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[Development] Custom Bows & Crossbows Client Source (1.03K)

(づ。◕‿‿◕。)
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

please share me source effect wings 2.5 bro :(
Code:
LPVOID F1_Thisv1; DWORD F1_Arg1v1; 
DWORD F1_Arg11v1; 
DWORD F1_Arg2v1; 
DWORD F2_Arg5v1; 
DWORD F3_Arg3v1; 
// 
LPVOID F1_Thisv2; 
DWORD F1_Arg1v2; 
DWORD F1_Arg11v2; 
DWORD F1_Arg2v2; 
DWORD F2_Arg5v2; 
DWORD F3_Arg3v2; 
// 
LPVOID F1_Thisv3; 
DWORD F1_Arg1v3; 
DWORD F1_Arg11v3; 
DWORD F1_Arg2v3; 
DWORD F2_Arg5v3; 
DWORD F3_Arg3v3; 
// 
LPVOID F1_Thisv4; 
DWORD F1_Arg1v4; 
DWORD F1_Arg11v4; 
DWORD F1_Arg2v4; 
DWORD F2_Arg5v4; 
DWORD F3_Arg3v4; 
// 
LPVOID F1_Thisv5; 
DWORD F1_Arg1v5; 
DWORD F1_Arg11v5; 
DWORD F1_Arg2v5; 
DWORD F2_Arg5v5; 
DWORD F3_Arg3v5; 
// 
LPVOID F1_Thisv6; 
DWORD F1_Arg1v6; 
DWORD F1_Arg11v6; 
DWORD F1_Arg2v6; 
DWORD F2_Arg5v6; 
DWORD F3_Arg3v6; 
// 
LPVOID F1_Thisv7; 
DWORD F1_Arg1v7; 
DWORD F1_Arg11v7; 
DWORD F1_Arg2v7; 
DWORD F2_Arg5v7; 
DWORD F3_Arg3v7; 
// 
LPVOID F1_Thisv8; 
DWORD F1_Arg1v8; 
DWORD F1_Arg11v8; 
DWORD F1_Arg2v8; 
DWORD F2_Arg5v8; 
DWORD F3_Arg3v8; 
// 
LPVOID F1_Thisv9; 
DWORD F1_Arg1v9; 
DWORD F1_Arg11v9; 
DWORD F1_Arg2v9; 
DWORD F2_Arg5v9; 
DWORD F3_Arg3v9; 
// 
LPVOID F1_Thisv10; 
DWORD F1_Arg1v10; 
DWORD F1_Arg11v10; 
DWORD F1_Arg2v10; 
DWORD F2_Arg5v10; 
DWORD F3_Arg3v10; 


Naked(AddWingsEffect) 
{ 
    /* 
            0x7d83    // ~ Lights (1-5)             
            ------   ---------------------------------- 
            0x7d7E    // ~ Flower 1 
            0x7d7F    // ~ Flower 2 
            0x7d80    // ~ Flower 3 
            ------   ---------------------------------- 
            0x7d4d    // ~ Flame (0 / 1+) 
            0x7e73    // ~ Flame Type 2 
            0x7eaf    // ~ Flame Type 3   
            ------   ---------------------------------- 
            0x7e35    // ~ Snow Type 1 
            0x7e36    // ~ Snow Type 2 
            ------   ---------------------------------- 
            0x7e63    // ~ Heart (0 / 1) 
            ------   ---------------------------------- 
            0x7E1F    // ~ Blue Effect  
            ------   ---------------------------------- 
            0x7d30    // ~ Some Balls 
            ------   ---------------------------------- 
            0x7d65    // ~ Basic Smoke(phun khoi) 
            0x7d65    // ~ Green Smoke 
            0x7d65    // ~ Smoke Up-Right 
            0x7d65    // ~ Smoke Type (3 / 4+) 
            0x7e04    // ~ Smoke Ball (0 / 5+) 
            ------   ---------------------------------- 
            0x7e22    // ~ Some effect 
            ------   ---------------------------------- 
            0x7e7c    // ~ Static Light 
            ------   ---------------------------------- 
            0x7d36    // ~ Blue Dynamic Light (0+) 
            ------   ---------------------------------- 
            0x7d71    // ~ Stars (id 4 like w3 elf) 
            */ 
     
