MU Season 6 Version 3.1 for VN

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  1. #1
    Apprentice ttlsonline2 is offline
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    thumbs up MU Season 6 Version 3.1 for VN

    GamethuVN.Net Season 6 Version 3.1 (HD) - YouTube

    What do you think after watching?


  2. #2
    Darkness Member Kiosani is offline
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    Oct 2007 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    English:

    It's awesome!, There are many new graphic effects, and many new mods client/server... just stunning... thanks for showing. :)

    Việt Nam:

    Thật là tuyệt vời!, Có rất nhiều hiệu ứng đồ họa mới và mods nhiều khách hàng/máy chủ... chỉ là cảnh quan tuyệt đẹp... cảm ơn cho hiển thị. :)
    Last edited by Kiosani; 20-10-11 at 12:25 AM.

  3. #3
    Alpha Member 2009x2014 is offline
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    Dec 2009 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    u know exactly what ur doing/code

    good job, and really nice video edit

    respect/gl

  4. #4
    Member OhOhOh is offline
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    Aug 2011 Join Date
    51Posts

    Re: MU Season 6 Version 3.1 for VN

    He only boast his server custom features. That's all. Some of them i saw were:

    - DDay Event (Look like a new custom arena map).
    - Can use jewel (Bless) to update pet Unicorn.
    - Make Wings 3 more special and stronger with Chaos mix (He called them SUPER WINGS 3).
    - 5 Basic Elements system (Earth/Fire/Water/Metal) <=== Maybe he likes Chinese MMORPG.
    - Something i don't remember.

    It's boring!

  5. #5
    Novice 02512325123 is offline
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    Re: MU Season 6 Version 3.1 for VN


  6. #6
    Member laudaicat is offline
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    Oct 2008 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    Watch on HD you can see:
    - Damage > 65.5535, HP > 65.535
    - HP Monster Bar on Top each Monster.
    - FULL 3D Camera (Fix: Fog, HP Damage, Character Direction ...).
    - ...

    Some Image:







    DDay Event is not only Custom Map:

    Code:
    #pragma once
    #include "user.h"
    #include "TimeEvent.h"
    
    #if (EVENT_DDAY == 1) && (GS_CASTLE == 1)
    #define DDAY_USERPERGENS_MAX		100
    #define DDAY_MONNORMAL_MAX			500
    #define DDAY_MAX_WINNER				10
    struct DDayBlockArea
    {
    	BYTE btStartX;
    	BYTE btStartY;
    	BYTE btEndX;
    	BYTE btEndY;
    };
    
    
    
    class DDayEvent
    {
    public:
    
    	enum DDayState
    	{
    		DDayState_CLOSE		= 0,
    		DDayState_OPEN		= 1,
    		DDayState_READY		= 2,
    		DDayState_PLAYING	= 3,
    		DDayState_END		= 4,
    		DDayState_OCCUPIED	= 5,		
    	};
    
    	struct USER_INFO
    	{
    		int aIndex;
    		bool bKeep;
    	};
    
    
    	struct SortList
    	{
    		int iPos;
    		int iVal;
    	};
    
    
    	DDayEvent(void);
    	~DDayEvent(void);
    
    	void ProtocolCore(int aIndex,BYTE * lpRecv,BYTE protoEx);
    	void NpcTalk(LPOBJ lpNPC, LPOBJ lpObj);
    	void ReqEnterMap(int aIndex);
    	int GetLeftTime();
    	void LoadConfig(char * szConfig);
    	void LoadIni(char * szConfig);
    
    	DDayEvent::DDayState	GetState();
    	int GetStateTime();
    
    	void	SetState(DDayEvent::DDayState _eState);
    	void	RunState();
    	void	MoveToArea(int aIndex);
    
    
    	int		User_InDDayType( LPOBJ lpObj );
    	void	User_Remove(LPOBJ lpObj);
    
    	BOOL	CheckPos(GENS_TYPE _eGens,BYTE _X,BYTE _Y);
    	void	InitMonster();
    	void	MonsterKilled(LPOBJ lpObj, LPOBJ lpKillerFinnal);
    	BOOL	CheckPK(LPOBJ lpObj, LPOBJ lpVictim);
    	void	OnPlayerDie(LPOBJ lpObj, LPOBJ lpKiller);
    	void	OnPlayerRegen(LPOBJ lpObj);
    
    
    
    private:
    	void	SetState_CLOSE();
    	void	RunState_CLOSE();
    
    	void	SetState_OPEN();
    	void	RunState_OPEN();
    
    	void	SetState_READY();
    	void	RunState_READY();
    
    	void	SetState_PLAYING();
    	void	RunState_PLAYING();
    
    	void	SetState_END();
    	void	RunState_END();
    
    	void	SetState_OCCUPIED();
    	void	RunState_OCCUPIED();
    
    	void	SendZoneSafetyInfo(int aIndex,bool bDoBlock, GENS_TYPE _gType);
    	void	SendZoneSafetyInfo(GENS_TYPE SendGroup,bool bDoBlock, GENS_TYPE _gType);
    	void	User_Reset();
    	BOOL	User_Add(LPOBJ lpObj);
    	void	SetNPCStatue();
    	void	RemoveNPCStatue();
    	void	MonsterNormalSet();
    	void	MonsterNormalRemove();
    	void	UserSetEnd();
    	void	RemoveAllPlayer();
    
    	void	SendTeam(GENS_TYPE _gensType,void * _p,int _iSize);
    	void	GCStartSend(BYTE _bStart);
    	void	GCSTimerSend(WORD wTimeLeft);
    	void	RewardItemWinner(LPOBJ lpMonster,int aIndexKiller);
    	BOOL	IsFoundHPPotion( LPOBJ lpObj );
    	void	GCPlayerRegenTimer(LPOBJ lpObj);
    
    	void	calcEndResultTable();
    	static bool	sortMember(SortList const & lhs,SortList const & rhs);
    	void	sendHideResultTable(int aIndex);
    	void	CheckUnblockStatue();
    
    
    private:
    	DDayState		m_State;
    	int				m_StateTickSec;
    	int				m_TimeNoticeCheck;
    	int				m_TimeNoticeCheck2;
    
