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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
is there a way to use the hp bar in the main 1.02c?
there is a tutorial or someone can make a DLL to be hookada the gameserver and one for the main? would be of great help!
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
ashlay
#define MU_CDC_SETBACKGROUNDCOLOR 0x0041EDCA
emm sorry. 1.03Y (1.03.25)?
Main
Big THX!
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
EvgGenn
emm sorry. 1.03Y (1.03.25)?
Main
Big THX!
1_03_25JPN
#define MU_CDC_SETBACKGROUNDCOLOR 0x00420E06
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Successfully mobilized HP BAR from this topic version Main 1.03Y (1.03.25). Everything works fine, but I noticed one problem. When you hover over the mob - he appears not 100% health, until you hit it. Who faced?
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
IA JULIA PROJECT ERROR HOOKS?!
Code:
1>------ Build started: Project: IA Julia 1.x.x, Configuration: GS_Release_Version Win32 ------
1>Build started 1/3/2014 12:02:53.
1>InitializeBuildStatus:
1> Touching "D:\Downloads\DeveloperGS\Source IA Julia ENG 16-9-13\\GameServer\Temp\IA Julia 1.x.x.unsuccessfulbuild".
1>ClCompile:
1> User.cpp
1>User.cpp(534): warning C4244: '=' : conversion from 'DWORD' to 'unsigned short', possible loss of data
1>User.cpp(771): error C2143: syntax error : missing ';' before '.'
1>User.cpp(771): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>User.cpp(771): error C2371: 'Utilits' : redefinition; different basic types
1> d:\downloads\developergs\source ia julia eng 16-9-13\ia julia 1.x.x\Utilits.h(41) : see declaration of 'Utilits'
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:01.40
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
wanted to know where I add the hooks to not have these errors in compilation, I am new to programming and wanted to add the HP system in my project
OBS:
Quote:
Originally Posted by
ashlay
User.cpp ( OK )
Code:
//-------------------
//HpBar
//-------------------
void GCDamageSend(int aIndex, int TargetIndex, int AttackDamage, int MSBFlag, int MSBDamage, int iShieldDamage)
{
PMSG_ATTACKRESULT pResult;
PHeadSetB((LPBYTE)&pResult, PROTOCOL_ATTACK, sizeof(pResult));
pResult.NumberH = SET_NUMBERH(TargetIndex);
pResult.NumberL = SET_NUMBERL(TargetIndex);
pResult.DamageH = SET_NUMBERH(AttackDamage);
pResult.DamageL = SET_NUMBERL(AttackDamage);
pResult.btShieldDamageH = SET_NUMBERH(iShieldDamage);
pResult.btShieldDamageL = SET_NUMBERL(iShieldDamage);
if ( MSBFlag != FALSE )
{
pResult.NumberH &= 0x7F;
pResult.NumberH |= 0x80;
}
pResult.DamageType = MSBDamage;
OBJECTSTRUCT * gObj = (OBJECTSTRUCT*)OBJECT_POINTER(aIndex);
OBJECTSTRUCT * gTarg = (OBJECTSTRUCT*)OBJECT_POINTER(TargetIndex);
//pResult.Life = gObj[TargetIndex].Life; //hpbar
//pResult.MaxLife = gObj[TargetIndex].MaxLife + gObj[TargetIndex].AddLife; //hpbar fix
pResult.Life = gTarg->Life;
pResult.MaxLife = gTarg->MaxLife + gTarg->AddLife; //hpbar fix
if(gTarg->Type == OBJECT_USER)
{
DataSend(TargetIndex, (LPBYTE)&pResult, pResult.h.size);
}
if(gObj->Type == OBJECT_USER )
{
DataSend(aIndex, (LPBYTE)&pResult, pResult.h.size);
}
}
//-------------
User.h ( OK )
Code:
//------------------------------------------------//
// Hp-Bar //
//------------------------------------------------//
void GCDamageSend(int aIndex, int TargetIndex, int AttackDamage, int MSBFlag, int MSBDamage, int iShieldDamage);
//-------------
//hp bar
//-------------
struct PMSG_ATTACKRESULT
{
PBMSG_HEAD h; // C1:DC
BYTE NumberH; // 3
BYTE NumberL; // 4
BYTE DamageH; // 5
BYTE DamageL; // 6
BYTE DamageType; // 7
BYTE btShieldDamageH; // 8
BYTE btShieldDamageL; // 9
float Life; //A //hpbar
float MaxLife; //E //hpbar
float AddLife; //hpbar
};
//--------------------------------
hooks ( ??? ) where not add hooks to contain these mistakes when compile the DLL?
Code:
#ifdef _GS
Utilits.HookThis((DWORD)&GCDamageSend,0x00403BA7);//hpbar
#endif
#ifdef _GS_CS
Utilits.HookThis((DWORD)&GCDamageSend,0x00403d55);//hpbar
#endif
sorry for my english because misspelled use google translator
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
evggenn
successfully mobilized hp bar from this topic version main 1.03y (1.03.25). Everything works fine, but i noticed one problem. When you hover over the mob - he appears not 100% health, until you hit it. Who faced?
up
_____
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
@EvgGenn
its also the same in 1.03K 1.03.11.
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Can someone explain me in few words how to add those source files on my client? I have a IGC sv and client files and i want to add that chat code which separe my normal chat to system chat.Where i have to add those codes,who can give me a tutorial or a video or some hints.
I will appreciate that..thx
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
New jewels do not work, the model is not displayed. added to the client model called "Jewel180.bmd", zero effect it.
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
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!
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
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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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
please share main complete (1.03K or 1.03P)
Thank!
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
http://i.imgur.com/Yre1xnj.png
Jewels model not displayed. Help me please. =/
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
as his sack Offsets Set & Wing NPC::Chaos Card Master and main 1.04d ?
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Can someone share a main or source preferable with all additions?
Thank you a lot :D
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
New jewels not loaded. Help Please !
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
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
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Release addon for new jewels.
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
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
}
}
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
psychedelic
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
-
Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
cocs55
look for yourself
-
Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
Quote:
Originally Posted by
VeltonD
Someone knows how to take the message of Fruits?
do you have this offsets for 1.03K JPN ?
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Re: Client 1.03P ENG Source(CustomHP-CustomMonster-CustomItems and more)
where i can find sky images?