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Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)

Newbie Spellweaver
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i tried to send you that pm but your inbox is full so i will copy it :
first thing i must say that main u built is awesome! its very cool
me and my friend wanna use it for our server but the other guys want to take off the fog and the giant monsters,and they dont want the 3d cam eiether
can you please help me with that?
thank you!
 
Newbie Spellweaver
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1>ClCompile:
1> Camera.cpp
1> ChatWnd.cpp
1> Fix.cpp
1> game_char.cpp
1> Hook.cpp
1> interface.cpp
1> Items.cpp
1> Main.cpp
1>Main.cpp(141): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1> C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\stdio.h(371): см. объявление "sprintf"
1> mob_hp_bar.cpp
1>mob_hp_bar.cpp(23): warning C4244: аргумент: преобразование "int" в "float", возможна потеря данных
1> MonsLib.cpp
1>MonsLib.cpp(34): warning C4101: dwResSize: неиспользованная локальная переменная
1>MonsLib.cpp(34): warning C4101: dwTotalSize: неиспользованная локальная переменная
1>MonsLib.cpp(34): warning C4101: dwResCount: неиспользованная локальная переменная
1>MonsLib.cpp(62): warning C4101: dwEnd: неиспользованная локальная переменная
1>MonsLib.cpp(134): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1> C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\stdio.h(371): см. объявление "sprintf"
1> mu_utils.cpp
1> Protocol.cpp
1> Research.cpp
1> Sky.cpp
1> StdAfx.cpp
1> Struct.cpp
1> Utils.cpp
1> Выполнение анализа кода для C/C++...
1>Link:
1> Создается библиотека C:\Users\IMP\Desktop\Sources_jacubb\_Client 1.03P Sources\Release\Main.lib и объект C:\Users\IMP\Desktop\Sources_jacubb\_Client 1.03P Sources\Release\Main.exp
1>Main.exp : warning LNK4070: директива /OUT:3DCamera.dll в .EXP отличается от имени выходного файла "C:\Users\IMP\Desktop\Sources_jacubb\_Client 1.03P Sources\Release\Main.dll"; директива игнорируется
1> Создание кода
1>c:\users\imp\desktop\sources_jacubb\_client 1.03p sources\main.cpp(200): warning C4731: MapCheckerCore2: регистр указателя фрейма "ebp" изменен встроенным кодом на языке ассемблера
1> Создание кода завершено
1>Main.exp : warning LNK4070: директива /OUT:3DCamera.dll в .EXP отличается от имени выходного файла "C:\Users\IMP\Desktop\Sources_jacubb\_Client 1.03P Sources\Release\Main.dll"; директива игнорируется
1>LINK : fatal error LNK1123: сбой при преобразовании в COFF: файл недопустим или поврежден
1>
1>СБОЙ построения.
1>
1>Затраченное время: 00:00:32.46
========== Построение: успешно: 0, с ошибками: 1, без изменений: 0, пропущено: 0 ==========
need help.
What could be the problem?


/SAFESEH (Image has Safe Exception Handlers)
/SAFESEH[:NO]
When /SAFESEH is specified, the linker will only produce an image if it can also produce a table of the image's safe exception handlers. This table specifies for the operating system which exception handlers are valid for the image.

/SAFESEH is only valid when linking for x86 targets. /SAFESEH is not supported for platforms that already have the exception handlers noted. For example, on x64 and ARM, all exception handlers are noted in the PDATA. ML64.exe has support for adding annotations that emit SEH information (XDATA and PDATA) into the image, allowing you to unwind through ml64 functions. See MASM for x64 (ml64.exe) for more information.

If /SAFESEH is not specified, the linker will produce an image with a table of safe exceptions handlers if all modules are compatible with the safe exception handling feature. If any modules were not compatible with safe exception handling feature, the resulting image will not contain a table of safe exception handlers. If /SUBSYSTEM specifies WINDOWSCE or one of the EFI_* options, the linker will not attempt to produce an image with a table of safe exceptions handlers, as neither of those subsystems can make use of the information.