    	GENS_TYPE		m_eGensWiner;
    	int				m_Time_Open;
    	int				m_Time_Wait;
    	int				m_Time_Playing;
    	int				m_Time_Ending;
    	int				m_Time_Occupied;
    	CTimeEvent		m_TimeEvent;
    	CTargetTime		m_TimeOpen;
    
    
    	CRITICAL_SECTION	m_ProtectUser;
    	USER_INFO		m_pGensAIndex[DDAY_USERPERGENS_MAX];
    	int				m_GensACount;
    	USER_INFO		m_pGensBIndex[DDAY_USERPERGENS_MAX];
    	int				m_GensBCount;
    
    	DDayBlockArea	m_BlockArea[2];
    
    
    	int				m_Mon_TeamAPos;
    	int				m_Mon_TeamBPos;
    	int				m_Mon_Normal[DDAY_MONNORMAL_MAX];
    	int				m_Mon_NormalCount;
    
    	int				m_Mon_TeamAIndex;
    	int				m_Mon_TeamBIndex;
    	int				m_Mon_NormalIndex[DDAY_MONNORMAL_MAX];
    	int				m_Mon_NormalIndexCount;
    
    
    	BOOL			m_EventEnable;
    	int				m_EventStatueUnBlockPoint;
    	int				m_EventStatueUnBlockTimeSec;
    	int				m_GensAPoint;
    	int				m_GensBPoint;
    
    	BOOL			m_IsUnblockStatueTeamA;
    	BOOL			m_IsUnblockStatueTeamB;
    };
    
    extern DDayEvent g_DDayEvent;
    #endif
    Last edited by laudaicat; 20-10-11 at 07:49 AM.

  7. #7
    King of the bongo Denied is offline
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    Re: MU Season 6 Version 3.1 for VN

    This DDay event is coded in client too, right?

  8. #8
    A.C.A.B. DoubleHand is offline
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    Nov 2010 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    Quote Originally Posted by Denied View Post
    This DDay event is coded in client too, right?
    yes, you are right

  9. #9
    Member OhOhOh is offline
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    Aug 2011 Join Date
    51Posts

    Re: MU Season 6 Version 3.1 for VN

    Quote Originally Posted by laudaicat View Post
    Watch on HD you can see:
    - Damage > 65.5535, HP > 65.535
    - HP Monster Bar on Top each Monster.
    - FULL 3D Camera (Fix: Fog, HP Damage, Character Direction ...).
    - ...
    Sounds interesting for an orient server. HP Bar source code was shared months ago

  10. #10
    Member laudaicat is offline
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    Oct 2008 Join Date
    86Posts

    Re: MU Season 6 Version 3.1 for VN

    Quote Originally Posted by OhOhOh View Post
    Sounds interesting for an orient server. HP Bar source code was shared months ago
    Yes, HP bar source shared, but i don't use it. It's maybe ideas ^^.


  11. #11
    Everything is a joke. duracel is offline
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    Sep 2005 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    Very nice what u have coded :) good job.

  12. #12
    Member ChromoMU is offline
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    Oct 2011 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    Vietnamise coder are so good.

  13. #13
    Apprentice phuocdai11 is offline
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    Nov 2011 Join Date
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    Re: MU Season 6 Version 3.1 for VN

    Quote Originally Posted by OhOhOh View Post
    Wrong section guy. MOD plz move or delete this boring thread.
    don't understand what the artis is!...everyone! let's creat your special client as they do!
    so i have some question. can you explain to me..
    the first, i think the main of this client have been cracked! and it did not any option as the same.
    so coders add code into pe file of client or they rebuilt everything from a source file main.cpp(may be)!
    i get great an admiration with those coder...
    Last edited by phuocdai11; 13-11-11 at 12:40 PM.

  14. #14
    Account Upgraded | Title Enabled! juajua123 is offline
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    Aug 2010 Join Date
    203Posts

    Re: MU Season 6 Version 3.1 for VN

    ON: Good job on adding those customs to the client. Congratulations.

    OFF:
    Quote Originally Posted by phuocdai11 View Post
    don't understand what the artis is!...everyone! let's creat your special client as they do!
    so i have some question. can you explain to me..
    the first, i think the main of this client have been cracked! and it did not any option as the same.
    so coders add code into pe file of client or they rebuilt everything from a source file main.cpp(may be)!
    i get great an admiration with those coder...
    Its a DLL hooked to the main, or they fully coded it in ASM in the main wich i dont think so. Coder definetly knows some ASM tho :P.

  15. #15
    Apprentice phuocdai11 is offline
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    Nov 2011 Join Date
    20Posts

    Re: MU Season 6 Version 3.1 for VN

    Quote Originally Posted by juajua123 View Post
    ON: Good job on adding those customs to the client. Congratulations.

    OFF:

    Its a DLL hooked to the main, or they fully coded it in ASM in the main wich i dont think so. Coder definetly knows some ASM tho :P.
    oh! i miss to mention the hook...yeah it very strong ! it trace message and some code int hook dll are asm(masm nasm ...);
    it's great! <thank for sharing>



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