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Ingame HP/AP Displayer

Elite Diviner
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Apr 23, 2006
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I just need to fix a crash when changing resolutions on Windows Vista, then I'm gonna release it. May be some error with the D3Device.Reset.
 
Experienced Elementalist
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Apr 30, 2009
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Nice idea.
There is also an ASM Editing to get :
HP: 0 - AP: 0. ( Press F9 ).
 
(。◕‿‿◕。)
Loyal Member
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You wont tell your Enemy ur exact HP/AP ammount ...
Not all oponents are airheads ...
Wheres the part where i say that the enemy can see the stats, read again, your the dummy!
The point is tactical playing (that even exists on Gunz ...!)
60% can be 100hp or 60% can be 80 hp
Your enemy only knows 60% so he can only guess how many shots are
needed to kill you...

when your blue/red without that there you still make up a percentage, why can't you do that with exact numbers?

its not really different, just lets you know how much you have.
 
Adrian - Gunz Addict
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Oct 10, 2008
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You wont tell your Enemy ur exact HP/AP ammount ...
Not all oponents are airheads ...
Wheres the part where i say that the enemy can see the stats, read again, your the dummy!
The point is tactical playing (that even exists on Gunz ...!)
60% can be 100hp or 60% can be 80 hp
Your enemy only knows 60% so he can only guess how many shots are
needed to kill you...

... you make no sense then.
 
Music<3
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Oct 14, 2006
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I think this is a very good idea. I would love to see this released. ;D
 
Elite Diviner
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The problem with Windows Vista is fixed, now I gotta fix another problem with DirectX 10, then I'll release it.
 
Experienced Elementalist
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Oct 1, 2007
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I think this is a good idea, also you could try showing a hp/ap bar when aiming at a target player.

Example:
When you aim at someone in game, you see the character's name. With the edit I mentioned, when you aim at someone you would see the character's name along with a blue and green bar under the name to show how much hp/ap that character has.

Just an idea, no flaming please.
 
Joined
Sep 10, 2007
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Can you post the ZCharacter structure?

Thanks

Code:
struct MUID
{
	DWORD uidLow;
	DWORD uidHigh;
};
struct ZItem
{
	struct class1{};
	char Unknown0[16];
	DWORD IsEquipped;
	char Unknown1[12];
	class1* Unknown2;
	char Unknown3[8];
	DWORD AmmoRight;
	DWORD AmmoLeft;
};
struct D3DXVector3
{
	float x;
	float y;
	float z;
};
struct ZEncryptor
{
	char Unknown0[12];
	DWORD Base;
	char Unknown1[16];
	int Offset;
};


class ZCharacter
{
public:
	DWORD ZCharacterId; 
	char Unknown0[36]; 
	MUID uidCharacter;
	char Unknown1[40];
	ZEncryptor *PositionMarker;
	D3DXVector3 Direction;
	DWORD ZCharacterItemMarker;
	char Unknown2[4];
	ZItem Head;
	ZItem Chest;
	ZItem Hand;
	ZItem Leg;
	ZItem Feet;
	ZItem LRing;
	ZItem RRing;
	ZItem Melee;
	ZItem PGun;
	ZItem SGun;
	ZItem PItem;
	ZItem SItem;
	int CurrentWeapon;
	char Unknown3[20];
	char LastMovement[12];
	char Unknown4[32];
	ZCharacter *LastAttacker;
	char Unknown5[32];
	char NameDirty[32];
	char ClanDirty[16];
	char Unknown7[12];
	int Level;
	char Unknown8[28];
	int Kills;
	int Deaths;
	char Unknown9[36];
	char Name[32];
	char Clan[16];
	char Unknown10[348];
	int Team;
	char Unknown11[137];
	byte IsSniping;

	D3DXVector3& Position()
	{
		return *(D3DXVector3*)(*(PDWORD_PTR)(PositionMarker->Base + PositionMarker->Offset * 0x4));
	}

	void Revive ()
	{
		((void (__thiscall *)(LPVOID))ZCharacter__RevivalAddress) (this);
	}
 
	void SetHP (int nValue)
	{
		((void (__thiscall *)(LPVOID, int))ZCharacter__SetHPAddress) (this, nValue);
	}

	void SetAP (int nValue)
	{
		((void (__thiscall *)(LPVOID, int))ZCharacter__SetAPAddress) (this,nValue);
	}

	int GetHP ()
	{
		return ((int (__thiscall *)(LPVOID))ZCharacter__GetHPAddress) (this);
	}

	int GetAP ()
	{
		return ((int (__thiscall *)(LPVOID))ZCharacter__GetAPAddress) (this);	
	}
};

struct MCommandParameter
{
	LPVOID VTable;
	int m_nType;
};

struct MCommandParamCondition
{
};


struct MCommandParameterDesc
{
	LPVOID VTable;
	int m_nType;
	char m_szDescription[64];
	std::vector<MCommandParamCondition *> m_Conditions;
};


struct MCommandDesc
{
	LPVOID VTable;
	int m_nID;
	char m_szName[256];
	char m_szDescription[256];
	DWORD_PTR m_nFlag;
	std::vector<MCommandParameterDesc*> m_ParamDescs;
};


struct MCommand
{
	DWORD_PTR CMemPool;
	MCommand* m_next;
	MUID m_Sender;
	MUID m_Receiver;
	MCommandDesc *m_pCommandDesc;
	std::vector<MCommandParameter*> m_Params;
	unsigned char m_nSerialNumber;
};

struct ZGameClient
{
	char unknown0[88];
	char Unknown1[32]; 
	char unknown2[288];
	MUID ServerMUID; 
	MUID MyMUID; 
	MUID ChannelMUID;
	MUID StageMUID; 
	char ServerName[64];
	char ServerIP[32]; 
	char unknown3[744];
	char CurrentChannel[128];
	char Unknown4[128];
	char Unknown5[128];
	char CurrentGame[128];
	char CurrentChat[64];
	unsigned int RoomNumber;
	int CurrentCursor;
	bool ClanWar;
	int ChannelType;
	char szKickText[128];
	DWORD m_nPrevClockRequestAttribute;
	int BridgePeerCount;
	DWORD LastBridgePeer;
	int Countdown;
	DWORD LastCountdown;
	int RequestID;
	MUID uidRequestPlayer;
};


All I have right now.
 
Experienced Elementalist
Joined
Oct 1, 2007
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That is a good start, I am looking further into Directx32. When this is completed I will be releasing this as open-source to anyone that wants it. If anyone wants to help, please contact me via PM, thank you.
 
Newbie Spellweaver
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Aug 3, 2009
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very good, will be a liberation?
 
Skilled Illusionist
Joined
Nov 11, 2008
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Does it display it on the HP/AP bar using screen co-ords ? If it does, wouldn't it mess up if the resolution was changed ?
 
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