If /SAFESEH:NO is specified, the linker will not produce an image with a table of safe exceptions handlers even if all modules are compatible with the safe exception handling feature.

The most common reason for the linker not to be able to produce an image is because one or more of the input files (modules) to the linker was not compatible with the safe exception handlers feature. A common reason for a module to not be compatible with safe exception handlers is because it was created with a compiler from a previous version of Visual C++.

You can also register a function as a structured exception handler by using .SAFESEH.

It is not possible to mark an existing binary as having safe exception handlers (or no exception handlers); information on safe exception handling must be added at build time.

The linker's ability to build a table of safe exception handlers depends on the application using the C runtime library. If you link with /NODEFAULTLIB and you want a table of safe exception handlers, you need to supply a load config struct (such as can be found in loadcfg.c CRT source file) that contains all the entries defined for Visual C++. For example:
 
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selling server files is against RZ rules
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Yre1xnj - Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more) - RaGEZONE Forums

Jewels model not displayed. Help me please. =/
 

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Newbie Spellweaver
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Jun 12, 2012
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as his sack Offsets Set & Wing NPC::Chaos Card Master and main 1.04d ?
 
King of the bongo
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Oct 17, 2009
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Can someone share a main or source preferable with all additions?
Thank you a lot :D
 
selling server files is against RZ rules
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New jewels are not put in things. Please tell me how to fix it? Or lay a piece of source code with the correct connection of jewels
 
Experienced Elementalist
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Nov 26, 2013
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please offsets for item limit increase for main 1.03.25 JPN

need this:
Code:
#define OpenTexture  0x005D63E0 //1.03P
#define BMDModelLoad 0x005D6A93 //1.03P
#define ReturnOffset 0x005DA18B //1.03P
#define LoadModel    0x005DA172 //1.03P

and this:
Code:
void InitModel(int ItemID, char* ModelName, char* Folder, char* Form)
{
	_asm
	{
		PUSH -1
		PUSH ModelName                   	
		PUSH Form
		PUSH ItemID
		mov eax,BMDModelLoad 
		CALL eax  


		PUSH 1
		PUSH 0x2600
		PUSH 0x2901
		PUSH Folder
		PUSH ItemID
		mov eax,OpenTexture
		CALL eax
	}
}


void InitSets(int ItemID, char* ModelName, char* Folder, char* Form)
{
	_asm
	{
		PUSH -1
		PUSH ModelName                   	
		PUSH Form
		PUSH ItemID
		mov eax,BMDModelLoad 
		CALL eax  


		PUSH 1
		PUSH 0x2600
		PUSH 0x2901
		PUSH Folder
		PUSH ItemID
		mov eax,OpenTexture
		CALL eax
	}
}


__declspec(naked) void PatchNewModel()
{
	//if(UseMaxWeapons == 1)
	//{
		for (i = 5; i <	512; i++)
		{
			if(i > 31)//swords
			{							
				sprintf_s(Item, "Sword%d", i+1);
				InitModel(LOAD_ITEM(0, i), Item, ItemFolder, ItemDir);	  
			}
			if(i > 8)//axes
			{
				sprintf_s(Item, "Axe%d", i+1);
				InitModel(LOAD_ITEM(1, i), Item, ItemFolder, ItemDir);
			}
			if(i > 18)//maces
			{
				sprintf_s(Item, "Mace%d", i+1);
				InitModel(LOAD_ITEM(2, i), Item, ItemFolder, ItemDir);
			}
			if(i > 11)//spears
			{
				sprintf_s(Item, "Spear%d", i+1);
				InitModel(LOAD_ITEM(3, i), Item, ItemFolder, ItemDir);
			}
			if(i > 24 && i < 210)//bow
			{
				sprintf_s(Item, "Bow%d", i+1);
				InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
			}
			if(i > 209 && i < 511)//crossbow
			{
				sprintf_s(Item, "Crossbow%d", i+1);
				InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
			}
			if(i > 34)//staff
			{
				sprintf_s(Item, "Staff%d", i+1);
				InitModel(LOAD_ITEM(5, i), Item, ItemFolder, ItemDir);
			}
			if(i > 21)//shield
			{
				sprintf_s(Item, "Shield%d", i+1);
				InitModel(LOAD_ITEM(6, i), Item, ItemFolder, ItemDir);
			}
			if(i > 9)//Wing
			{
				sprintf_s(Item, "Wing%d", i+1);
				InitModel(LOAD_ITEM(12, i), Item, ItemFolder, ItemDir);
			}
			if(i > 8)//Jewel
			{
				sprintf_s(Item, "Jewel%d", i+1);
				InitModel(LOAD_ITEM(14, i), Item, ItemFolder, ItemDir);
			}
		}
		_asm
		{
			PUSH -1
			PUSH 0x008CC1D0 //suho ok 1.03P
			PUSH 0x008CC1D8 //Data/Item ok 1.03P
			PUSH 0x1F60 //Here need to write for your client ok 1.03P
			mov eax,BMDModelLoad
			CALL eax
			ADD ESP,0x10
			mov eax,ReturnOffset
			JMP eax
		}
	//}
}