     
    _asm 
    { 
        mov AddWingsEffect_Buff, edx 
        mov edx, dword ptr ss: [ebp - 0x68] 
        mov F1_Thisv1, edx 
        mov F1_Thisv2, edx 
        mov F1_Thisv3, edx 
        mov F1_Thisv4, edx 
        mov F1_Thisv5, edx 
        mov F1_Thisv6, edx 
        mov F1_Thisv7, edx 
        mov F1_Thisv8, edx 
        mov F1_Thisv9, edx 
        mov F1_Thisv10, edx 
        lea edx, [ebp - 0x58] 
        mov F1_Arg1v1, edx 
        mov F1_Arg1v2, edx 
        mov F1_Arg1v3, edx 
        mov F1_Arg1v4, edx 
        mov F1_Arg1v5, edx 
        mov F1_Arg1v6, edx 
        mov F1_Arg1v7, edx 
        mov F1_Arg1v8, edx 
        mov F1_Arg1v9, edx 
        mov F1_Arg1v10, edx 
        lea edx, [ebp - 0x18] 
        mov F1_Arg11v1, edx 
        mov F1_Arg11v2, edx 
        mov F1_Arg11v3, edx 
        mov F1_Arg11v4, edx 
        mov F1_Arg11v5, edx 
        mov F1_Arg11v6, edx 
        mov F1_Arg11v7, edx 
        mov F1_Arg11v8, edx 
        mov F1_Arg11v9, edx 
        mov F1_Arg11v10, edx 
        mov edx, dword ptr ss: [ebp - 0x6c] 
        mov F1_Arg2v1, edx 
        mov F1_Arg2v2, edx 
        mov F1_Arg2v3, edx 
        mov F1_Arg2v4, edx 
        mov F1_Arg2v5, edx 
        mov F1_Arg2v6, edx 
        mov F1_Arg2v7, edx 
        mov F1_Arg2v8, edx 
        mov F1_Arg2v9, edx 
        mov F1_Arg2v10, edx 
        fldz 
        fstp dword ptr ss: [esp] 
        mov edx, dword ptr ss: [ebp - 0x70] 
        mov F2_Arg5v1, edx 
        mov F2_Arg5v2, edx 
        mov F2_Arg5v3, edx 
        mov F2_Arg5v4, edx 
        mov F2_Arg5v5, edx 
        mov F2_Arg5v6, edx 
        mov F2_Arg5v7, edx 
        mov F2_Arg5v8, edx 
        mov F2_Arg5v9, edx 
        mov F2_Arg5v10, edx 
        mov edx, AddWingsEffect_Buff 
    } 
     


    if (gItem.IsCustomWings(AddWingsEffect_Buff, true)) 
    { 
         
        if(AddWingsEffect_Buff == ITEM2(12, 184)) 
        { 
            Color [0] = 1.0; 
            Color [1] = 0.3; 
            Color [2] = 0.0; 
            // ---- 
            pAllowStaticEffect (F1_Thisv1, & F1_Arg11v1, F1_Arg2v1, 4, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v1, 2, Color, F2_Arg5v1, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv2, & F1_Arg11v2, F1_Arg2v2, 42, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v2, 2, Color, F2_Arg5v2, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv3, & F1_Arg11v3, F1_Arg2v3, 27, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v3, 2, Color, F2_Arg5v3, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv4, & F1_Arg11v4, F1_Arg2v4, 21, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v4, 2, Color, F2_Arg5v4, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv5, & F1_Arg11v5, F1_Arg2v5, 53, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v5, 2, Color, F2_Arg5v5, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv6, & F1_Arg11v6, F1_Arg2v6, 59, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v6, 2, Color, F2_Arg5v6, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv7, & F1_Arg11v7, F1_Arg2v7, 5, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v7, 2, Color, F2_Arg5v7, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv8, & F1_Arg11v8, F1_Arg2v8, 28, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v8, 2, Color, F2_Arg5v8, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv9, & F1_Arg11v9, F1_Arg2v9, 10, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v9, 2, Color, F2_Arg5v9, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv10, & F1_Arg11v10, F1_Arg2v10, 33, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v10, 2, Color, F2_Arg5v10, 2.0, 0); 
        } 
         
