[Release] Custom Character"C" UIPanel S9

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  1. #16
    Account Upgraded | Title Enabled! solarismu is offline
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    re: [Release] Custom Character"C" UIPanel S9

    Quote Originally Posted by thevjfla View Post
    Oh, let me try compile in the dll and try.
    you do any change in theprotocol of gs?
    Yes... MUST sent Addpoints in dword instead of word. Do it by your own risk ^^ I'm watching WC right now. no support ^^

  2. #17
    Account Upgraded | Title Enabled! thevjfla is offline
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    re: [Release] Custom Character"C" UIPanel S9

    Quote Originally Posted by solarismu View Post
    Yes... MUST sent Addpoints in dword instead of word. Do it by your own risk ^^ I'm watching WC right now. no support ^^
    i do that, and the client reads fine the value, only dont show properly.

    bro, im from argentina and now are playing hahaha

    see u later, and thanx for all :D

  3. #18
    Account Upgraded | Title Enabled! solarismu is offline
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    re: [Release] Custom Character"C" UIPanel S9

    Quote Originally Posted by thevjfla View Post
    Oh, let me try compile in the dll and try.
    you do any change in theprotocol of gs?


    EDIT:







    What im doing wrong? :(

    In the DB the char have 176000 free leveluppoint, i have a little script for write correct lvluppoints but dont work with this main, can you share me the correct asm code for the offset 0x009a92e2 ?
    Code:
    #define HOOK_FIX_ADDPOINTS 0x9A92E2
    #define JMPBACK_FIX_ADDPOINTS 0x9A92E2+0xC
    extern int IGCAddPoints = 0;	//will recv DWORD value from GameServer
    
    void __declspec(naked) VicFixAddPoints()
    {
    	_asm
    	{
    		mov eax, IGCAddPoints;
    		mov edx, JMPBACK_FIX_ADDPOINTS;
    		jmp edx;
    	}
    }

  4. #19
    Account Upgraded | Title Enabled! thevjfla is offline
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    re: [Release] Custom Character"C" UIPanel S9

    Quote Originally Posted by solarismu View Post
    Code:
    #define HOOK_FIX_ADDPOINTS 0x9A92E2
    #define JMPBACK_FIX_ADDPOINTS 0x9A92E2+0xC
    extern int IGCAddPoints = 0;	//will recv DWORD value from GameServer
    
    void __declspec(naked) VicFixAddPoints()
    {
    	_asm
    	{
    		mov eax, IGCAddPoints;
    		mov edx, JMPBACK_FIX_ADDPOINTS;
    		jmp edx;
    	}
    }
    i need to put the received lvl up points in IGCAddPoints from the protocol, realy?

    but, with this asm the client dont starting, just load a little time the process and closes, dont write dmp or .log



    // Fixed with SetCompleteHook :D

    Edit2: Need to edit the structs in the GS and the DLL for parse the complete value of leveluppoints when the character loads, level up, addpoints and use /add commands

    now working perfect, ty for all @solarismu <3
    Last edited by thevjfla; 27-06-18 at 02:13 AM.

  5. #20
    Account Upgraded | Title Enabled! thevjfla is offline
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    Re: [Release] Custom Character"C" UIPanel S9

    im comeback to experiment with s9 client. atm the leveluppoints shows perfect up to 65k

    the only issue: when use /add dont update the leveluppoints, from the server comes correct value from C1 FA 0x90 proto but... how update the value on the hooked var?! xD
    Edit GMMng.cpp in the 5 /add case adding GSProtocol.GCLevelUpMsgSend(aIndex, 0); for force the client to reload LevelUpPoints and fixed ^^
    Last edited by thevjfla; 09-10-18 at 12:09 AM.

  6. #21
    Account Upgraded | Title Enabled! Andiix is offline
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    Re: [Release] Custom Character"C" UIPanel S9

    Can you do it for Season 12 IGCN?

  7. #22
    Proficient Member Luis_br is offline
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    Re: [Release] Custom Character"C" UIPanel S9

    Quote Originally Posted by solarismu View Post
    Season 9 main + IGC released DLL source
    "Hell" ... Credits
    VICIOUS - Me
    IGCN - released DLL source
    Webzen Season 9 Main

    Fix 0.2 :
    • Fix broken OnConstructs
    • Add missing hide Reset/GReset Boxes funtions.

    Fix 0.1 :
    • Fix editable textarea.
    • Add change text MLV , Reset, GReset

    Updated Link : https://drive.google.com/open?id=1n4EnfrtnbtK_w7gbk9nXg_NsDNR50qhe
    (Script update, update red lines in CharacterFrame.cpp code)


    1st. Paste this new UI file to Data\Interface\GFx
    2nd. Coding :

    (create) CharacterFrame.h
    Code:
    #pragma once
    #define HOOK_SET_LEVEL_TEXT 0x009A90B1
    #define JMPBACK_SET_LEVEL_TEXT 0x009A90CA
    #define pInvokeUI ((DWORD(__stdcall*)(DWORD pFrame, char * method, char * format ...)) 0x0095A6EA)
    
    void SetLevelResetUI();
    
    extern int iResetVisibleUI;
    extern int iGResetVisibleUI;
    extern int iResetUI;
    extern int iGResetUI;
    (create) CharacterFrame.cpp