__declspec(naked) void PatchNewSets()
{
	
		for (i = 5; i < 512; i++)
		{
			if(i > 74)//helms
			{
				sprintf_s(Sets, "HelmMale%d", i+1);
				InitSets(LOAD_ITEM(7, i), Sets, PlayerFolder, PlayerDir);
			}
			if(i > 74)//armors
			{
				sprintf_s(Sets, "ArmorMale%d", i+1);
				InitSets(LOAD_ITEM(8, i), Sets, PlayerFolder, PlayerDir);
			}
			if(i > 74)//pants
			{
				sprintf_s(Sets, "PantMale%d", i+1);
				InitSets(LOAD_ITEM(9, i), Sets, PlayerFolder, PlayerDir);
			}
			if(i > 74)//gloves
			{
				sprintf_s(Sets, "GloveMale%d", i+1);
				InitSets(LOAD_ITEM(10, i), Sets, PlayerFolder, PlayerDir);
			}
			if(i > 74)//boots
			{
				sprintf_s(Sets, "BootMale%d", i+1);
				InitSets(LOAD_ITEM(11, i), Sets, PlayerFolder, PlayerDir);
			}
		}
		_asm
		{
			PUSH -1
			PUSH 0x008C6E14
			PUSH 0x008C6E1C
			PUSH 0x33A
			mov eax,BMDModelLoad
			CALL eax
			ADD ESP,0x10
			//mov eax,ReturnSetOffset
			JMP eax
		}
	
}
 
selling server files is against RZ rules
Joined
Feb 26, 2013
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please offsets for item limit increase for main 1.03.25 JPN

need this:
Code:
#define OpenTexture  0x005D63E0 //1.03P
#define BMDModelLoad 0x005D6A93 //1.03P
#define ReturnOffset 0x005DA18B //1.03P
#define LoadModel    0x005DA172 //1.03P

and this:
Code:
void InitModel(int ItemID, char* ModelName, char* Folder, char* Form)
{
    _asm
    {
        PUSH -1
        PUSH ModelName                       
        PUSH Form
        PUSH ItemID
        mov eax,BMDModelLoad 
        CALL eax  


        PUSH 1
        PUSH 0x2600
        PUSH 0x2901
        PUSH Folder
        PUSH ItemID
        mov eax,OpenTexture
        CALL eax
    }
}


void InitSets(int ItemID, char* ModelName, char* Folder, char* Form)
{
    _asm
    {
        PUSH -1
        PUSH ModelName                       
        PUSH Form
        PUSH ItemID
        mov eax,BMDModelLoad 
        CALL eax  


        PUSH 1
        PUSH 0x2600
        PUSH 0x2901
        PUSH Folder
        PUSH ItemID
        mov eax,OpenTexture
        CALL eax
    }
}


