution;
    struct GENS_SYSTEM_VICTIM_LIST* GensVictimList;
    #if(GAMESERVER_UPDATE>=701)
    struct PENTAGRAM_JEWEL_INFO* PentagramJewelInfo_Inventory;
    struct PENTAGRAM_JEWEL_INFO* PentagramJewelInfo_Warehouse;
    #endif
    #if(GAMESERVER_UPDATE>=802)
    class CMuRummyInfo* MuRummyInfo;
    #endif
    EFFECT_OPTION EffectOption;
    #if(GAMESERVER_UPDATE>=701)
    PENTAGRAM_OPTION PentagramOption;
    PENTAGRAM_JEWEL_OPTION PentagramJewelOption;
    #endif
    int ArmorSetBonus;
    int SkillDamageBonus;
    int DoubleDamageRate;
    int TripleDamageRate;
    int IgnoreDefenseRate;
    int IgnoreShieldGaugeRate;
    int CriticalDamageRate;
    int CriticalDamage;
    int ExcellentDamageRate;
    int ExcellentDamage;
    int ResistDoubleDamageRate;
    int ResistIgnoreDefenseRate;
    int ResistIgnoreShieldGaugeRate;
    int ResistCriticalDamageRate;
    int ResistExcellentDamageRate;
    int ResistStunRate;
    int ExperienceRate;
    int MasterExperienceRate;
    int ItemDropRate;
    int MoneyAmountDropRate;
    int HPRecovery;
    int MPRecovery;
    int BPRecovery;
    int SDRecovery;
    int HPRecoveryRate;
    int MPRecoveryRate;
    int BPRecoveryRate;
    int SDRecoveryRate;
    int SDRecoveryType;
    int HPRecoveryCount;
    int MPRecoveryCount;
    int BPRecoveryCount;
    int SDRecoveryCount;
    int MPConsumptionRate;
    int BPConsumptionRate;
    int ShieldGaugeRate;
    int DecreaseShieldGaugeRate;
    int DamagePvP;
    int DefensePvP;
    int AttackSuccessRatePvP;
    int DefenseSuccessRatePvP;
    int ShieldDamageReduction;
    int ShieldDamageReductionTime;
    int DamageReduction[MAX_DAMAGE_REDUCTION];
    int DamageReflect;
    int HuntHP;
    int HuntMP;
    int HuntBP;
    int HuntSD;
    int WeaponDurabilityRate;
    int ArmorDurabilityRate;
    int WingDurabilityRate;
    int GuardianDurabilityRate;
    int PendantDurabilityRate;
    int RingDurabilityRate;
    int PetDurabilityRate;
    int FullDamageReflectRate;
    int DefensiveFullHPRestoreRate;
    int DefensiveFullMPRestoreRate;
    int DefensiveFullSDRestoreRate;
    int DefensiveFullBPRestoreRate;
    int OffensiveFullHPRestoreRate;
    int OffensiveFullMPRestoreRate;
    int OffensiveFullSDRestoreRate;
    int OffensiveFullBPRestoreRate;
    int ResurrectionTalismanActive;
    int ResurrectionTalismanMap;
    int ResurrectionTalismanX;
    int ResurrectionTalismanY;
    int MobilityTalismanActive;
    int MobilityTalismanMap;
    int MobilityTalismanX;
    int MobilityTalismanY;
    bool MapServerMoveQuit;
    bool MapServerMoveRequest;
    DWORD MapServerMoveQuitTickCount;
    short NextServerCode;
    short LastServerCode;
    short DestMap;
    BYTE DestX;
    BYTE DestY;
    #if(GAMESERVER_TYPE==1)
    union
    {
        struct
        {
            BYTE CsNpcExistVal1;
            BYTE CsNpcExistVal2;
            BYTE CsNpcExistVal3;
            BYTE CsNpcExistVal4;
        };
 
Newbie Spellweaver
Joined
Dec 6, 2015
Messages
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Re: Source [MUEMU]

Everything works, like all files.

There is few things what is very annoying. In these files and with what i am fighting already several month.

1. Data server get overloaded and people need to switch (visual bug) -> Fix, data server restart like on zteam files, but here we cant because cant seperate exdb server, but i hope with those files someone will manage to do it.
2. Ruumy Card Event gives crush on server successful point gain -> Someone said its fault in eventbag, but its not. After a while crushes comes back. -> Fix, play game only after freshly restarted PC.
3. IT/ARKA -> If someone send me fix for those events i can help in configuring server, because there isnt any other bugs.
 
Newbie Spellweaver
Joined
Sep 28, 2015
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Re: Source [MUEMU]

Anyone know fix the Master Quest? does not give the extra point to complete the quest

GameServer/Data/GameServerInfo - Common.dat
;==================================================
; Level Up Settings
;==================================================
MaxLevelUp = 1
MaxLevelUpEvent = 1
MaxLevelUpQuest = 1
MaxStatPoint_AL0 = 65000
MaxStatPoint_AL1 = 65000
MaxStatPoint_AL2 = 65000
MaxStatPoint_AL3 = 65000
DWLevelUpPoint = 5
DKLevelUpPoint = 5
FELevelUpPoint = 5
MGLevelUpPoint = 7
DLLevelUpPoint = 7
SULevelUpPoint = 5
RFLevelUpPoint = 7
PlusStatPoint = 1 -> Not work
 
Junior Spellweaver
Joined
Dec 19, 2012
Messages
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135
Re: Source [MUEMU]

Any one have connction problem on compiled gs?
[ObjectManager][9000] AddClient (192.168.2.1)
[ObjectManager][9000] DelClient (192.168.2.1)
log
[SocketManager] Protocol header error (Index: 9000, Header: 15)
 
Junior Spellweaver
Joined
Dec 27, 2015
Messages
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Re: Source [MUEMU]

Because the great difference in size between the server files with license and without license?
Original post 45Mb and last post Mb for S8.

 
Junior Spellweaver
Joined
Dec 19, 2012
Messages
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Re: Source [MUEMU]

s8 Illusion Temple required some function decomp for 0xBF headcode i think
case 0x70:
CG_Req_Enter_ITR((PMSG_REQ_ENTER_ITR *)aRecv, aIndex);
break;
case 0x71:
CG_ReqAcceptEnterITR((PMSG_REQ_ACCEPTENTER_ITR *)aRecv, aIndex);
break;
 
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