    Code:
    #include "stdafx.h"
    #include "CharacterFrame.h"
    
    char szFormat_1[4] = "%s";
    char szFormat_2[4] = "%d";
    char szFormat_3[12] = "%s %s %s";
    
    char szSetLevel[16] = "SetLevelText";
    char szSetMLevel[16] = "SetMLevelText";
    char szSetReset[16] = "SetResetText";
    char szSetGReset[16] = "SetGResetText";
    char szSetResetVisible[20] = "SetResetVisible";
    char szSetGResetVisible[20] = "SetGResetVisible";
    int iResetVisibleUI = 1; //0:false 1:true
    int iGResetVisibleUI = 1;
    
    DWORD pCFrame;
    int iLevel = 0;
    int iMLevel = 0;
    int iResetUI = 0;
    int iGResetUI = 0;
    char buffer[20];
    
    int iInitOnce = 0;
    char szInitTextExtended[20] = "InitTextExtended";
    
    
    char szLabelMLevel[] = "MLV"; //Change text here, but don't make it too long, won't fit the box.
    char szLabelReset[] = "Reset";
    char szLabelGReset[] = "GReset";
    
    
    void __declspec(naked) SetLevelResetUI()
    {
        _asm 
        {
            mov eax, 0x0851ACC4;
            mov eax, [eax];
            movzx eax, word ptr[eax + 0x10C];
            mov iLevel, eax;
            mov eax, 0x08B97850
            movzx eax, word ptr[eax];
            mov iMLevel, eax;
    
            mov edx, 0x00969F14;
            call edx;
            mov ecx, eax;
            mov edx, 0x007F7818;
            call edx;
            mov pCFrame, eax;
        }
        if(pCFrame)
        {
            if (!iInitOnce) {
                iInitOnce = 1;
                pInvokeUI(pCFrame, szInitTextExtended, szFormat_3, szLabelMLevel, szLabelReset, szLabelGReset);
            }
            sprintf(buffer, "%d", iLevel);
            pInvokeUI(pCFrame, szSetLevel, szFormat_1, buffer);
            sprintf(buffer, "%d", iMLevel);
            pInvokeUI(pCFrame, szSetMLevel, szFormat_1, buffer);
            
            if (iResetVisibleUI) {
                sprintf(buffer, "%d", iResetUI);
                pInvokeUI(pCFrame, szSetReset, szFormat_1, buffer);
            }
            else {
                pInvokeUI(pCFrame, szSetResetVisible, szFormat_2, 0);
            }
            if (iGResetVisibleUI) {
                sprintf(buffer, "%d", iGResetUI);
                pInvokeUI(pCFrame, szSetGReset, szFormat_1, buffer);
            }
            else {
                pInvokeUI(pCFrame, szSetGResetVisible, szFormat_2, 0);
            }
    
        }
        _asm 
        {
            mov edx, JMPBACK_SET_LEVEL_TEXT;
            jmp edx;
        }
    }
    (Edit) DllMain.cpp
    Code:
    #include "CharacterFrame.h"
    //...
    void SetHook()
    {
        HookThis((DWORD)&SetLevelResetUI, HOOK_SET_LEVEL_TEXT);
            //...
    }
    (Edit) Protocol.cpp
    Code:
    #include "CharacterFrame.h"
    //...
    
    bool CliProtocolCore(LPBYTE aRecv, BYTE ProtoNum, int len, bool Encrypt)
    {
        switch(ProtoNum)
        {
        //...
            case 0xFA:
            {
                if (aRecv[0] == 0xC1)
                {
                    PMSG_DEFAULT2 * lpMsg2 = (PMSG_DEFAULT2 *)aRecv;
                    switch (lpMsg2->subcode)
                    {
                    case 0x0B: //IGCN already coded this on GameServer (they used it for Season 6, but still keep in file till now (S13))
                    {
                        struct PMSG_RESET_INGAME_SEND
                        {
                            PBMSG_HEAD2 h;
                            WORD Resets;
                        }; //Should move this struct to your header file.
                        PMSG_RESET_INGAME_SEND * pRSMsg = (PMSG_RESET_INGAME_SEND *)aRecv;
                        iResetUI = pRSMsg->Resets;
                        iResetVisibleUI = 1;
                        break;
                    }    
                }
            }
        }
    }
    Bro help me please

    I convert the Ozg to Gfx file, how i can edit this gfx file?

    i tried to rename to swf (edit in the notpad the 3 first letters to FWS) and use the Sothink swf decompiler, but no success =/

    Can you help me?

  8. #23
    Member diemorko is offline
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    70Posts

    Re: [Release] Custom Character"C" UIPanel S9

    @Luis_br
    Anyone got it for MuEmu (Xteam) s8?

  9. #24
    Valued Member tangyi90 is offline
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    128Posts

    Re: [Release] Custom Character"C" UIPanel S9

    how change "MLV","Reset","Greset" to Chinese ?

  10. #25
    Valued Member tangyi90 is offline
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    128Posts

    Re: [Release] Custom Character"C" UIPanel S9

    :thumbup:
    Last edited by tangyi90; 26-05-20 at 05:09 AM.

  11. #26
    Member diemorko is offline
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    70Posts

    Re: [Release] Custom Character"C" UIPanel S9

    still no one got it for s8? :/

  12. #27
    Member one4raul is offline
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    Aug 2019 Join Date
    54Posts

    Re: [Release] Custom Character"C" UIPanel S9

    hmm, on s12 work? And pls update link for download @solarismu

  13. #28
    Valued Member tangyi90 is offline
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    Oct 2014 Join Date
    128Posts

    Re: [Release] Custom Character"C" UIPanel S9



    How to modify the number of created points?



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