        _asm 
        { 
            mov AddWingsEffect_Buff, 0x0056CA63 
            jmp AddWingsEffect_Buff 
        } 
    }     
        // ---- 
    if( AddWingsEffect_Buff > 0x0A9D ) 
    { 
        _asm 
        { 
            mov AddWingsEffect_Buff, 0x005667BB 
            jmp AddWingsEffect_Buff 
        } 
    } 
    // ---- 
    _asm 
    { 
        mov AddWingsEffect_Buff, 0x00566707 
        jmp AddWingsEffect_Buff 
    } 
}
Kiosani - [Development] Custom Bows & Crossbows Client Source (1.03K) - RaGEZONE Forums
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

Code:
LPVOID F1_Thisv1; DWORD F1_Arg1v1; 
DWORD F1_Arg11v1; 
DWORD F1_Arg2v1; 
DWORD F2_Arg5v1; 
DWORD F3_Arg3v1; 
// 
LPVOID F1_Thisv2; 
DWORD F1_Arg1v2; 
DWORD F1_Arg11v2; 
DWORD F1_Arg2v2; 
DWORD F2_Arg5v2; 
DWORD F3_Arg3v2; 
// 
LPVOID F1_Thisv3; 
DWORD F1_Arg1v3; 
DWORD F1_Arg11v3; 
DWORD F1_Arg2v3; 
DWORD F2_Arg5v3; 
DWORD F3_Arg3v3; 
// 
LPVOID F1_Thisv4; 
DWORD F1_Arg1v4; 
DWORD F1_Arg11v4; 
DWORD F1_Arg2v4; 
DWORD F2_Arg5v4; 
DWORD F3_Arg3v4; 
// 
LPVOID F1_Thisv5; 
DWORD F1_Arg1v5; 
DWORD F1_Arg11v5; 
DWORD F1_Arg2v5; 
DWORD F2_Arg5v5; 
DWORD F3_Arg3v5; 
// 
LPVOID F1_Thisv6; 
DWORD F1_Arg1v6; 
DWORD F1_Arg11v6; 
DWORD F1_Arg2v6; 
DWORD F2_Arg5v6; 
DWORD F3_Arg3v6; 
// 
LPVOID F1_Thisv7; 
DWORD F1_Arg1v7; 
DWORD F1_Arg11v7; 
DWORD F1_Arg2v7; 
DWORD F2_Arg5v7; 
DWORD F3_Arg3v7; 
// 
LPVOID F1_Thisv8; 
DWORD F1_Arg1v8; 
DWORD F1_Arg11v8; 
DWORD F1_Arg2v8; 
DWORD F2_Arg5v8; 
DWORD F3_Arg3v8; 
// 
LPVOID F1_Thisv9; 
DWORD F1_Arg1v9; 
DWORD F1_Arg11v9; 
DWORD F1_Arg2v9; 
DWORD F2_Arg5v9; 
DWORD F3_Arg3v9; 
// 
LPVOID F1_Thisv10; 
DWORD F1_Arg1v10; 
DWORD F1_Arg11v10; 
DWORD F1_Arg2v10; 
DWORD F2_Arg5v10; 
DWORD F3_Arg3v10; 


