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How to add some extra function on Source Code (Newbie Coder)

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Please add this as well, Good luck to your developments :)

File: ..\RanClientLib\G-Logic\GLItemMan.h
Code:
class GLItemMan
{
public:
	enum
	{
		ENCODE_VER		= 0x0100,

		VERSION			= 0x0100,
		MAX_MID			= 1024, [COLOR="Red"] //Max Item Main Id[/COLOR]
		MAX_SID			= 512, [COLOR="Red"]//Max Item Sub Id[/COLOR]

		MONEYMESH_NUM	= 3,
		SPECID_NUM		= 600, [COLOR="Red"]//Gen Num of item, what to drop in game using the .genitem files [/COLOR]
		SHUFFLE_NUM		= 5,
		MAX_NUM			= 8 
	};
 
Newbie Spellweaver
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@geger009 how about the upgrade color effect where can i/we edit that in the source code ... do you know where..???
 
Wazup fucckerrsss
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Heres my small share :) Hope you like it

If you are bored on +15 color and want to add more. This is what you need.

Heres what you need to find at dxeffcharlevel.cpp
Code:
    //    Level : 11 (+15) ³ë¶û  // [COLOR=Red]11 (+15) Means this is +15 color upgrade[/COLOR]

    dwColorG = D3DCOLOR_ARGB( 200,143,143,112 );    // ±Û·Î¿ì ¿ë [COLOR=Red](Color to be change using ARBG just check it on google)[/COLOR]
    dwColorA = D3DCOLOR_ARGB( 255, 78, 78, 41 );    // Ambient  [COLOR=Red](Color to be change using ARBG just check it on google)[/COLOR]
    dwColorR = D3DCOLOR_ARGB( 255, 128,128,0 );    // ±× ¿Ü  [COLOR=Red](Color to be change using ARBG just check it on google)[/COLOR]

    m_OpLEVEL[11].m_Ambient.m_bUse            = TRUE; //  [COLOR=Red]m_OpLEVEL[11] means this is +15 color upgrade. Just check the corresponding OpLEVEL above so you can have the idea.[/COLOR]
    m_OpLEVEL[11].m_Ambient.m_fBaseColor        = 0.5f;
    m_OpLEVEL[11].m_Ambient.m_fDynamicColor    = 1.5f;
    m_OpLEVEL[11].m_Ambient.m_cColor            = D3DXCOLOR ( dwColorA );

    m_OpLEVEL[11].m_Glow.m_bUse                = TRUE;
    m_OpLEVEL[11].m_Glow.m_cColor            = D3DXCOLOR ( dwColorG );

    m_OpLEVEL[11].m_Reflect.m_bUse            = TRUE;
    m_OpLEVEL[11].m_Reflect.m_fPower            = 14.f;
    m_OpLEVEL[11].m_Reflect.m_dwColorOP        = D3DTOP_MODULATE2X;
    m_OpLEVEL[11].m_Reflect.m_cColor            = D3DXCOLOR ( dwColorR );

    m_OpLEVEL[11].m_Flow.m_bUse                = TRUE;
    m_OpLEVEL[11].m_Flow.m_cColor            = D3DXCOLOR ( dwColorR );
Copy the whole code and paste it below of the 11 OpLEVEL then just change OpLEVEL to 12 and up, its up to you if how many color you want to add. You have to change the 11 lines of OpLEVEL to determine the color level.


On limiting, heres what you need to find at dxeffcharlevel.h
Code:
    enum
    {
        LEVEL_LIMIT = 11,    //5, [COLOR=Red]//Means 11 = +15 upgrade depend on level[/COLOR]
        LEVEL_ARRAY = 12,    //6,    // LEVEL_LIMIT+1 // [COLOR=Red]You always need +1 ahead to the limit.[/COLOR]
    };

    DXOPTION            m_OpLEVEL [ LEVEL_ARRAY ];    // ±âº» 0 LEVEL 1~5 ±îÁö
Cpp and Header can be found at Source\EngineLib\DxEffect\Char
 
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Share New Color :thumbup::thumbup::thumbup:

+16 >>> +20

geger009 - How to add some extra function on Source Code (Newbie Coder) - RaGEZONE Forums