__declspec(naked) void PatchNewModel()
{
    //if(UseMaxWeapons == 1)
    //{
        for (i = 5; i <    512; i++)
        {
            if(i > 31)//swords
            {                            
                sprintf_s(Item, "Sword%d", i+1);
                InitModel(LOAD_ITEM(0, i), Item, ItemFolder, ItemDir);      
            }
            if(i > 8)//axes
            {
                sprintf_s(Item, "Axe%d", i+1);
                InitModel(LOAD_ITEM(1, i), Item, ItemFolder, ItemDir);
            }
            if(i > 18)//maces
            {
                sprintf_s(Item, "Mace%d", i+1);
                InitModel(LOAD_ITEM(2, i), Item, ItemFolder, ItemDir);
            }
            if(i > 11)//spears
            {
                sprintf_s(Item, "Spear%d", i+1);
                InitModel(LOAD_ITEM(3, i), Item, ItemFolder, ItemDir);
            }
            if(i > 24 && i < 210)//bow
            {
                sprintf_s(Item, "Bow%d", i+1);
                InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
            }
            if(i > 209 && i < 511)//crossbow
            {
                sprintf_s(Item, "Crossbow%d", i+1);
                InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
            }
            if(i > 34)//staff
            {
                sprintf_s(Item, "Staff%d", i+1);
                InitModel(LOAD_ITEM(5, i), Item, ItemFolder, ItemDir);
            }
            if(i > 21)//shield
            {
                sprintf_s(Item, "Shield%d", i+1);
                InitModel(LOAD_ITEM(6, i), Item, ItemFolder, ItemDir);
            }
            if(i > 9)//Wing
            {
                sprintf_s(Item, "Wing%d", i+1);
                InitModel(LOAD_ITEM(12, i), Item, ItemFolder, ItemDir);
            }
            if(i > 8)//Jewel
            {
                sprintf_s(Item, "Jewel%d", i+1);
                InitModel(LOAD_ITEM(14, i), Item, ItemFolder, ItemDir);
            }
        }
        _asm
        {
            PUSH -1
            PUSH 0x008CC1D0 //suho ok 1.03P
            PUSH 0x008CC1D8 //Data/Item ok 1.03P
            PUSH 0x1F60 //Here need to write for your client ok 1.03P
            mov eax,BMDModelLoad
            CALL eax
            ADD ESP,0x10
            mov eax,ReturnOffset
            JMP eax
        }
    //}
}


__declspec(naked) void PatchNewSets()
{
    
        for (i = 5; i < 512; i++)
        {
            if(i > 74)//helms
            {
                sprintf_s(Sets, "HelmMale%d", i+1);
                InitSets(LOAD_ITEM(7, i), Sets, PlayerFolder, PlayerDir);
            }
            if(i > 74)//armors
            {
                sprintf_s(Sets, "ArmorMale%d", i+1);
                InitSets(LOAD_ITEM(8, i), Sets, PlayerFolder, PlayerDir);
            }
            if(i > 74)//pants
            {
                sprintf_s(Sets, "PantMale%d", i+1);
                InitSets(LOAD_ITEM(9, i), Sets, PlayerFolder, PlayerDir);
            }
            if(i > 74)//gloves
            {
                sprintf_s(Sets, "GloveMale%d", i+1);
                InitSets(LOAD_ITEM(10, i), Sets, PlayerFolder, PlayerDir);
            }
            if(i > 74)//boots
            {
                sprintf_s(Sets, "BootMale%d", i+1);
                InitSets(LOAD_ITEM(11, i), Sets, PlayerFolder, PlayerDir);
            }
        }
        _asm
        {
            PUSH -1
            PUSH 0x008C6E14
            PUSH 0x008C6E1C
            PUSH 0x33A
            mov eax,BMDModelLoad
            CALL eax
            ADD ESP,0x10
            //mov eax,ReturnSetOffset
            JMP eax
        }
    
}
look for yourself
 
Newbie Spellweaver
Joined
May 1, 2014
Messages
28
Reaction score
2
Estoy usando el custom del VeltonD para mas items en la carpeta custom alguien me dice como los agrego? una pequeña ayuda porfa >_<
Noc que nombre les pondria? :p comolos agrego xfa xD
 
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