Naked(AddWingsEffect) 
{ 
    /* 
            0x7d83    // ~ Lights (1-5)             
            ------   ---------------------------------- 
            0x7d7E    // ~ Flower 1 
            0x7d7F    // ~ Flower 2 
            0x7d80    // ~ Flower 3 
            ------   ---------------------------------- 
            0x7d4d    // ~ Flame (0 / 1+) 
            0x7e73    // ~ Flame Type 2 
            0x7eaf    // ~ Flame Type 3   
            ------   ---------------------------------- 
            0x7e35    // ~ Snow Type 1 
            0x7e36    // ~ Snow Type 2 
            ------   ---------------------------------- 
            0x7e63    // ~ Heart (0 / 1) 
            ------   ---------------------------------- 
            0x7E1F    // ~ Blue Effect  
            ------   ---------------------------------- 
            0x7d30    // ~ Some Balls 
            ------   ---------------------------------- 
            0x7d65    // ~ Basic Smoke(phun khoi) 
            0x7d65    // ~ Green Smoke 
            0x7d65    // ~ Smoke Up-Right 
            0x7d65    // ~ Smoke Type (3 / 4+) 
            0x7e04    // ~ Smoke Ball (0 / 5+) 
            ------   ---------------------------------- 
            0x7e22    // ~ Some effect 
            ------   ---------------------------------- 
            0x7e7c    // ~ Static Light 
            ------   ---------------------------------- 
            0x7d36    // ~ Blue Dynamic Light (0+) 
            ------   ---------------------------------- 
            0x7d71    // ~ Stars (id 4 like w3 elf) 
            */ 
     
     
    _asm 
    { 
        mov AddWingsEffect_Buff, edx 
        mov edx, dword ptr ss: [ebp - 0x68] 
        mov F1_Thisv1, edx 
        mov F1_Thisv2, edx 
        mov F1_Thisv3, edx 
        mov F1_Thisv4, edx 
        mov F1_Thisv5, edx 
        mov F1_Thisv6, edx 
        mov F1_Thisv7, edx 
        mov F1_Thisv8, edx 
        mov F1_Thisv9, edx 
        mov F1_Thisv10, edx 
        lea edx, [ebp - 0x58] 
        mov F1_Arg1v1, edx 
        mov F1_Arg1v2, edx 
        mov F1_Arg1v3, edx 
        mov F1_Arg1v4, edx 
        mov F1_Arg1v5, edx 
        mov F1_Arg1v6, edx 
        mov F1_Arg1v7, edx 
        mov F1_Arg1v8, edx 
        mov F1_Arg1v9, edx 
        mov F1_Arg1v10, edx 
        lea edx, [ebp - 0x18] 
        mov F1_Arg11v1, edx 
        mov F1_Arg11v2, edx 
        mov F1_Arg11v3, edx 
        mov F1_Arg11v4, edx 
        mov F1_Arg11v5, edx 
        mov F1_Arg11v6, edx 
        mov F1_Arg11v7, edx 
        mov F1_Arg11v8, edx 
        mov F1_Arg11v9, edx 
        mov F1_Arg11v10, edx 
        mov edx, dword ptr ss: [ebp - 0x6c] 
        mov F1_Arg2v1, edx 
        mov F1_Arg2v2, edx 
        mov F1_Arg2v3, edx 
        mov F1_Arg2v4, edx 
        mov F1_Arg2v5, edx 
        mov F1_Arg2v6, edx 
        mov F1_Arg2v7, edx 
        mov F1_Arg2v8, edx 
        mov F1_Arg2v9, edx 
        mov F1_Arg2v10, edx 
        fldz 
        fstp dword ptr ss: [esp] 
        mov edx, dword ptr ss: [ebp - 0x70] 
        mov F2_Arg5v1, edx 
        mov F2_Arg5v2, edx 
        mov F2_Arg5v3, edx 
        mov F2_Arg5v4, edx 
        mov F2_Arg5v5, edx 
        mov F2_Arg5v6, edx 
        mov F2_Arg5v7, edx 
        mov F2_Arg5v8, edx 
        mov F2_Arg5v9, edx 
        mov F2_Arg5v10, edx 
        mov edx, AddWingsEffect_Buff 
    } 
     