DxEffCharLevel.cpp
Code:
//Level : 12 (+16)
	dwColorG = D3DCOLOR_ARGB( 200,150,100,30 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 78, 50, 5 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 128,90,0 );	// ฑื ฟ 

	m_OpLEVEL[12].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[12].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[12].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[12].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[12].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[12].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[12].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[12].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[12].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[12].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[12].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[12].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 13 (+17)
	dwColorG = D3DCOLOR_ARGB( 200,150,150,150 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 50, 50, 50 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 130,130,130 );	// ฑื ฟ 

	m_OpLEVEL[13].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[13].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[13].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[13].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[13].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[13].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[13].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[13].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[13].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[13].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[13].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[13].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 14 (+18)
	dwColorG = D3DCOLOR_ARGB( 200,100,50,50 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 50, 20, 20 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 150,60,60 );	// ฑื ฟ 

	m_OpLEVEL[14].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[14].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[14].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[14].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[14].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[14].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[14].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[14].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[14].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[14].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[14].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[14].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 15 (+19)
	dwColorG = D3DCOLOR_ARGB( 200,0,100,80 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 0, 50, 10 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 0,80,50 );	// ฑื ฟ 

	m_OpLEVEL[15].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[15].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[15].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[15].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[15].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[15].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[15].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[15].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[15].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[15].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[15].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[15].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 16 (+20)
	dwColorG = D3DCOLOR_ARGB( 200,70,50,150 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 40, 30, 80 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 60,40,130 );	// ฑื ฟ 

	m_OpLEVEL[16].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[16].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[16].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[16].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[16].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[16].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[16].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[16].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[16].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[16].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[16].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[16].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );

DxEffCharLevel.h

Code:
	enum
	{
		LEVEL_LIMIT = 16,	//5,
		LEVEL_ARRAY = 17,	//6,	// LEVEL_LIMIT+1
	};

	DXOPTION			m_OpLEVEL [ LEVEL_ARRAY ];	// ฑโบป 0 LEVEL 1~5 ฑ๎ม๖

GlogicData.cpp
Code:
	float		fDAMAGE_GRADE_TOP[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1.0f, 1.0f, 1.0f, 1.0f,	1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f // [COLOR="red"]<< Add[/COLOR]
	};

	float		fDEFENSE_GRADE_TOP[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1.0f, 1.0f, 1.0f, 1.0f,	1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f // [COLOR="Red"]<< Add[/COLOR]
	};

	WORD		wUSE_GRADE_NUM[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
	};

GLogicData.h
Code:
	GRADE_NORMAL		= 4,
	GRADE_HIGH			= 9,
	GRADE_LIMIT_MAX		= 20, //[COLOR="Red"] change 15 to >>20[/COLOR]

Full Code New Color
View attachment newcolor.rar
 

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Last edited:
Junior Spellweaver
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Here's my share good luck guys :)

RanClientLib\G-Logic\GLFriendClient.cpp

Online Notification
Offline Notification

void GLFriendClient::MsgReqFriendState ( NET_MSG_GENERIC* nmg )
{
GLMSG::SNETPC_REQ_FRIENDSTATE *pNetMsg = (GLMSG::SNETPC_REQ_FRIENDSTATE *) nmg;

FRIENDMAP_ITER iter = m_mapFriend.find ( pNetMsg->szCHAR );
if ( iter!=m_mapFriend.end() )
{
SFRIEND &sFRIEND = (*iter).second;
sFRIEND.nCharFlag = pNetMsg->nChaFlag;

sFRIEND.bONLINE = pNetMsg->bONLINE;
sFRIEND.nCHANNEL = pNetMsg->nCHANNEL;

if( sFRIEND.bONLINE )
{
CInnerInterface::GetInstance().PrintMsgText(
NS_UITEXTCOLOR::GREENYELLOW,
ID2GAMEINTEXT( "FRIEND_ONLINE" ),
pNetMsg->szCHAR );
}
else
{
CInnerInterface::GetInstance().PrintMsgText(
NS_UITEXTCOLOR::DISABLE,
ID2GAMEINTEXT( "FRIEND_OFFLINE" ),
pNetMsg->szCHAR );
}

// Note : ÀÎÅÍÆäÀ̽º¿¡ »óÅ º¯°æ ¾Ë¸².
CInnerInterface::GetInstance().REFRESH_FRIEND_STATE();
CInnerInterface::GetInstance().FRIEND_LIST( sFRIEND.szCharName, sFRIEND.bONLINE );
}
}
 
Last edited:
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Share New Color :thumbup::thumbup::thumbup:

+16 >>> +20

geger009 - How to add some extra function on Source Code (Newbie Coder) - RaGEZONE Forums


DxEffCharLevel.cpp
Code:
//Level : 12 (+16)
	dwColorG = D3DCOLOR_ARGB( 200,150,100,30 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 78, 50, 5 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 128,90,0 );	// ฑื ฟ 

	m_OpLEVEL[12].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[12].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[12].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[12].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[12].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[12].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[12].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[12].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[12].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[12].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[12].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[12].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 13 (+17)
	dwColorG = D3DCOLOR_ARGB( 200,150,150,150 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 50, 50, 50 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 130,130,130 );	// ฑื ฟ 

	m_OpLEVEL[13].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[13].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[13].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[13].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[13].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[13].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[13].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[13].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[13].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[13].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[13].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[13].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 14 (+18)
	dwColorG = D3DCOLOR_ARGB( 200,100,50,50 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 50, 20, 20 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 150,60,60 );	// ฑื ฟ 

	m_OpLEVEL[14].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[14].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[14].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[14].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[14].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[14].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[14].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[14].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[14].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[14].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[14].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[14].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 15 (+19)
	dwColorG = D3DCOLOR_ARGB( 200,0,100,80 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 0, 50, 10 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 0,80,50 );	// ฑื ฟ 

	m_OpLEVEL[15].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[15].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[15].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[15].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[15].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[15].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[15].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[15].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[15].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[15].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[15].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[15].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );	

