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[Release] MU Online monster HP Bar Sources

Newbie Spellweaver
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how to convert the sources to 1.07V+ i supouse that i need to change offsets on source but how to find this offsets
 
Experienced Elementalist
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Added on S6 ep1 JPN client 1.03l+
(just few change to get it working)
thanks for your share.
 
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Was thinking that maybe this offset: MU_CDC_SETTEXTCOLOR may serve to alter the color of the names of items in a particular case... I see how to do it, someone can confirm this?

I have this offset for 1.03k Jpn: #define MU_CDC_SETTEXTCOLOR 0x0041D3F3
 
Newbie Spellweaver
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Added to 1.03Y JPN (5.3) xD works excellnt:) thanks




and the offsets:
#define MU_PROTOCOL_CORE 0x006631E0
#define MU_DAMAGE 0xDC
#define NEWUI_BAR_SWITCH01 0x00007A62
#define NEWUI_BAR_SWITCH02 0x00007A63

//---------------------------------
// Functions
#define MU_DRAW_INTERFACE 0x0077396F//finished
#define MU_DRAWGUI 0x00733523//finished
#define MU_CREATE_COLOR 0x00412A10//finished
#define MU_DRAW_BUTTON 0x00733613//finished
#define MU_DRAW_COLORED_BUTTON 0x007336D6//finished

#define MU_CDC_GET_THIS_POINTER 0x00420BD4//0041D27F
#define MU_CDC_TABBEDTEXTOUT 0x00420E93//0041D53E
#define MU_CDC_SETTEXTCOLOR 0x00420DA4//0041D44F



void InitInterface()
{
DrawInterface = (pDrawInterface)HookFunction((LPVOID)MU_DRAW_INTERFACE, cDrawInterface, 6);
}


and the serverside struct damage:
struct PMSG_ATTACKRESULT
{
PBMSG_HEAD h; // C1:DC
BYTE NumberH; // 3
BYTE NumberL; // 4
BYTE DamageH; // 5
BYTE DamageL; // 6
BYTE DamageType; // 7
BYTE btShieldDamageH; // 8
BYTE btShieldDamageL; // 9
int Life; //A
int MaxLife; //E
};
 
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Elite Diviner
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Why the heck you all ask for add in that main..when you will also need to code it in to the server. Its clearly if you guys don't know how to add it in main, then you also can't add it in the server.
 
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coded in server is easy... the functions of GS .90 are the same (same offsets always)... Protocols change... but the gs base is the same... for GS Emulators of any mu teams based in GS 1.00.18... is easy too.. in the client side how: main 107v, only is made any research's... but the client coding is more difficult (sometimes) that the server side coding.
 
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coded in server is easy... the functions of GS .90 are the same (same offsets always)... Protocols change... but the gs base is the same... for GS Emulators of any mu teams based in GS 1.00.18... is easy too.. in the client side how: main 107v, only is made any research's... but the client coding is more difficult (sometimes) that the server side coding.
if its that so easy lets see you do it i hate people who just talk too much and do little :thumbdown:
 
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yeah very nice, i also have make different bar colors based on monsters.
tantalos = blue bar, normal mob red, gold dragon orange, and so on.
really thanks for this share save alot of time to my new source code :)
 
Junior Spellweaver
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it works perfectly if you have the same hp in server side and client side, for each mob.

after u hit a mob, the server tells u how much damage was caused.

but the server doesn't tell how much hp is left

so, if the protocol of send data from server to client is not enough, it will never work 100%


but, anyway, nice job.

i couldn't do better. (but i would never try?)
 
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