    if (gItem.IsCustomWings(AddWingsEffect_Buff, true)) 
    { 
         
        if(AddWingsEffect_Buff == ITEM2(12, 184)) 
        { 
            Color [0] = 1.0; 
            Color [1] = 0.3; 
            Color [2] = 0.0; 
            // ---- 
            pAllowStaticEffect (F1_Thisv1, & F1_Arg11v1, F1_Arg2v1, 4, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v1, 2, Color, F2_Arg5v1, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv2, & F1_Arg11v2, F1_Arg2v2, 42, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v2, 2, Color, F2_Arg5v2, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv3, & F1_Arg11v3, F1_Arg2v3, 27, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v3, 2, Color, F2_Arg5v3, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv4, & F1_Arg11v4, F1_Arg2v4, 21, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v4, 2, Color, F2_Arg5v4, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv5, & F1_Arg11v5, F1_Arg2v5, 53, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v5, 2, Color, F2_Arg5v5, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv6, & F1_Arg11v6, F1_Arg2v6, 59, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v6, 2, Color, F2_Arg5v6, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv7, & F1_Arg11v7, F1_Arg2v7, 5, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v7, 2, Color, F2_Arg5v7, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv8, & F1_Arg11v8, F1_Arg2v8, 28, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v8, 2, Color, F2_Arg5v8, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv9, & F1_Arg11v9, F1_Arg2v9, 10, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v9, 2, Color, F2_Arg5v9, 2.0, 0); 
            // - 
            pAllowStaticEffect (F1_Thisv10, & F1_Arg11v10, F1_Arg2v10, 33, 0); 
            pPlayStaticEffect (0x7D03, & F1_Arg11v10, 2, Color, F2_Arg5v10, 2.0, 0); 
        } 
         
        _asm 
        { 
            mov AddWingsEffect_Buff, 0x0056CA63 
            jmp AddWingsEffect_Buff 
        } 
    }     
        // ---- 
    if( AddWingsEffect_Buff > 0x0A9D ) 
    { 
        _asm 
        { 
            mov AddWingsEffect_Buff, 0x005667BB 
            jmp AddWingsEffect_Buff 
        } 
    } 
    // ---- 
    _asm 
    { 
        mov AddWingsEffect_Buff, 0x00566707 
        jmp AddWingsEffect_Buff 
    } 
}
Kiosani - [Development] Custom Bows & Crossbows Client Source (1.03K) - RaGEZONE Forums

tks bro but i need effect wing 2.5 , i have effecct wings ss8 :(
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

please share me source effect Custom items; Ex. (Items Swords, Bows, Staffs, etc)

Main 1.04 zTeam
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I can not work in the main 1.05D +, it does not put the bow, it turns red
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

//New Bows
25 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
26 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
27 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
28 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
//New Crossbow
29 0 24 2 3 1 1 1 "Great Reign Crossbow" 100 150 172 40 80 0 0 0 61 285 0 0 0 2 0 0 1 0 0 0
end

Is correct, it has to load the MuServer? I can not put the player
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

//New Bows
25 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
26 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
27 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
28 1 24 2 4 1 1 0 "Ari Lyn Bow" 147 170 194 45 88 0 0 0 49 226 0 0 0 0 0 0 1 0 0 0
//New Crossbow
29 0 24 2 3 1 1 1 "Great Reign Crossbow" 100 150 172 40 80 0 0 0 61 285 0 0 0 2 0 0 1 0 0 0
end

I don't know why.. then.. sorry.. maybe your added bows have so much Level I mean.. > 400 :p:
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I did not understand, you mean that my player has to be level 400? You need to fix in dataserver?
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I did not understand, you mean that my player has to be level 400? You need to fix in dataserver?