//Level : 16 (+20)
	dwColorG = D3DCOLOR_ARGB( 200,70,50,150 );	// ฑทฮฟ์ ฟ๋
	dwColorA = D3DCOLOR_ARGB( 255, 40, 30, 80 );	// Ambient
	dwColorR = D3DCOLOR_ARGB( 255, 60,40,130 );	// ฑื ฟ 

	m_OpLEVEL[16].m_Ambient.m_bUse			= TRUE;
	m_OpLEVEL[16].m_Ambient.m_fBaseColor		= 0.5f;
	m_OpLEVEL[16].m_Ambient.m_fDynamicColor	= 1.5f;
	m_OpLEVEL[16].m_Ambient.m_cColor			= D3DXCOLOR ( dwColorA );

	m_OpLEVEL[16].m_Glow.m_bUse				= TRUE;
	m_OpLEVEL[16].m_Glow.m_cColor			= D3DXCOLOR ( dwColorG );

	m_OpLEVEL[16].m_Reflect.m_bUse			= TRUE;
	m_OpLEVEL[16].m_Reflect.m_fPower			= 14.f;
	m_OpLEVEL[16].m_Reflect.m_dwColorOP		= D3DTOP_MODULATE2X;
	m_OpLEVEL[16].m_Reflect.m_cColor			= D3DXCOLOR ( dwColorR );

	m_OpLEVEL[16].m_Flow.m_bUse				= TRUE;
	m_OpLEVEL[16].m_Flow.m_cColor			= D3DXCOLOR ( dwColorR );

DxEffCharLevel.h

Code:
	enum
	{
		LEVEL_LIMIT = 16,	//5,
		LEVEL_ARRAY = 17,	//6,	// LEVEL_LIMIT+1
	};

	DXOPTION			m_OpLEVEL [ LEVEL_ARRAY ];	// ฑโบป 0 LEVEL 1~5 ฑ๎ม๖

GlogicData.cpp
Code:
	float		fDAMAGE_GRADE_TOP[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1.0f, 1.0f, 1.0f, 1.0f,	1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f // [COLOR="red"]<< Add[/COLOR]
	};

	float		fDEFENSE_GRADE_TOP[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1.0f, 1.0f, 1.0f, 1.0f,	1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f // [COLOR="Red"]<< Add[/COLOR]
	};

	WORD		wUSE_GRADE_NUM[GRADE_LIMIT_MAX-GRADE_HIGH]	=
	{
		1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
	};

GLogicData.h
Code:
	GRADE_NORMAL		= 4,
	GRADE_HIGH			= 9,
	GRADE_LIMIT_MAX		= 20, //[COLOR="Red"] change 15 to >>20[/COLOR]

Full Code New Color
View attachment 97528

How do you know if it is a Color white or orange?
 
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@zentrixph
check this section

dwColorG = D3DCOLOR_ARGB( 200,150,100,30 ); // ฑทฮฟ์ ฟ๋
dwColorA = D3DCOLOR_ARGB( 255, 78, 50, 5 ); // Ambient
dwColorR = D3DCOLOR_ARGB( 255, 128,90,0 ); // ฑื ฟ

@all
little by little we are moving forward if this continues we can achieve what we want, everyone let's begin to make a change in this section.
 
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here is i think ran new interface and bar cp just check this and post how it work i dont how to use it someone just give this....sory for bad english



i hope we share all what we know like adding new class, max hp and damage so that we will not depend on other people serverfiles.go go go ran section!!! :thumbup:
 
Junior Spellweaver
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here is i think ran new interface and bar cp just check this and post how it work i dont how to use it someone just give this....sory for bad english



i hope we share all what we know like adding new class, max hp and damage so that we will not depend on other people serverfiles.go go go ran section!!! :thumbup:

can you provide SS bro?
 
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i dont know any ss cause i not know how to use it but i think it like this
 

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here is i think ran new interface and bar cp just check this and post how it work i dont how to use it someone just give this....sory for bad english



i hope we share all what we know like adding new class, max hp and damage so that we will not depend on other people serverfiles.go go go ran section!!! :thumbup:

This is not really for beginner...

Even if u just take and paste it inside ur source,there is still too many files need to be edited on ur client side...

No harm trying though...

For those who want to play with text color u can check out RanClientUILib > Interface > UITextControl.h
 
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@dmc
yeah i dont know how to use it that's why i share it so that someone can help and the same time i also helped others i just hope someone post guide here on how to put it in source.
 
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