No bro... I mean.. if you test equip new bows +0 I mean.. without: F.O. Exc +13 etc.. well.. sincerely.. I can't remember fine but.. I had this problem since in the past.. and I fix ! ;)
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I tried, but I believe that is the problem MuServer I'm using, I try to use another to see ... I think is not reading the possições new bows, only the category bow, add another category in ax and managed to equip ordinary .. . thanks
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I'm tring to do it in the main 1.03O Eng but the crossbow does not work.
The posicion in inventary be ok, but in the character has a bug.
 
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

I'm tring to do it in the main 1.03O Eng but the crossbow does not work.
The posicion in inventary be ok, but in the character has a bug.

yeah, exists another function on main.exe to fix this problem... I have maded but for: 1.03.13 JPN main.exe, maybe later I re-make for 1.03.11 JPN and update main thread.
 
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Re: Custom Bows & Crossbows Client Source (1.03K)

There are some valid Effect id to change in source

JQf4lm9 - [Development] Custom Bows & Crossbows Client Source (1.03K) - RaGEZONE Forums


Code:
	/*
		266
		267
		268
		269
		270
		271
		272
		273 // Screenshot skill id for bow
		274
		294
		295
		296
		297
		298
		321
		324
		335
		365
		509
	*/

Need help to see skill id in action?








TEST DUDE!


Kiosani

Maybe a way to fix in mains > season 4
Fixed in custom main (You know what is :D)

Code:
/* .h file
static void Test(float a1, float a2, float a3, int a4, int a5, int ItemID, int ItemLevel, int a8, char InBagPack, char a10, int a11, char a12);
*/

#define pTest	((void(__cdecl*)(float a1, float a2, float a3, int a4, int a5, int ItemID, int ItemLevel, int a8, char InBagPack, char a10, int a11, char a12)) 0x5321F0) 

void cItemAsm::Test(float a1,float a2,float a3,int a4,int a5,int ItemId,int ItemLevel,int a8,char InBagPack,char a10,int a11,char a12)
{
	switch(ItemId)
	{
		case ObjectId(4,26):
		{
			if(InBagPack > 0)
			{
				InBagPack = 0; // Strange, but fixed it!
			}

			break;
		}
	}

	pTest(a1,a2,a3,a4,a5,ItemId,ItemLevel,a8,InBagPack,a10,a11,a12);
}

/*
 Hook
	gToolKit.SetOp((LPVOID)0x0053C916,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x0053C9DA,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x0053CB2D,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x00540DCD,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x005511CC,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x00551225,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x00551336,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x0055143B,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x00551485,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x00551519,this->Test,ASM::CALL);
	gToolKit.SetOp((LPVOID)0x006E6EF2,this->Test,ASM::CALL);
*/

Ps. I do not really know what is every function name LOL
 

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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

Updated:
Correct header parameters are:

Code:
void cItemAsm::CalcItemDimension(float Horizontal,float Vertical,float Height,lpViewObj lpObj,int a5,int ItemId,int ItemLevel,int a8,char InBagPack,char a10,int a11,char a12)
 
Junior Spellweaver
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

Crossbow pos problems:
hO3lAO7 - [Development] Custom Bows & Crossbows Client Source (1.03K) - RaGEZONE Forums
 

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Newbie Spellweaver
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

Plss have offsets Muemu s6 1.04e?
 
Skilled Illusionist
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re: [Development] Custom Bows & Crossbows Client Source (1.03K)

Plss have offsets Muemu s6 1.04e?

Bow skill -> 0x0074A128
cross skill -> 0x00749DCC
Bow inventory -> 0x005CC8E4
Cross world pos -> 0x0056595E
 
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